Altazimuth Posted February 2, 2017 Not much to say here, go nuts. Not sure if it works fully for truecolour PNGs at all, but definitely worked with paletted. Note: Only sprites are shown in the video, but textures work too. 0 Share this post Link to post
Altazimuth Posted February 2, 2017 Thanks! Also here's some screenshots of just how stuff looked whilst tying to get this working, that I figure might be amusing. 1 Share this post Link to post
Gez Posted February 2, 2017 Altazimuth said:Thanks! Also here's some screenshots of just how stuff looked whilst tying to get this working, that I figure might be amusing. http://i.imgur.com/n0LwKE0.png http://i.imgur.com/rCnlrwB.png Reminds me of the monsters Maes got while working on MochaDoom. 0 Share this post Link to post
Altazimuth Posted July 18, 2017 (edited) Big ol' bump, but we now support tall and/or transparent PNGs. The walls and midtex here are both tall, one 1024x1024, the other 512x512. 6 Share this post Link to post
kb1 Posted July 20, 2017 (edited) Heh - I remember causing a similar output when working on 2xres sprites. Brings back memories. They were actually kinda scary looking, all twisting and bending. Good job getting this working! 0 Share this post Link to post
Altazimuth Posted July 20, 2017 Thanks, though I can't take all credit. The first implementation was brand new code based off documentation of the format (and discovery that a junk byte is required at the end of each post), but the current version is adapted from psxwadgen, which is - in turn - adapted from SLADE. I actually kept the diff that caused the warped boomerang sprites, and the second one is easy enough to replicate (simply make it so every column is a single post, starting at y=0 (and the required final post)). 0 Share this post Link to post
kb1 Posted July 28, 2017 So, is it exclusive to PNGs, or are tall Doom textures supported too? (max 509 pixels, I think). 0 Share this post Link to post
esselfortium Posted July 28, 2017 2 hours ago, kb1 said: So, is it exclusive to PNGs, or are tall Doom textures supported too? (max 509 pixels, I think). Those were already supported and in use. I had a 1024x512 rock texture in Vapordemo, however many years ago that was :) 0 Share this post Link to post