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RambOrc
RambOrc
dj_jl
RambOrc
RambOrc
dj_jl
dj_jl
mago
dj_jl
RambOrc
RambOrc
dj_jl
Well I checked that new wadauthor version I thought was 2.x and I found out it was 1.30, LOL... some things are different than in 1.1 and I don't really like them, but after some searching I could tweak that one option that disturbed me immensely (the drag & drop cursor, with the default version it's impossible to edit maps IMO). So I guess I'll have to use 1.30 in the future. Though I had a pretty good system for textures, I had them in a table, pics along with wadauthor and wintex names (and originating filenames), and I printed it out, so it was pretty easy to find a texture even though the wrong one was displayed in wadauthor.But now the correct one will be displayed. [img]images/smiles/icon_smile.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for textures and sprites, we should in the future put all of them into one wadfile that's managed by one single person and everyone sends new graphics to this person, the Q is only who this person should be. There are arguments for it being Mago (=creates most graphics), Janis (=could create the source code entries), me (=project leader, and as map designer the person who makes first use of new stuff), or maybe someone entirely else?Another argument for me - it seams that I know the most about textures and their editing. [img]images/smiles/icon_cool.gif[/img] I also have a nice wad file merging utility that I'm using for Vavoom, so there can be multiple wad files with graphics and everyone having all of them and the script file can easely merge it all into that one common file. Such distribution system will also decrease time needed for downloads and uploads.
RambOrc
Ichor
dj_jl
RambOrc
Ichor
RambOrc
dj_jl
dj_jl
RambOrc
RambOrc
dj_jl
RambOrc
RambOrc
Ichor
RambOrc
dj_jl
In which range do the file sizes we're talking about fall? a couple of hundred KBs or several megs?While it's less then a meg, it's OK, but if it will grow into several megs I won't be happy in uploading them. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
BTW just a Q, the citymage's head's top is "cut off", is this an issue with the pics Mago created or with the way the engine displays it?Most likely it's the way engine renders them. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Another question regarding new textures, can I make 256x128 "widescreen" textures as well? Also, is this really the maximum the engine supports?There already are some. One of the window textures I created as 256X128 (Originaly there were two textures). <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Before I start making 1024x128 textures, Janis could you confirm that they'll work with both SE and WadAuthor?Yes, they will. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
p.s. this max height of 128 is real stupid anyway, it's more of a limit than even 64 would be horizontally. As far as I can recall Vavoom has support for higher textures, right?This is a limitation of WinTex. There's a level editor DeepSea allowing to create taller textures. 128 height limit is also because original Doom engine does vertical texture wrapping on 128 texel boundary.
RambOrc
There already are some. One of the window textures I created as 256X128 (Originaly there were two textures).Ah, that's what the "compatibility reasons" in the texture list meant! Once I get around editing the town map once again, I'll rejoin the linedefs and replace the textures with the new bigger one. Once I did that I'll drop you a note so that you can delete the unneeded textures from the wadfile. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
This is a limitation of WinTex. There's a level editor DeepSea allowing to create taller textures. 128 height limit is also because original Doom engine does vertical texture wrapping on 128 texel boundary.I think I don't get it, the first part seems to mean that once you use something else than WinTex to add textures, there can be higher ones, but the 2nd sentence seems to incline no matter how high the texture, it won't work over 128. What's true and what's not?
mago
RambOrc
mago
mago
dj_jl
Well I wouldn't be happy about a solution where I have to run utilities all the time just to use the latest textures... OTOH it's half as bad for sprites and sounds. What about having a base wad file that includes the very basic info (there is some stuff in the main wadfile of the Korax engine w/o which it won't run AFAIK), plus all the textures. And separate files for other resources like sprites and sounds, and then there'd be a tool to merge them. OTOH if the textures in themselves will be several megs, then I guess it isn't a solution neither. [img]images/smiles/icon_confused.gif[/img] Suggestions?To give you a better idea about how it looks I decided to upload an archive with current data in source form. To create main wad file simply run make_wad.bat. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
I think I don't get it, the first part seems to mean that once you use something else than WinTex to add textures, there can be higher ones, but the 2nd sentence seems to incline no matter how high the texture, it won't work over 128. What's true and what's not?They will work in DoomsDay and Vavoom.