ComicMischief Posted April 27, 2013 Simply put, I want to use 64x64 .png graphics as flats. I'm aware that putting transparency/translucency in such things is possibly a terrible idea but I want it for the potential colour range; or rather, to easily get cartoony colours without wrestling with a palette. I'm working on this kind of aesthetic (see, the sprite and the skyline): I've made the sky work by putting a .png named SKY1 in between TX_START and TX_END (and I presume this is going to work on sidedef textures too) but .png flats don't seem to work, which is a shame. Can EDGE do this at all? 0 Share this post Link to post
ComicMischief Posted April 27, 2013 Might I add (for those who like to ignore the body-text of a post and pick at the minutiae), that the sprite is a placeholder from an old pixel-test and something more in line with the sky will be used eventually. 0 Share this post Link to post
andrewj Posted April 28, 2013 EDGE can do it, you can probably just put your PNG flat images between TX_START and TX_END and use those names as flats (assuming your editor can cope with that). Otherwise you need to define the flats in a DDFIMAGE lump. DDFIMAGE is a text lump and should look something like this: <IMAGES> #VERSION 1.35 [flat:MYFLAT1] image_data = LUMP:PNG:"MYFLAT1"; [flat:MYFLAT2] image_data = LUMP:PNG:"MYFLAT2"; 0 Share this post Link to post
ComicMischief Posted April 28, 2013 I didn't know you could stick them in the TX_START/TX_END section, I guess my decades-old editing knowledge was still assuming them to be handled differently by the engine. It worked like a charm. Thank you so much. :) 0 Share this post Link to post