While it is of great value, it only prints the map, making identification of the map at a later date difficult.
Could it be done that it also prints the map with the name same as the filename ?
Something like this:
Spoiler:
Spoiler:
I'd like this too. All of my projects have been in directory form, I haven't used any WAD tools for a very long time now. But I like some of the tools, editors and features in SLADE 3, was hoping I could integrate it into my workflow.Sodaholic wrote:Probably not the right place for a feature suggestion, but is it possible that there could be a directory editing mode? What I mean is, treat a specified folder as a zip archive. I am about to develop a zip mod as a folder, and it will be "compiled" with a batch file telling 7-Zip to pack the contents of a folder.
Of course notNeuralStunner wrote:Is this intentional?
Yeah it's still very WIPNeuralStunner wrote:Also it would be nice if the Textures preview showed sprites in their offset positions. Pretty much just like the standard graphic viewer. A toggle between assembly mode or preview mode would be very useful!
Done.Sodaholic wrote:Speaking of the PNG tools, is it possible to have it be run through some better optimization during image conversion? I've noticed that 32-bit PNGs saved with Paint.NET are smaller than identical images reencoded by Slade3. I'd really like to be able to save some space.
Perhaps somehow integrate PNGCrush or something similar?
Can't you use SLADE's own map scaling code which is in the map editor branch? Like, if you want to make image 2x larger, zoom in to the top left corner of the map, render it, zoom in to the top right corner, and so on.Gez wrote:However, I don't want to work on that feature until I have a way to create arbitrarily-sized images.
Code: Select all
Stack Trace:
0: (d:\jeux\doom\source\slade3\src\imageformats.h:293) DoomGfxAlphaDataFormat::isThisFormat()
1: RtlFreeHeap()
Spoiler:After that the problem fixed itself. Oh no, it crashed again. And sometimes it works, but rather rarely.