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mmx
Green Marine


Posts: 30
Registered: 05-10


I have created new high resolution sprites for the game and i wanted to know how to replace the original ones with mine. The editors i found do not support high-resolution sprites, since when i replace them, they get out of view range. Are there any tuts or tips for this? Which is the best engine AND editor for using higher resolution sprites?

Old Post 12-15-11 00:09 #
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Gez
Why don't I have a custom title by now?!


Posts: 7036
Registered: 07-07


Some ports (notably GLBoom+ and ZDoom derivatives) support the hi-res namespace. Give the same name to your hi-res images as the low-res ones, and put them between HI_START/HI_END markers. The engine will use the low-res version to know the in-game dimensions and perform the rescaling.

Old Post 12-15-11 00:49 #
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mmx
Green Marine


Posts: 30
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I'm not sure if i follow. Should i just add the texture, with the same name? No prefix or suffix? How can i add markers?

Old Post 12-15-11 01:07 #
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SirTimberWolf
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Posts: 317
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Yep, you're on the right track with the name of the images. To add the markers, just use SLADE or XWE and add a lump, rename it to HI_START/HI_END and make sure all your high res images are between those two markers.

Old Post 12-15-11 02:32 #
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Vermil
Senior Member


Posts: 1223
Registered: 03-04


It's probably easier to use Doomsday (or Risen3D) to test hi-res sprites. Just stick them in 'Data/Jxxxx/Patches', ('Jxxxx' refers to the game the sprites are for) either in the Dday folders or within a PK3, with the same name as the sprite they are replacing.

No need to bother with wad editors at all then.

Last edited by Vermil on 12-15-11 at 09:13

Old Post 12-15-11 09:07 #
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entryway
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Posts: 2585
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Vermil said:
It's probably easier to use Doomsday (or Risen3D) to test hi-res sprites. Just stick them in 'Data/Jxxxc/Patches', ('Jxxx' refers to the game the sprites are for) either in the Dday folders or within a PK3.

Both gzdoom and glboom-plus support external hireses. With glboom-plus you can have different hires packs and switch between them via gl_texture_hires_dir config variable.

Also, both gzdoom and glboom-plus support hires textures in DDS format. They are loaded ~10x faster than png/jpg. (about 1 sec for Voodoo Guns instead of 10-15 secs)

Last edited by entryway on 12-15-11 at 09:22

Old Post 12-15-11 09:14 #
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DaniJ
Senior Member


Posts: 1740
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Doomsday has supported multiple texture directories since hires support was first implemented. Try the -texdir, -patdir etc command line arguments.

As for dds textures, we'll likely implement support after 1.9.7 but given I can count the mods that use them on the fingers of one hand (and we can't play them anyway due to other missing features), theres no rush.

Old Post 12-15-11 09:42 #
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mmx
Green Marine


Posts: 30
Registered: 05-10


But how can i do this WITHOUT including the original game textures? I wanted to make a standalone and didn't want to break any copyrights.

Old Post 12-15-11 12:06 #
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Gez
Why don't I have a custom title by now?!


Posts: 7036
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Since all the engine takes from the original images is the dimensions and offsets, you can replace them by non-infringing dummies if you really want to. Just replace them by big white squares or something.

Old Post 12-15-11 12:35 #
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mmx
Green Marine


Posts: 30
Registered: 05-10


Is there a batch export/import feature in some editor? Exporting all textures/sprites to disk and them importing them all.

Old Post 12-15-11 12:55 #
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