Enjay wrote:Would you mind stepping me through exactly how to use SLADE to get these graphics correct?
Graf Zahl wrote:To be honest, that's an utterly counterproductive workflow. If these things need to be customizable they should be able to read other graphics formats, too, not just some totally outdated specialty files. The texture management code isn't that bad that it can't be done. You can easily create textures without using the texture manager for this.
Enjay wrote: Hmmm, Hexen startup screens - I have a graphic in the right format and it shows when the game starts. However, I don't seem to be able to get it to use its own palette. If I select "existing/global" as the palette, the existing palette seems to get thrown out of the window and the image is greyscaled. If I pick a palette from a specific game (any of them) the image shows just fine in the palette that I have picked. Should "existing/global" not preserve the existing palette? I mean, there is already a greyscale option on the list.
Enjay wrote:(and a side question, is there a way to add extra palettes to SLADE?)
Enjay wrote:[edit2] Hmmm, I just read the palette documentation and I now understand "existing/global" and how to use a custom PLAYPAL lump. There doesn't seem to be an ability to read a palette from a graphic or for me to add a palette in non PLAYPAL format (eg being able to use Paint Shop Pro palettes somehow would suit me). Is that correct?
StartupBitmap = ST_Util_CreateBitmap (320, 200, 8);
// Fill bitmap with the startup image.
memset (ST_Util_BitsForBitmap(StartupBitmap), 0xF0, 64000);
FWadLump lumpr = Wads.OpenLumpNum (startup_lump);
lumpr.Seek (57 * 320, SEEK_SET);
lumpr.Read (ST_Util_BitsForBitmap(StartupBitmap) + 41 * 320, 95 * 320);
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