Aleaver Posted July 16, 2003 Ok I have a problem.. Can't get this weapon to look right at all. I am at a loss as to what to do. Here are some screenshots: http://www.geocities.com/doomfearkeeper/index.html What do I need to do? 0 Share this post Link to post
Fusion Posted July 16, 2003 you sure you converted the sprites properly to the doom palette? that yellow box surrounding it is a sure sign that it's not saved to the right palette. Also, you'll need to set the appropriate x/y offsets in wintex so that the graphic will center on the screen properly.. 0 Share this post Link to post
SyntherAugustus Posted July 16, 2003 make sure the sprites are 256 color images and 8bit. I've encountered that problem too. 0 Share this post Link to post
Ichor Posted July 16, 2003 1 - Change that yellow background box to cyan (0 red, 255 blue, 255 green). This will make that background transparent 2 - Use Wintex to fix the sprite offset. The weapon in that first screenshot is centered fine, but that second seriously needs to be fixed. 0 Share this post Link to post
Aleaver Posted July 16, 2003 Ichor said:1 - Change that yellow background box to cyan (0 red, 255 blue, 255 green). This will make that background transparent 2 - Use Wintex to fix the sprite offset. The weapon in that first screenshot is centered fine, but that second seriously needs to be fixed. We made the images 256 color 8 bit and the background is cyan. But when put into DOOM the colors invert.. The page has been updated with some weapon screenshots. http://www.geocities.com/doomfearkeeper/index.html 0 Share this post Link to post
Fusion Posted July 16, 2003 ok first, you need to convert the entire graphic to the doom palette so doom can properly recognize the colors. Grab the doom palette here http://www.doomheaven.info/utils/doom.pal(right on link and select save target as) Next goto jasc.com and download paint shop pro or some other graphic program. When you go to save the images change the palette to custom and load the doom palette. (in paint shop it's under colors/load palette, in photoshop it's under image/mode/indexed color/load custom palette) Make sure you save them as standard windows, 8 bit bitmaps. They should look fine in wintex from this point. Next load up wintex, load the wad you wanna import them into. Select one of the weapon graphics. If you look on the right there will be a bunch of buttons. Two of which will look like small pistols. The top one auto aligns the weapon sprite in the firing position, the bottom one auto aligns it for when it's not firing. If it's still not positioned correctly you can manually change the offsets by using the horizontal and vertical scrollbars found in the top right corner. Good luck. 0 Share this post Link to post
Ultraviolet Posted July 16, 2003 If you don't have a program that will let you do all that palette management stuff, you can just open any graphic taken out of Doom2.wad in MS Paint, paste your image on top of that one, and save it as a 256 color bitmap. It will still be using the Doom palette because the original image was using it. Wintex will automatically convert anything you import to the Doom palette (assuming you're working with Doom), but often it can look rather shitty. 0 Share this post Link to post
Enjay Posted July 16, 2003 Ichor said:1 - Change that yellow background box to cyan (0 red, 255 blue, 255 green). This will make that background transparent Just for informations sake. It is a common misconception that the colour cyan is treated as transparent by Doom. It isn't. Doom has its own graphics format in which it is possible to have areas of no colour. ie a genuinely transparent section of the graphic. Cyan is used by many tools to identify the areas you want to be treated as transparent by Doom. When these tools "see" a cyan area, they convert it to the transparent areas in a Doom format graphic when the graphic is put into a WAD. Similarly, when extracting a graphic from a WAD, the tools colour any transparent areas cyan before saving it to a common graphics file format. The colour used to mark an area as transparent does not have to be Cyan. DeePsea uses Magenta and later versions of DEUTex used a muddy sort of green. (Both can be changed as an option.) I think the first tools to do Doom graphics manipulation used Cyan and it sort of became a convention, but it is not part of the Doom specs, simply a convention some tools use, and some don't. 0 Share this post Link to post