Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  
ComicMischief

EDGE + .png flats? [SOLVED]

Recommended Posts

Simply put, I want to use 64x64 .png graphics as flats. I'm aware that putting transparency/translucency in such things is possibly a terrible idea but I want it for the potential colour range; or rather, to easily get cartoony colours without wrestling with a palette.

I'm working on this kind of aesthetic (see, the sprite and the skyline):



I've made the sky work by putting a .png named SKY1 in between TX_START and TX_END (and I presume this is going to work on sidedef textures too) but .png flats don't seem to work, which is a shame.

Can EDGE do this at all?

Share this post


Link to post

Might I add (for those who like to ignore the body-text of a post and pick at the minutiae), that the sprite is a placeholder from an old pixel-test and something more in line with the sky will be used eventually.

Share this post


Link to post

EDGE can do it, you can probably just put your PNG flat images between TX_START and TX_END and use those names as flats (assuming your editor can cope with that).

Otherwise you need to define the flats in a DDFIMAGE lump.

DDFIMAGE is a text lump and should look something like this:

<IMAGES>

#VERSION 1.35

[flat:MYFLAT1]
image_data = LUMP:PNG:"MYFLAT1";

[flat:MYFLAT2]
image_data = LUMP:PNG:"MYFLAT2";

Share this post


Link to post

I didn't know you could stick them in the TX_START/TX_END section, I guess my decades-old editing knowledge was still assuming them to be handled differently by the engine. It worked like a charm.

Thank you so much. :)

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
×