Author Topic: Chex Quest Skulltag mod--is it doable?  (Read 26287 times)

Offline Batmanifestdestiny

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #15 on: July 13, 2008, 04:04:03 PM »
*facepalm*  and thus the innocence of youth.

Skulltag is based off of GZDooM, so there is no pre-set graphics built into it, it's just a port, and it runs it's main info on the awards and such based off of skulltag.wad.

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #15 on: July 13, 2008, 04:04:03 PM »

Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #16 on: July 13, 2008, 10:18:45 PM »
No, he may be right. It might not run if you edit it, but then again, Slimeinator's worked...so I guess it will...

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Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #17 on: July 15, 2008, 12:08:52 AM »
I got the railgun thing in order, but I'm going to have to request some more help at the risk of making myself look ignorant of Doom internals.

I'm currently working on a new replacement for the grenades. I'm going to make a new set of sprites that look similar to the Propulsor shots. I decided to take the old grenades and use an old technique of mine where I take a list of colors used in all of the images involved and make a new list of colors that corresponds to the first list. This is what I have so far:

The problem seems to me that I couldn't get enough suitable green colors from Doom's palette, but oddly enough there seems to be 26 different gray scale colors used in all 5 of the grenade sprites, and after looking at the palette in chex.wad, there seems to be fewer gray scale colors than that. What's going on? How did they put so many colors like that into the sprites in skulltag.wad? And how do I get a more complete list of suitable green colors to use?
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Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #18 on: July 15, 2008, 12:13:33 AM »
GZDooM/Skulltag can render all colors. It doesn't have to be in the pallete, as that is now overlooked....IDK, just make a picture, no matter what colors they are, they will show up right. I know because I tried it with that DooM Alpha HUD thing I did.
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Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #19 on: July 15, 2008, 12:15:58 AM »
Can I upload these "hi-res" pictures into my version of skulltag.wad without XWE chewing it down to lower colors again?
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Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #20 on: July 15, 2008, 12:18:04 AM »
Well, not exactly Hi-Res...You have to do some work with HIRESTEX to make that happen...

But XWE shouldn't munch the colors down. But if it does...Replica posted somewhere about a different Lump editor that let him put in True Color images. IDK where, but its something...
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Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #21 on: July 15, 2008, 12:35:29 AM »
The reason I asked is because when I uploaded my new railgun sprites into skulltag.wad [Which, by the, are edited sprites of a weapon from Strain (that's why I wanted to find a means of contacting the original creator) for now. Sorry, The Slimeinator, but recolored zorchers just don't cut it for me. :D], XWE did just that--chewed down my nice looking edited sprites down to normal Doom quality. By the way, would Replica's editor happen to be SLumpEd? If it can upload my sprites without quality loss, XWE is getting thrown out the window pronto.
« Last Edit: July 15, 2008, 11:29:57 AM by Manny Cav »
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Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #22 on: July 15, 2008, 12:47:18 AM »
Yes I think it is...BUT! Its buggy on most everything else, so dont get rid of XWE yet! XWE out features SLumpEd IMO, but SLumpEd is good for doing that...
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Offline GameMaster

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #23 on: July 15, 2008, 02:47:17 AM »
is this a whole iwad based off skulltag.wad, or a pwad to run off it?

Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #24 on: July 15, 2008, 09:32:37 AM »
to (if possible) replace it...if not, we add it on as a pwad for every match.
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Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #25 on: July 15, 2008, 11:32:55 AM »
Ha ha ha, I was joking about throwing XWE away. :D Yes, this is going to be a skulltag.wad replacement--neither an IWAD (since skulltag.wad could never be ran as an IWAD to begin with) nor a PWAD to run off of skulltag.wad itself.
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Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #26 on: July 15, 2008, 11:35:06 AM »
...what if skulltag rejects it? and what if it renders all other things useless?

...I'm about to make 2 skulltag folders in my pc...one with my CQ stuff, and one for doom...this is madness.
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Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #27 on: July 15, 2008, 11:38:00 AM »
Skulltag didn't reject it, not for me, anyway. I ran several test servers with TNCQG2 as the IWAD, and they all went smoothly.
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Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #28 on: July 15, 2008, 12:03:50 PM »
Oh! thats nice...well, when you get a beta release or something, send it my way...I did make 2 separate folders...
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Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #29 on: July 15, 2008, 12:06:06 PM »
When a beta comes out, I will request a subforum then and release the beta publicly. That appears to be a long ways off, though....
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