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View Full Version : ! IMPORTANT ! pic_t format used in mods


Hurdler
November 1st, 2004, 05:10 AM
With the hi-res textures support we plan to remove the old ulgy pic_t format (in fact, it's already done in the CVS), but there is a compatibility problem with "old" mods.

If the number of those mods is not too high, we'll definitely remove the format and ask the authors if they can replace the pic_t format with the png format (otherwise it will simply use the default one).

Can you tell us if you used that format in your wads and which one, or if you know about wads who use them?

Note that we can add a partial support of the PNG format to the C version if it's necessary for the transition.

Feel free to give us your opinion about all this.

MR_ROCKET
November 1st, 2004, 06:41 AM
yeah , I added a pic_t to an unreleased mega but it should be easy enough to update when the time comes.
deepteam might have to change part of his convertion tool in deepsea for that though , donno

smite-meister
November 1st, 2004, 09:37 AM
Note that the PNG format also allows for the use of highcolor textures.
The software renderer will quantize highcolor graphics to the current palette, whereas the OpenGL renderer
will display them, well, in high color :)

Aliotroph?
November 1st, 2004, 10:20 AM
Deepteam will just change his editor I guess. What exactly does this pic_t thing do again? I take it this is only for a certain type of graphics in a wad.

Hurdler
November 1st, 2004, 02:33 PM
It's used for overlay for instance and the console background (in software mode). Maybe for the Legacy sky as well (I'm not sure, I should check the source code for that or legacy.dat/wad).

MR_ROCKET
November 1st, 2004, 05:42 PM
CONSBACK drop is what i used it for.
and there was a utility to merg the pic_t into format so it get sized right so it would display right, but for some reason i couldnt get that to work and ended up using deepsea to insert the image into the wad.

deepteam
November 12th, 2004, 09:47 AM
yeah , I added a pic_t to an unreleased mega but it should be easy enough to update when the time comes.
deepteam might have to change part of his convertion tool in deepsea for that though , donno
Don't have to change thing. Just don't click the "Legacy" radio button *sick* .

deepteam
November 12th, 2004, 09:57 AM
It's used for overlay for instance and the console background (in software mode). Maybe for the Legacy sky as well (I'm not sure, I should check the source code for that or legacy.dat/wad).
That's what I recall too. That could have been done without adopting a non-standard format. But the past is the past. There aren't too many levels that used that. But it's pretty easy to support since basically it ends up being a "Flat".

Don't know/didn't look to see how you guys coded for it, but in DS, it's a flat variant and uses regular flat code (width,height). That also lets you support raw 300x200 and some other odd sizes in HEXEN/HERETIC (slightly smaller). So it should be easy to support the old format. I just check that the width*height == filesize less the overhead. And that after it fails other format checks.

Are you planning to support PNG textures inside a PWAD using the TX_START/TX_END system or do you know what I mean here? The flats are done the regular way inside of FF_START/FF_END. I've just about got that done helping out GMJ in RISEN3D. Makes it way easier to support various hi-res packs. It's used via -file somehires.wad. Meaning no funny and confusing rules about directory names and all that stuff.

This results in a very comfortable and easy to learn system for users and level designers alike. You can change the whole look of a level just by quickly selecting another hires texture PWAD.

Now all I have to do is add full PNG support do DeePsea *turvy*