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About Niya

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    Green Marine

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  1. Niya

    looking for a TEXTUREx converter

    Oh don't worry my friend. I'm a bit busy so I haven't quite started on this yet. I was gonna make some time later this week, perhaps do the entire thing over the weekend. If you don't need it anymore, it's quite fine. It'll free me up to continue working on other things which I was gonna temporarily put aside in order to do this. Also, I love working on small tools like this. It's always interesting to breathe life into something completely new that others may find useful. But lemme know if you found success. I'm always ready to write stuff like this.
  2. Niya

    looking for a TEXTUREx converter

    Ok after thinking about this for a few more minutes, I realized there is a very simple way to do this. All of I have to do is normalize all TEXTUREx textures in both the IWAD and the PWAD into single images and derive a hash value from these images. All hashes that have no matches to hashes from the IWAD images would identify only the new textures, regardless of what method was used to create these custom textures. Yea I should be able to do something like this. It'll take a bit of work though. But definitely doable.
  3. Niya

    looking for a TEXTUREx converter

    I think I'm missing something here. Why would this be tricky? I was under the impression that all your custom textures would be in it's own container, ie a PWAD or as you suggested a PK3 which means there won't be any IWAD textures involved. The only thing that could make this tricky is if your PWAD has a TEXTUREx lump that uses some of the same texture names as ones in the IWAD. Is this the case? [EDIT] Ok, nevermind. I re-read your post a couple more times and I think I understand what you're saying now. Still not 100% sure. Tell me, do some of these new textures use IWAD patches with unique combinations not found in the IWAD TEXTUREx lump? If so, then yes, it would be tricky but not impossible. Also, do you need to app to be able identify custom textures made with all 3 methods you suggested?
  4. Niya

    looking for a TEXTUREx converter

    I read your post like 10 times now and I'm still not clear on what you want. Lemme see if I get this straight, you want a tool that can scan a wad and rebuild the TEXTUREx lump such that every single texture is only made from a single patch by combining the patches of multipatch textures into a single patch. Is that what you want? I could probably write something like this but I really would prefer to stay away from pk3s. Not really in a mood to deal with that extra complexity. WADs are much easier to deal with.
  5. Niya

    Dark Tide :: Finally Released

    Just finished this map. Very beautiful to look at and the way the map's areas are connected to one another was very interesting. Only complaint, like everyone else, distant hitscan attacks. Other than that, perfect map. 9/10. Oh, one other thing, should probably change that music. The default MAP01 midi doesn't suit this map.
  6. Niya

    Sprites for Sharing with the Community

    Very nice. I would like to use them. I feel like I should know the answer to this, but do you know of any automated tool that can extract these sprites from the sheet into separate images? I would really like to avoid having to extract them manually one by one in Paint or Photoshop.
  7. Niya

    Fresh Meat - Maps01-06

    This is very good as a first attempt. I would enjoy playing more maps like this, but a little longer though. Was kinda disappointed at how quickly it was over but it's a good map regardless. I do have a couple of tiny criticisms. Firstly, seem to ignore Y alignment in a few places which is quite noticeable with some textures and especially with STARTAN textures. In your 3rd screen shot, there's an example where the inner wall of the window is not Y aligned to the outer adjoining wall. Without proper Y alignment, some windows and walls look a bit ugly. Try to Y-align the inner walls of your windows if they are using the same textures as the outer walls. And when using upper or lower textures after joining sectors of differing ceiling and floor heights, an easy way to Y-align them to the solid walls(single sided linedefs) is by unpegging. This works especially well for quickly Y-aligning upper and lower textures of windows. More complicated scenarios would require both unpegging and Y offsets. Both X and Y alignment can go a long way towards making something look better. Another tiny criticism is that you make sudden texture changes along a couple straight walls without an intervening seam-like texture. I'll illustrate what I mean. Texture change without a seam-like texture in between. Texture change with a seam-like texture in between. Generally speaking people find the second way more visually appealing that the first. Aside from those minor things, your map is good. I'd say 7/10.
  8. Ok here. I just wrote a small app to check for duplicate textures inside TEXTUREx lumps. Download source and binaries here. Let me know if there were any problems.
  9. I'll look into the format specifications for texture lumps. If it looks simple enough, I'll write a small app to automate this for ya.
  10. Niya

    What if id Software never made Doom?

    Someone else would have creates these games. They would have been called by different names but at their core, would be the same games.
  11. Niya

    Help editing Sprites

    Slade has the ability to automatically set image offsets. Just select all the images in Slade and click Modify image offsets. There is an option to set them as monster offsets.
  12. Slade 3.1.2. And yea, I've explored all the different colouring modes. I'm 90% sure it's because I can be a bit dense, but I just couldn't figure out how to use them properly. Maybe Slade can do what I needed but I just wanted something a lot simpler and faster. The HSL recolouring tools that Photoshop and GIMP provides was simple enough for me to understand so I based my program on that. Slade's is too complicated for me. All I want to do is remap a set of colours onto another set of colours in a large color space and be able to do it to multiple images in less than a minute. GIMP did it EXACTLY the way I wanted but couldn't apply it to multiple images without me learning some serious voo-doo. I'm not saying my app is better than Slade, GIMP or Photoshop. It's made tailored to a very specific need, the need to recolour a set of similar images very very quickly. I focused everything on simplicity and quickness.
  13. Pictured above is the main window for an application I recently created for recolouring sprites. Not too long ago I was trying to recolour a bunch of sprites for different monsters and found myself frustrated by the tedium of having to manually repeat the steps for each sprite frame for a particular monster. After a couple hours of Google, I found out I had to learn some bizarre scripting language in order to do batch processing in GIMP. I was already familiar with Photoshop's macro capabilities but even then, in my opinion it still took too long to recolour multiple images. I felt it would be nice if I could just recolour one or two sprites and just have it applied to all of them in the click of a button. I tried Slade's image editing features which could do batch processing but to be honest, Slade's recolouring feature was too limited and unintuitive. Slade is somewhat ok at recolouring 8 bit images by changing the indexes into the PLAYPAL but I wanted to be able to recolour an image in true colour which I just couldn't get Slade to do in an intuitive manner. GIMP and Photoshop had excellent reclouring features for true colour images. So after a couple more hours in Google trying to find an easy solution, I decided to create my own based on GIMP's and Photoshop's recolouring features. This program was the result. Now I must warn that there are a lot of minor things, like error trapping, file overwrite warnings, unsaved changes warnings, undo/redo etc that still need to be implemented but for me personally it's usable enough. If enough people find it useful, I would fix these issues and continue to update it. Consider this release a beta of sorts. Now there are some limitations. It doesn't preserve offsets, and it can't read WADs or pk3s. You need to export the images you want to recolour as PNGs using Slade or whatever WAD editing tool you use. It deals only in true colour so if you want to stay within the PLAYPAL you'd probably better off using Slade to recolour. But if you want to quickly recolour a bunch of sprites or textures and don't mind using 32 bit PNGs then you can use this application. It was made for this. Originally I intended it for my own personal use only but I figured just in case there were more people as lazy as me, I'd release it and see what you guys think. So let me know. You guys like it? Hate it? Want more features? Can't get it to work? Let me know in this thread. Pixel Painter Binaries here. You can get the source here.
  14. Niya

    Making actors essential

    Yes you can.