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Graphics Entry Panel
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The Graphics Entry Panel displays graphical entries. There are also various tools to modify graphics, although currently it is not possible to directly edit a graphic using SLADE (eg. 'painting' pixels, etc.)
As with other entry panels, the Graphics Entry Panel has a top and bottom toolbar, which can be optionally swapped if you prefer.
- Save - Save any modifications made to the graphic. This will be greyed out if no changes have been made.
- Revert - Revert any modifications made to the graphic. This will be greyed out if no changes have been made.
- Zoom - A slider to adjust the zoom level.
- Mirror - Flip the graphic horizontally.
- Flip - Flip the graphic vertically.
- Rotate - Rotate the graphic. Note that currently you can only rotate by multiples of 90 degrees.
- Convert to... - Convert the graphic to a different format.
- Colour Remap - Remap the colours of the graphic. This allows you to convert a range of colours to another, eg. blues to greens.
- Colourise - Colourise the graphic.
- Tint - Tint the graphic with a colour.
- Optimise PNG - Optimise the PNG graphic with the configured PNG optimisation tools. Note that this is disabled if the graphic is not a PNG.
Doom format graphics (and PNGs with a custom grAb chunk) can be given offsets, which are used by the engine to align them on the screen or relative to the actor they are representing (eg. enemy sprites). In general, positive x offsets will move the graphic to the left, and positive y offsets will move the graphic upwards.
The Graphics Entry Panel provides multiple ways to display and edit offsets for graphics that support them.
The offset view type can be selected in the dropdown next to the 'Offsets' text boxes on the bottom toolbar. There are three different offset view types that can be displayed in the Graphics Entry Panel:
- Graphic: This view will ignore any offsets on the graphic and simply display it in the top left corner of the graphic area. (Example)
- Sprite: This view will display a crosshair centered on 0,0 at the center of the graphic area, and display the graphic at it's offset from the origin. (Example)
- HUD: This view is for any HUD related graphic (eg. weapon sprites), and will show the 'screen' boundary with the graphic at it's offset from the top-left of the 'screen'. It will also display some guide lines for the middle of the 'screen', the top of the status bar and weapon 'bob' extents. Optionally it can also display extra guidelines for widescreen. (Example)
- Auto: In addition to the three types above, 'Auto' can be selected. This will attempt to automatically detect which of the above three view types best suit the current graphic.
There are three different ways to modify a graphic's offsets, detailed below.
##### Offset DraggingIf the offset view type is Sprite or HUD, you can drag the graphic using left click to change its offsets (shown to the right). A 'shadow' will appear at the graphic's original offset so you can see how far it has been dragged.
The second way to modify a graphic's offsets is to set them manually using the text boxes on the bottom toolbar. After an offset number has been changed it will be reflected in the graphic area.
The third way to modify offsets is to use the Modify Offsets function. You can invoke this by clicking the Modify Offsets... button next to the offset view type dropdown. Alternatively, you can do this to multiple graphic entries at once by selecting them in the entry list and clicking 'Modify Gfx Offsets' in the 'Graphics' context menu or the button that shows up on the entry panel.
Here you can select to either automatically generate offsets, or set the offsets manually.
If you select Automatic Offsets to automatically generate offsets, the following selections are available:
- Monster: This will automatically set the offsets so that they are appropriate for a monster or decoration. The x offset is set to the middle of the graphic, and the y offset is set so that the graphic sits a small amount below the origin (which is used to simulate depth in the original Doom game)
- Monster (GL Friendly): This does the same as the option above, but with the y offset set so that the graphic sits exactly on the y origin. This is because some OpenGL source ports will 'cut off' the bottom of monster sprites that are offset below the floor.
- Projectile: This will automatically set the offsets so that they are appropriate for a projectile. The x and y offsets are both set to the middle of the graphic.
- HUD/Weapon: This will automatically set the offsets so that they are appropriate for a HUD weapon. The x offset is set so that the middle of the graphic is at the middle of the 'screen', and the y offset is set so that the bottom of the graphic is at the bottom of the 'screen'. There are three additional HUD/Weapon options - Doom, Heretic and Hexen. These will do the same thing, except that the y offset is set so that the bottom of the graphic is at the top of the status bar for the selected game.
If you select Set Offsets, you can directly enter the x and y offsets in the text boxes. If Relative is ticked, the offsets entered in the text boxes will be added to the existing graphic offsets. As an example, selecting Relative and entering 5
in the x offset text box will increase the x offset by 5. If Relative was unticked, the x offset would be set to 5 instead.
Aside from offsets, SLADE can also modify the colours of a graphic in various ways.
example gif/pic of colourise in action
The Colourise function will change the colour of each pixel in the graphic to the selected colour, while keeping the relative brightness.
example gif/pic of tint in action
The Tint function will blend the selected colour with each pixel in the graphic. The tint amount slider determines how strong the applied tint effect is.
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