ZDoom hates my PNGs
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
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Sooo, if I get really board I can convert all of my sprites, GFX and textures to PNG's and free up a shit load of space in my wad? Then my next step would be to OGGulise the SFX thus taking my wads size down considerably!
The only problem is that everytime I extract a WAV file from Doom and try to play it in windows it doesn't play... I don't undertstand because most Wavfiles will play, but anything from Doom won't... also, what's stranger is that when I put this files in Sound Forge the meters at the side read like it's playing the file... but I still can't hear it. On checking the meters in my Sound Cards control panel it doesn't read anything... I'm thinking that the problem is either my sound card doesn't like 8 bit sounds at 11khz sample rate or it's a problem with Windows 2K... I'm gonna run a few more tests because this is a sereouse problem...

The only problem is that everytime I extract a WAV file from Doom and try to play it in windows it doesn't play... I don't undertstand because most Wavfiles will play, but anything from Doom won't... also, what's stranger is that when I put this files in Sound Forge the meters at the side read like it's playing the file... but I still can't hear it. On checking the meters in my Sound Cards control panel it doesn't read anything... I'm thinking that the problem is either my sound card doesn't like 8 bit sounds at 11khz sample rate or it's a problem with Windows 2K... I'm gonna run a few more tests because this is a sereouse problem...

XWE seems to have a bug that kills WAVfiles as it extracts them, particularly if you try to extract multiple sounds at once. 
Don't convert your SFX to OGG unless they're reasonably long (like the Doom 2 endboss wakeup sound). You won't save any space and the effect will sound worse. OGG is meant more for music than sound effects.

Don't convert your SFX to OGG unless they're reasonably long (like the Doom 2 endboss wakeup sound). You won't save any space and the effect will sound worse. OGG is meant more for music than sound effects.
What do you mean by that? You can certainly reference TX textures from ANIMDEFS (that's one of the first things I did with them). What is this 'non-traditional' animation method you imply? Just curious.HotWax wrote:Currently there is no way to animate TX textures. You'll have to use traditional animation methods and leave them as textures.
EDIT: Oh, and to answer Lexus's question about sprites, no. I tried using a TX image for a sprite and ZDoom said that it didn't have any frames or something.
- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
- Contact:
ZDoom.wad holds the answer you speak... Look for the ICEC and unknown thing sprites in particular.Lexus Alyus wrote:using PNG's for sprites!Is that possible?
Oh and BTW, about that spelling problem...
- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
- Contact:
As Randy has said before, image format doesn't matter so long as ZDoom understands it. Every graphic, whether patch, sprite, flat, or TX image, is read in the same way; if the image format is known, the image is read and converted to Doom format. Once the image is loaded, it doesn't matter where it's being used.
Isn't that an elephant? No, frankly I don't mind and I am not trying to mock/insult ANYBODY! I just wanted an opportunity to use a quotation. That was my first one everTOGoS wrote:Call it... "a elephant" if you wish, but that won't make it good.Naitguolf wrote:ok, then we can call this... "a feature"...

- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
- Contact: