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Re: SLADE v3.0.2 final Released

Posted: Thu Sep 08, 2011 12:17 pm
by NeuralStunner
Syfo-Dyas wrote:Is Slade designed for modern source ports with Hi-Res Textures and what not, or can it be used as a WinTex replacement for use with Vanilla DOOM, BOOM, and the like?
Works fine for vanilla. :yup:

Re: SLADE v3.0.2 final Released

Posted: Fri Sep 09, 2011 3:49 am
by disposable_username2
NeuralStunner wrote:
Syfo-Dyas wrote:Is Slade designed for modern source ports with Hi-Res Textures and what not, or can it be used as a WinTex replacement for use with Vanilla DOOM, BOOM, and the like?
Works fine for vanilla. :yup:
So long as you know what works in vanilla and what doesn't.

Re: SLADE v3.0.2 final Released

Posted: Fri Sep 09, 2011 9:45 pm
by esselfortium
SLADE supports vanilla-compatible formats as well as ZDoom and other source-port features.

Re: SLADE v3.0.2 final Released

Posted: Sat Sep 10, 2011 1:29 pm
by NeuralStunner
Here's a weird one.

The current graphic display doesn't update after the lump/file selected is converted, clicking on it again from the list doesn't update it either. Only way to update the view of that graphic is to switch to another entry (in the same archive) then back.

Also, could ther ebe an option to use a global graphic display mode (Auto/Graphic/Sprite/HUD), and save that to config on exit? (I've become rather partial to HUD display. :P )

Re: SLADE v3.0.2 final Released

Posted: Sun Sep 11, 2011 3:13 pm
by Syfo-Dyas
Alright, I've been converted! This tool is awesome, it just put me off a little bit at first, but now I think I got the hang of it!

Thankx for writing this!!!!!!

Re: SLADE v3.0.2 final Released

Posted: Thu Sep 15, 2011 10:10 pm
by NeuralStunner
This always seems to happen after working through a lot of graphics.

Code: Select all

Version: 3.0.2 r1014M
Stack Trace:
0: wcsncpy()
1: wcsncpy()
2: free()
3: ()
4: ()
5: ()
Specifically, during viewing/converting of certain "invalid" graphics (like ones in ROTT it can't make sense of).

Edit: And another while playing with the color remap tool*:

Code: Select all

Version: 3.0.2 r1014M
Stack Trace:
0: (d:\jeux\doom\source\slade3\src\translationeditordialog.cpp:467) TranslationEditorDialog::setStartColour()
1: (d:\jeux\doom\source\slade3\src\translationeditordialog.cpp:741) TranslationEditorDialog::onBeginColourChanged()
2: GdipSetStringFormatMeasurableCharacterRanges()
It does this when trying to set a color range after clearing the translations list.

* Which I love, by the way. Only things that'd make it better (aside from not crashing :P ):
  • Source/destination palette selectors, handy if you're translating across palettes or forgot to set the correct one beforehand.
  • The ability to scroll the previewer through selected graphics when multiple ones are being retranslated, so you know how they'll all look.
  • Working with initially truecolor graphics (paletting them first), and outputting truecolor or a modified PNG palette if applicable.

Re: SLADE v3.0.2 final Released

Posted: Sat Sep 24, 2011 5:46 am
by Gez
So, a new build of SLADE 3 is available.

The big addition is some palette generation tools. Let me explain how it works:
  • When a palette is displayed, you can right-click on any color to change it directly. Creating a whole new palette this way will probably be tedious, however.
  • So you can now import palette files. Other than raw format, you can import palettes that are saved a square image (make sure the color cells are uniform, no numbering or whatever), as a comma-separated list of RGB values, in the JASC text format or in the GIMP text format. I'll need some feedback for the JASC palettes however since the only samples I had to test were those generated by SLADE in the first place; so I can't guarantee much. (Plus I wrote that code when I had no Internet access to look up documentation.)
  • But you can do other tweaks! From the palette menu, you have "tint", "colourise", "tweak", "invert", etc. options. When using one of them, you get a window where you can select ranges in the palette, perform some changes from this. At the moment, you need to okay each change to validate them, and reopen the window to make a new change. I admit it might be a bit tedious, too.
  • As you know, a Doom engine PLAYPAL does not contain only one palette, but several. Well, good news! You can now edit that too! You can remove a palette from a palette file, or reduce that file to this single palette, deleting all others. You can duplicate a palette (its copy will be added at the end). You can change the order in which they are. Lastly and perhaps most excitingly, you can automatically generate a full Doom or Hexen set of palettes from the current palette. Painstaking reverse engineering efforts have been deployed to ensure the values of the colors generated for the extra palettes are identical to those you would have obtained from Id Software's own palette generation tool. In fact, if you regenerate any of the stock PLAYPAL from their first palette with this tool, the resulting PLAYPAL will be bit-for-bit identical.
  • "Add to custom palettes" now take effect instantly. You no longer need to quit and restart SLADE to see your new palette in the main palette chooser.
  • A "Test palette" option is now also added. This will add the tested palette to the main palette chooser, but only for the current session (it is not added to the custom palette directory). You can then look how various paletted graphics are rendered with this palette. An example of use could be also to see how one of the palettes beside the first in a PLAYPAL look. Want to take a good look at how a texture will look when the player wears a radsuit? That's what you'll use.

Re: SLADE v3.0.2 final Released

Posted: Mon Sep 26, 2011 12:24 am
by Sgt Dopey
i don't know if this has pointed out yet. but if you open a wad look a textures then open another wad and look textures in there they won't show up this also happens in the texture editor

Re: SLADE v3.0.2 final Released

Posted: Mon Sep 26, 2011 1:41 am
by Gez
Haven't experienced this. I have been able to open four or five texture editors at the same time, from as many different wads, without problem...

Re: SLADE v3.0.2 final Released

Posted: Mon Sep 26, 2011 11:26 am
by NeuralStunner
As another random request, think the .txt extension could be added to detection as Text type?

Re: SLADE v3.0.2 final Released

Posted: Tue Sep 27, 2011 9:03 pm
by Sgt Dopey
Gez wrote:Haven't experienced this. I have been able to open four or five texture editors at the same time, from as many different wads, without problem...
Must be just mine then

Re: SLADE v3.0.2 final Released

Posted: Sun Oct 02, 2011 3:41 am
by disposable_username2
2 bugs with r1043,windows xp sp3
1.in-place lump rename ignores "force uppercase" setting
2.if soundfont is configured and auto-play is on, select d_runnin in doom2.wad, press and hold Down key ->windows error box "slade.exe error" blah blah...

Re: SLADE v3.0.2 final Released

Posted: Mon Oct 03, 2011 3:15 am
by disposable_username2
I saw the new screenshots in DW image thread.
Uhhh.
Did the "show things as squares" option go away? In "show things as sprites" mode, it's very necessary to display the bounding box and not some stupid circle.

Re: SLADE v3.0.2 final Released

Posted: Mon Oct 03, 2011 4:21 am
by sirjuddington
There are 3 thing render modes - squares, circles and sprites.

Re: SLADE v3.0.2 final Released

Posted: Mon Oct 03, 2011 4:31 am
by Gez
Yeah, but in sprite mode there is a circle for selected/hovered over things.
Image