WHY aka. My custom graphics didn't show on GZDoom
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WHY aka. My custom graphics didn't show on GZDoom
Well would you look at that, it's the first time i did modding, i went to custom graphics, otherwise something pretty peculiar happened, the custom graphics didn't show up. I found out why. Look at the attachments. Any way i can fix this?
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Re: WHY aka. My custom graphics didn't show on GZDoom
The magic thing you're missing is offsets, aka the X and Y coordinates of the picture's origin point. The [0, 0] coordinates it gets by default are usually not helpful for any sort of sprite, so you need to set proper offsets for all sprites.
At the bottom of the picture preview in SLADE, you should see two number boxes for offsets, and a drop-down selector that probably indicates "Auto". Set it to "HUD" for your pistol sprite, you should get the grid outline like for the Doom II pistol sprite. Then drag and drop your sprite to position it kind of like how the pistol sprite is positioned. Then hit the "save" button (right under the "Entry Contents" label, next to the "revert'" button), and then save the wad and test it.
For HUD sprites, the origin point is relative to the screen, for world sprites it is relative to the bottom center of the actor (or the top center if it's an actor that spawns on ceilings).
At the bottom of the picture preview in SLADE, you should see two number boxes for offsets, and a drop-down selector that probably indicates "Auto". Set it to "HUD" for your pistol sprite, you should get the grid outline like for the Doom II pistol sprite. Then drag and drop your sprite to position it kind of like how the pistol sprite is positioned. Then hit the "save" button (right under the "Entry Contents" label, next to the "revert'" button), and then save the wad and test it.
For HUD sprites, the origin point is relative to the screen, for world sprites it is relative to the bottom center of the actor (or the top center if it's an actor that spawns on ceilings).
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Re: WHY aka. My custom graphics didn't show on GZDoom
nope. i did everything you told me, GZDoom wants to be a bitch so he doesn't add them.Gez wrote:The magic thing you're missing is offsets, aka the X and Y coordinates of the picture's origin point. The [0, 0] coordinates it gets by default are usually not helpful for any sort of sprite, so you need to set proper offsets for all sprites.
At the bottom of the picture preview in SLADE, you should see two number boxes for offsets, and a drop-down selector that probably indicates "Auto". Set it to "HUD" for your pistol sprite, you should get the grid outline like for the Doom II pistol sprite. Then drag and drop your sprite to position it kind of like how the pistol sprite is positioned. Then hit the "save" button (right under the "Entry Contents" label, next to the "revert'" button), and then save the wad and test it.
For HUD sprites, the origin point is relative to the screen, for world sprites it is relative to the bottom center of the actor (or the top center if it's an actor that spawns on ceilings).
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Re: WHY aka. My custom graphics didn't show on GZDoom
At the risk of asking a stupid question, are you sure you actually loaded the mod? If so, did you load it last? After booting up GZDoom, open the console and scroll to the top, it will say what wads were loaded. Make sure your mod is actually here!
Also, since Gez didnt directly answer, there is nothing wrong with using a PNG over an LMP like the original doom. In fact, PNG is usually better, because it will always look the same regardless of current palette. So the file type is definitely not the problem.
EDIT: I think I remembered what your problem actually is. You are using a WAD format right? Then all sprites must be placed between S_START and S_END markers. To add them, in SLADE, go to Archive -> New -> New Entry -> Name it S_START or S_END. Move the markers accordingly so all sprites are between S_START and S_END. This is required to load your mod in ANY source port if you are using the WAD format.
BTW, if you keep using the WAD format, give this a look.
Also, since Gez didnt directly answer, there is nothing wrong with using a PNG over an LMP like the original doom. In fact, PNG is usually better, because it will always look the same regardless of current palette. So the file type is definitely not the problem.
Don't act like a baby. It's fine if you don't understand how to do something, but if you act like this, you're gonna get a lot less people willing to help.DOOMPiter wrote:nope. i did everything you told me, GZDoom wants to be a bitch so he doesn't add them.
EDIT: I think I remembered what your problem actually is. You are using a WAD format right? Then all sprites must be placed between S_START and S_END markers. To add them, in SLADE, go to Archive -> New -> New Entry -> Name it S_START or S_END. Move the markers accordingly so all sprites are between S_START and S_END. This is required to load your mod in ANY source port if you are using the WAD format.
BTW, if you keep using the WAD format, give this a look.
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Re: WHY aka. My custom graphics didn't show on GZDoom
Since you're clearly using the WAD format instead of PK3, your sprites need to be between markers named S_START and S_END.
You also need to set proper offsets for your sprites, as explained by Gez above.
You also need to set proper offsets for your sprites, as explained by Gez above.