J.C. SolvoTerra 109 Eat, Sleep, Code, Repeat Featured Poster

Ok, here's 1.1 I'm glad to see the tests work on your game. I have figured out if you use "{" before the inner file name it will render transparent pixels eg "{LOGO" if you just use "LOGO" the entire texture will be solid.

0816e2be0a7a5252d0f904e9eab437a5

I've updated my program with the updated Write method, a transparency chack box, and a palette viewer.

If you want to use your DEEP MODI texture, I figure you need to render the file with transparency unchecked.

Deep Modi commented: Great Job, Salute to you +0
J.C. SolvoTerra 109 Eat, Sleep, Code, Repeat Featured Poster

Max length you can ignore that, it's the internal file length that's max 16 not the WAD name. TODO: Check image file name (not including .Extension) is <= 16 bytes.

You need both WAD and Edit as my class uses the WAD structures

Please tell me you can follow code to where the images are checked... I've even commented it all for you. If your planning on just using this code without attempting to learn from it, it's kind of dissapointing.

To answer your question... what is the first method the button calls... Editor.CreateWADFile... maybe you should check there.

J.C. SolvoTerra 109 Eat, Sleep, Code, Repeat Featured Poster

Ok, this should be it. I uploaded the corect file but I used the same file name so...

Hopefully this should be it. Let me know... and please let's get this solverd lol

Deep Modi commented: Thanks for Attachment +4
J.C. SolvoTerra 109 Eat, Sleep, Code, Repeat Featured Poster

MipMaps.

My interpretation. MipMaps as a collection of pre-rendered images to save processing time (Furher away textures have less pixels to process) and reduce the effects of antialiasing. Each MipMap contains several images from full size down to really small. The 3d enine will select which texture (Images in MipMaps are textures) to apply to the surface depending on the mathmatical distance from the user. In a wad3 file there are four images 1 1\4 1\16 and 1\64. this tells me that the furthest away texture will be resized to a maximum of 1\32 and minimum of 0. When scaling up (getting closer) the software will switch the texture at 1\32 to the second smallest image and resize it from smallest 1\32 passed it's pre-rendered size at 1\16 to an elargement of 1\8 and so on.

http://en.wikipedia.org/wiki/Mipmap

Indexed Images,
Files such as PNG can use and indexed palette, typically up to 256 colours. Unlike a bitmap where the RGB values are written in the byte order they appear, each byte in an indexed PNG holds the index reference to the palette and the color stored within. The palette can be various formats including RGB and ARGB. It seems WAD3 files use this method though much of the PNG's meta headers are removed leaving only the meta values, the image data and the palette information.

Here's more information about indexed images

http://en.wikipedia.org/wiki/Indexed_color

Ok, so over to the code in the zip file

        'Read the …
J.C. SolvoTerra 109 Eat, Sleep, Code, Repeat Featured Poster

Hang in there Deep Modi. I think i've found how to extract contents of a Wad file. Give me time to familiarise myself with it and I'll see what I can do.

Deep Modi commented: Ok, You can take some time, (please target upto this week) +4
J.C. SolvoTerra 109 Eat, Sleep, Code, Repeat Featured Poster

I need to apologise to Reverand Jim for my prior outburst, and indeed to the other participants on this thread. It was rude and uncalled for.

@Deep Modi. None of us know the format but aligulsoomro asked for the method to include the use of "-". We cant assume the ID is not 2234-5678... but assume it will be -12345678.

Reverend Jim commented: No problem. +12