Actually, it seems everything is fair game for transparency now."Cyan is recognized as transparent now, except for flats"
Actually, it seems everything is fair game for transparency now."Cyan is recognized as transparent now, except for flats"
I used SLADE for the sprites in my Single Player contest entry, and they all show up fine. Did you set "Transparent Color" and not "Existing w/Threshold" in the conversion menu? Transparency only works right if you choose "Transparent Color" and set it to the cyan (which should be the default).
I used SLADE for the sprites in my Single Player contest entry, and they all show up fine. Did you set "Transparent Color" and not "Existing w/Threshold" in the conversion menu? Transparency only works right if you choose "Transparent Color" and set it to the cyan (which should be the default).
Try to open the texture editor or add something to TEXTUREx with no TEXTUREx lump in the WAD and it will give you a prompt to create one. Choose yes, keep it in Doom format and select Import from Base Resource Archive. That will give you TEXTURE1 and PNAMES.Hey, how do I create the TEXTUREx lump in SLADE?
Every time I try to create it, either it creates an Unknown or Marker entry.
I got TEXTURE1 and PNAMES in the wad. Then I renamed TEXTURE1 to TEXTURE2 and deleted all stuff in there. I created a new texture in TEXTURE2, I chose a patch, give it a name, I click on Save Changes...Try to open the texture editor or add something to TEXTUREx with no TEXTUREx lump in the WAD and it will give you a prompt to create one. Choose yes, keep it in Doom format and select Import from Base Resource Archive. That will give you TEXTURE1 and PNAMES.
I tried this myself with the same steps you described, and I had the exact same problem. I tried all kinds of things but couldn't find a way to make it save changes.I close the texture editor, and then, I re-open the texture editor to see... it saved nothing! TEXTURE2 is empty.
Any ideas?
I was never quite sure whatBefore 3.0.2 final I still want to finish off some stuff with the TEXTURES editor, namely allowing textures to be used as patches, offsets previewing and copy+paste for textures. Hopefully proper lzma/bz2 compression support for zips will be done before then too.
was supposed to mean, but it might be fixed. Somebody please explainSRB2 Wiki said:SLADE doesn't automatically change image offsets like XWE. Offsets are needed so images display in the correct position.
And, for the final release of 3.0.2:
I was never quite sure what
was supposed to mean, but it might be fixed. Somebody please explainSRB2 Wiki said:SLADE doesn't automatically change image offsets like XWE. Offsets are needed so images display in the correct position.![]()
I know in SLumpEd's case, it did not modify the offsets of character sprites when you import them. Whenever you had a character sprite, you needed to change the offsets manually, so they look correct in the game. You didn't need to do this for XWE.
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I just requested the XWE automatic alignment feature for SLADE.
(I hope this can merge posts, because I still can't fix my editing posts problem)
Slade already has an auto-align feature, though! Right click on a sprite in the lump list, and then go to GFX-> Modify Gfx Offsets.
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When I use "Move Up", SLADE is used to corrupt the map markers.
Bug report:
Example: try to use "Move up" to move a maincfg from the bottom to the top, and some lumps will get screwed as the maincfg goes up.