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Replacing old assets with high resolution ones

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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?

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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.

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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?

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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.

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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.

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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)

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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.

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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.

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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.

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

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