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shankrxn8111

Hud editing (Doomguy's face)

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Okay, I know i'm going to sound all Noobish, (Thats because I am.),
But, If I try to edit Doomguy's face (Inserting a new face.),
It wont show.
I'm using Doomsday engine to run it.
I set it to -5. -2.
I cant seem to find a HUD tutorial, So I kinda guessed it.

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that's ok. cause i sound noobish all the time. :)
there are sevral options you could do...
A) i use the zdoom engine , you might have better luck with this engine.
B) are you covering everything with a certain color? e.g , doom uses a blue-looking color for its "transparent" what i mean is that this color
is used to blend the world of the game around whatever you happen to put in{if that is unclear , let me know...}
C)are these the right cooridnates? wintex {veryold program}
allows you to automaticly set the face to its default position.
XWE , a slightly newer program , allows you to manually input the numbers , and even has a little square that you can use for this.
{XWE is old too , but slumped is not as compaitble with my computers as xwe or wintex}
c-1) there is also the thought of , if you put the face in the wrong cooridantes{e.g too high , half or all , your new face will be chopped off}{e.g , too far to the side , and it will be replaced by the numbers on the bar}it is very possible that it will dissapear complelty , mostly , or sommewhat.
D) some colors doom , my version of doom , does not like at all. and it freaks out anytime i try to use negastive colors or something like that.

truthfully , it sounds like you got the wrong cooridinates , if you do , here are the correct ones , as provided by XWE:
-5, -2
{see what i mean by looking newbish?}


if these dont work...let me know..ill help as much as i can , ok?

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uryu the wind scythe said:

B) are you covering everything with a certain color? e.g , doom uses a blue-looking color for its "transparent" what i mean is that this color
is used to blend the world of the game around whatever you happen to put in{if that is unclear , let me know...}


Just to clear this up, I paraphrase Enjay over at the ZDoom Forum

Even so, not all tools - even when editing Doom files - use entry #247 or cyan to mark areas that will be changed to transparent when the graphic is converted to the Doom format. It is merely a convention used by XWE and some other tools; but by no means all of them - even some of the "classic" tools that pre-date XWE do not use this convention.

Entry #247 in the Doom palette is not cyan and is not transparent. It is black. The entry and the colour is used by some tools to mark areas that will be converted to transparent but Doom itself does not use it as such and a graphic that uses entry #247 will appear black in Doom.

The reason that this convention exists is that the Doom graphics format is specific to the game and not a common format supported by graphics editing programs. So, the importing tools needed a way of marking areas in normal graphics formats (ie BMP,GIF, whatever - not the Doom format) that will become transparent when converted to the Doom format. There is more than one black entry in the Doom palette so it made sense to use one of them. #247 is quite near the end of the palette and (I think) none of the original graphics use it anyway. There is no cyan in the Doom palette so it made sense to use that as it is a very obvious colour. So the convention was born. If people want their graphics to have black areas they are still available via other palette entries. If people want areas to be transparent, they mark them with cyan and the importing tool converts it for them. I think this convention probably goes back to the old DOS command line tool dmgraph.exe, made in 1994. However, these sensible choices have now led to over a decade of false assumptions which may seem like they don't matter but, quite commonly, someone trying to edit Doom makes an editing error because they had the usual misconceptions about cyan and/or entry 247 and they can get very confused as a result.

And just to clear up another common misconception: the Doom format is not BMP. BMPs are supported as source images by XWE but Doom cannot recognise them at all. Indeed, Doom was made at a time when the BMP format was only starting to gain popularity. Doom has its own graphics format. It is not BMP. dmgraph.exe used to use GIF or PPM images (not BMP) as source files but neither of these are Doom format graphics either (and most people won't even have heard of PPM these days). ie, it is the tools that need to support the standard/common graphics formats, Doom does not because it has its own format.


see the whole thread http://forum.zdoom.org/viewtopic.php?f=3&t=24114&p=467908&hilit=transparent#p467908

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shankrxn8111 said:

Okay, I know i'm going to sound all Noobish, (Thats because I am.),
But, If I try to edit Doomguy's face (Inserting a new face.),
It wont show.
I'm using Doomsday engine to run it.
I set it to -5. -2.
I cant seem to find a HUD tutorial, So I kinda guessed it.

It seem like you got the gist of what you're supposed to do to get it to work. So I'll ask a question that may seem stupid. Are you sure that the wad gets loaded by Doomsday?

Would you be willing to post your wad here so people can take a look at it and see what may be wrong?

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I have the right cooridinates, I know that.
And the right background color.
I find that there is no need for post the WAD. As that is the first thing I have done. I'll try Zdoom.

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