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Maybe There is a Better Way?

User is offline   a muffin 

#1

For a while now, I've been making a single player mod for Duke Nukem 3D that would replace all of the monsters with humans or something along those lines.

I managed to replace the assault commanders (the first enemy you encounter) with the player from Strife, and it was hell to adapt the pallete to work with Duke, not to mention resizing them to be a more appropriate size.

Then came the pig cops. I tried to replace them with an enemy from strife, the guy who carries the riot shield. For some reason, his shield will show long, ugly light green streaks along were the yellow is supposed to be. If this was the only problem, it would have added at most an hour and a half of tedium to the entire process (I would need to replace all the corrupted color), but now parts of the shield are showing up a dark purple color for no reason, and it won't change no matter what color I make it.

Does anybody know of anything that can help me? Perhaps a paint program made for handling doom engine palletes or something? This is rivaling in annoyance up to editing models for quake 1.. but unlike quake 1 it is also extremely buggy.

This post has been edited by a muffin: 21 August 2010 - 12:58 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2

Use XWE to batch export all the art from Strife to .bmp files. Then make an automated task in Photoshop and batch convert all of them to the Duke palette. Next use editart or bastART to import them in .art files. Finally, in editart, change all of the backgrounds from the solid pink the transparent pink. If you don't have the Duke palette file for PS, it is attached.

As an alternative, you don't have to use the Duke palette at all. You can put the .bmps directly into the game using def commands. Then there will be no artifacts. The downsides to that are: it won't work in software mode, unless you use the tilefromtexture command (but then say hello to artifacts again), and it will take a lot of def lines.

Attached File(s)

  • Attached File  duke3d.zip (746bytes)
    Number of downloads: 185


This post has been edited by DeeperThought: 21 August 2010 - 01:35 PM

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User is offline   a muffin 

#3

Quote

Use XWE to batch export all the art from Strife to .bmp files. Then make an automated task in Photoshop and batch convert all of them to the Duke palette. Next use editart or bastART to import them in .art files. Finally, in editart, change all of the backgrounds from the solid pink the transparent pink. If you don't have the Duke palette file for PS, it is attached.


This is the method I used to replace the assault commander, and it was the method that I used to replace the pig cop as well. My problem doesn't lie in how to do it, my problem lies in that there are utterly unexplainable errors with the color. They look fine in photoshop, but after I view them in bastArt a yellow color turns green. I can make them look the way I want in bastART by loading the modified pallete that I've been using (I had to construct a modified pallete, because they kept having dark purple and blue dots on them. I replaced a lot of these colors with the colors that fit in with their surroundings). Unfortunately, once I play the game, they are back to normal. It's like the duke pallete chooses specific colors to bully.

I've heard about the .def method before, but I decided to do it the old fashion way. Does this .def method involve the restrictions of color pallets that the old ones do? If so, could you provide me a comprehensive tutorial on that process? I've seen some hi res imaged in the EDuke32 directory, such as the blood, and I know that the blood puddle looks way better than the pallete would allow.

This post has been edited by a muffin: 21 August 2010 - 02:13 PM

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User is offline   Danukem 

  • Duke Plus Developer

#4

 a muffin, on Aug 21 2010, 03:04 PM, said:

Does this .def method involve the restrictions of color pallets that the old ones do? If so, could you provide me a comprehensive tutorial on that process? I've seen some hi res imaged in the EDuke32 directory, such as the blood, and I know that the blood puddle looks way better than the pallete would allow.


There are no color restrictions. Just use the texture command as it is used in the HRP and explained in the eduke32 wiki. There are tons of examples to look at, you don't need a tutorial. The only thing you have to remember is to set up dummy tiles (again, look at the wiki) if there are no actual .art tiles for the pics you are putting in.
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