Highres Sprites and Textures
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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.
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Highres Sprites and Textures
how do I implement highres sprites and textures?
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For sprites: Make a series of large sprites to replace existing ones. Then, create a DeHackEd patch, and find the Thing # of the thing you just replaced, and add the following tag:
where X is equal to any number from 0 to 1. Use a decimal. For instance, if you want something to be 50% of its original size, set X to 0.5.
For textures: I only know that it has something to do with the TEXTURES lump. I'm sure somebody else can help with that.
Code: Select all
Scale = X
For textures: I only know that it has something to do with the TEXTURES lump. I'm sure somebody else can help with that.
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as far as I know the only editor that currently supports using hires texturesi s deepsea. to make use of them open up the texture editor (f7 I think) and go to that spot where you edit textures and there should be a field for scale. play around with those values a bit. here's a sort of example map: http://doom.vect.org:8080/other/quartermap01.zip which is map01 srunk down to 25% of its normal size, including all the monsters and the player, though there's no way to change the spawn height of projectiles or the player's view height, so I recommend the chasecam.
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My Gosh! That quartermap is hard! It's very difficult to get the darn aim right. Well, that's definately about as good of an example as you can get with this hires texture stuff. Study the wad closely...
[FUTURE-EDIT] It's "definitely." Get it right, past-me!
[FUTURE-EDIT] It's "definitely." Get it right, past-me!
Last edited by Xaser on Sat Feb 20, 2010 1:59 pm, edited 1 time in total.
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DeePsea certainly allows the creation of Hi-res textures as Cyb said. XWE will allow it as well. I find DeePsea the easier of the 2 to do this in, but XWE is a damn fine tool too. XWE has less Doom editing functions of the 2 but it has support for resource extraction from many other games which you may find fun to play around with.
Just in case - lynx
DeePSea
http://www.sbsoftware.com/
XWE
http://doomworld.com/xwe/
Just in case - lynx
DeePSea
http://www.sbsoftware.com/
XWE
http://doomworld.com/xwe/
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Scaling in XWE
How do I scale textures in XWE? I went to their site and it has nothing as far as help. I then used it to open up one of my wads that has a texture lump. Upon selecting the texture lump I saw that there were feilds for x-scale, and y-scale. I put in a new graphic (one certainly bigg than allowed by standard Doom), added it to the Texture lump. I then put in random values for x/y, and saved it. After doing so I tested the wad, and was unable to discertain any noticible difference. I then went back and pushed it to it's limit off 160 for x and y. My obvious thinking is "Now the texture should be really freaking small." Well I thought wrong. The texture looked exactly the same as before. So what did I do wrong? Can anyone help me please.
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Not sure what you did wrong, but the values are as follows
0=1
8=1
16=0.5
32=0.25...
so, putting a value of 16 in a scale field should scale the texture to 0.5 its normal length in that direction.
Eg a 256x256 texture with an x scale of 16 and a y scale of 32 will effectively be 128x64
The only thing I can think of is it's the texture size that gets scaled, not the patch. Just putting a big patch into a WAD and applying scale values to the texture it's in will get unexpected results. So, add your big patch, modify the texture it is in to be bigger (the same size as the patch usually) and then apply your scale values.
DeePSea gives you immediate feedback by telling you the effective new size, and when you click OK, it scales the graphic appropriately in the preview window too so that you can see what it will look like. Moreover, after that, DeePSea treats the texture as the scaled size in the map editor for offset calculations and so on. Not sure how XWE does all that.
0=1
8=1
16=0.5
32=0.25...
so, putting a value of 16 in a scale field should scale the texture to 0.5 its normal length in that direction.
Eg a 256x256 texture with an x scale of 16 and a y scale of 32 will effectively be 128x64
The only thing I can think of is it's the texture size that gets scaled, not the patch. Just putting a big patch into a WAD and applying scale values to the texture it's in will get unexpected results. So, add your big patch, modify the texture it is in to be bigger (the same size as the patch usually) and then apply your scale values.
DeePSea gives you immediate feedback by telling you the effective new size, and when you click OK, it scales the graphic appropriately in the preview window too so that you can see what it will look like. Moreover, after that, DeePSea treats the texture as the scaled size in the map editor for offset calculations and so on. Not sure how XWE does all that.
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