SlayeR
original nickname

Posts: 1355
Registered: 05-00 |
Xtroose said:
The graphics of any type are not displayed in the Entry Contents box, but the type is correctly displayed in the Entries column. For example, in Doom II IWAD it recognizes KEENA0 as a sprite, but the graphics do not show up in the Entry Contents box. If I minimize the window and then restore it, the contents of the windows below it are shown.
Hmm, that looks to me like a problem with your system (opengl drivers perhaps). The wxGLCanvas doesn't look to be refreshing properly.
If I try to export the entry, it wants to save it as KEENA0.lmp. If I change the extension to .png or .bmp and save it, it is not converted to the corresponding format.
This will be added in the future. Actually I had kinda forgot about it, so thanks for pointing it out :P
I know this is not a priority, but would it be possible to add support for the Doom alphas and Press Release Beta? I would really like to see a modern tool capable of working with them. The only available options right now are, to my knowledge, DeuTex for DOS and Yadex for Unix and Linux. WinTex and XWE both have problems with sky textures.
Currently SLADE opens the alpha and beta wads and displays the entries in the Entries column. It recognizes sprites and patches, but not the graphics lumps. If I choose a sprite, it crashes with the Unhandled exception error message and if I choose a patch, it crashes with the following error message.
Hmm, I'll look into it. It really shouldn't crash at least. Wonder why the stack trace doesn't work :/
Gez said:
Opened a few files and browsed around. I like it so far. The "edit as text" button is great and I hope it remains available for map markers even if the map viewer is brought back from Slumped. FraggleScript support depends on it. (With Slumped, there's the clumsy workaround of copy/pasting the marker lump just next to itself, and deleting the "old" one.)
I'll keep that in mind when adding the map preview.
Oooh, how about an "Edit as hex" window? There are plenty of binary lumps that could use it; including stuff like PNAMES, TEXTUREx, SWITCHES and ANIMATED. And even if full-blown editors get implemented for all these types, it might still be handy to have hex access sometimes (see the Slumped+XWE combo bug with PNAMES).
That would be nice, I'll add it to the feature requests list. Also since I'm now well aware of how XWE reads PNAMES entries, there shouldn't be compatibility issues between SLADE3 and XWE there.
Maybe a possibility to change the vertical place of the "bottom" line for sprite view? It's quite rare that offsets set thing sprites below that line; but on the other some hi-res sprites can be tall enough to take more than half the view panel... So their head is cut off. For example, the CYBRE? sprites in harm1.wad. (At least on my 1280x800 laptop screen.)
I plan to add the ability to scroll the gfx viewer eventually.
esselfortium said:
There's a major issue I'm having with this, though. Non-power-of-2 graphics seem to be getting scaled down to the nearest power-of-2 size and then scaled back up. As a result, they look like someone ran a Mosaic filter over them.
In addition, some 16384x16 textures I'm using as scrolling news tickers are just appearing as solid white.
Ah, I knew there were some things I was forgetting about using opengl textures for the gfx viewer :P Not sure it's a huge priority to support ridiculous sized images as yet, but the non-power-of-two thing I should get to fixing soon.
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