Nash wrote:...how is using this tool better than what SLumpEd can already do?
In SLumpEd, you can open a WAD that has LMP graphics, select them and convert to PNG and it'll do it really quickly, and preserve the LMP's offsets and transparency... ?
The advantages are subtle. For one thing, slumped doesn't want to compile on linux very easily (someone PLEASE prove me wrong), so it's good for people who are using linux to have something that actually works. Enjay mentioned that slumped occasionally makes pixels transparent that shouldn't be during export. Also, you get a bit more control over the output images with this tool, and the compressed pngs it produces with pngcrush are very small.
Another possible use: Dump a set of images and lumps from a stock sprite as a base for spriting work. You can either modify the bitmaps you exported, or use this conversion tool, delete the bitmaps and modify the resultant pngs. Most (all?) image editors will remove the offset info from the png as soon as you modify it - but you can just run this tool again and quickly put all of the offsets back in. If the source bitmap is gone but the lump is still present, the offsets will be set in the target png without its appearance being changed. So, there's kind of a cool side effect from storing the offsets separately.
Another use: batch image conversion in general (to png, at least). This thing will convert just about any format to png. ReX used it (correct me if I'm wrong) to convert a bunch of targa images (captures of 3d models I believe) to png format. In his case he was going for small filesize, so he might have for example scaled all of the images to something like 75% of their original size (afaik slumped cannot do this) and used the "compress" option.
BilboHicks wrote:...
1 - After saving a bunch of sprites from (say) Strife wad using (say) SlumpEd, this tool will allow me to batch convert them to pngs that can be used with GZDoom/Zdoom (with offsets) ?
2 - This utility supports conversion to the Doom palette then?
1 - Yes. The catch is, you have to export them from (SlumpEd)
twice - both as images and as "raw" lumps (should have lmp extension). This tool gets the image data from the image and the offset data from the lump. I may add the ability to read offset data from pngs later.
2 - No, but that's a good suggestion and I'll probably add the ability to force a particular palette now that you mention it. Of course, this is not necessary for gzdoom as it is not limited to any specific palette, and zdoom does it's best to map png images into the doom palette anyway... I don't know, I'll think about this. Maybe we could use this tool -
http://fordy.planetunreal.gamespy.com/bright.htm