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Patch Loading

Tue, 24 Dec 2002 05:56:00

JinnaiGuy

I'd like to know what function in the code and where it loads graphic patch lumps, so I can add, unless there's already an existant method, to support non-palettized imagery besides skies and models skins, naturaly.
Tue, 24 Dec 2002 16:26:30

Janis Legzdinsh

Loading of graphics in all video drivers are in ?_tex.cpp files. Adding support for truecolor graphics should be easy.
Sat, 28 Dec 2002 19:09:44

JinnaiGuy

Thank you, Janis.
Thu, 02 Jan 2003 16:50:40

Janis Legzdinsh

That's cool. Who knows when I will have enough time to do this myself. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Fri, 03 Jan 2003 13:38:14

JinnaiGuy

If it helps any, at least I can tell you that the implementation was fairly easy, and utilized a recycable common decompression routine.
Sat, 04 Jan 2003 02:31:18

Janis Legzdinsh

Yes, there won't be any difference.
Sun, 28 Dec 2003 21:57:19

Slide

Is there a tutorial/quick start guide explaining how to construct patch lumps that Vavoom can understand? I'm new to the Vavoom engine but I was thinking of porting the jDoom User Interface pack to Vavoom if it's possible. That pack uses a mixture of 8-bit and 24-bit PNG files (the 24-bit files often have an alpha channel). I'll have to look into how practical this is but I was wondering if anyone could help get me started.<br><br>Edit:<br>To actually make sense <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 29 Dec 2003 18:05:39

Janis Legzdinsh

Currently Vavoom is working only with original Doom patches and, for model skins and sky-boxes .pcx and .tga files.
Mon, 29 Dec 2003 20:49:29

Slide

Fair enough - is it possible to use higher resolution images in tga/pcx format or embedded in a wad file using the same aspect ratio?
Tue, 30 Dec 2003 02:21:01

Janis Legzdinsh

No, currently there's no support for this.

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