New textures and sounds for Build/Mapster32 "How to change the CON files."
#31 Posted 07 October 2015 - 05:08 AM
This post has been edited by leninjableu: 07 October 2015 - 05:10 AM
#32 Posted 07 October 2015 - 05:50 AM
leninjableu, on 07 October 2015 - 05:08 AM, said:
Most of that stuff does run with EDuke32, too. Otherwise there´s a addon-pack with modified mod-files, so that they can run with EDuke32 without problems:
http://forums.duke4....on-compilation/
Here´s the correct link to the GOG-version: http://www.gog.com/g...bdf0e53685674f7
This post has been edited by blizzart: 07 October 2015 - 05:52 AM
#33 Posted 08 October 2015 - 10:44 AM
Commando Nukem, on 07 October 2015 - 04:30 AM, said:
Here is the Megaton Edition on the STEAM page
http://store.steampo...com/app/225140/
Here is the GOG page
http://www.gog.com/g..._atomic_edition
Don't forgot EDuke32 on steam
#34 Posted 09 October 2015 - 01:37 AM
Demon Duke, on 08 October 2015 - 10:44 AM, said:
You can't buy it separately http://store.steampo...com/app/359850/
#35 Posted 09 October 2015 - 02:06 AM
#36 Posted 08 May 2016 - 03:46 AM
#37 Posted 08 May 2016 - 10:42 AM
leninjableu, on 08 May 2016 - 03:46 AM, said:
You can't buy it now because Gearbox took it down. You waited too long.
#38 Posted 08 May 2016 - 12:13 PM
leninjableu, on 08 May 2016 - 03:46 AM, said:
try this, but send a PM to Yatta first
https://forums.duke4...983#entry243983
#39 Posted 09 May 2016 - 08:47 PM
Hank, on 08 May 2016 - 12:13 PM, said:
HQ3C-DTNH-NCAR-JEBU
KKRS-YCNX-28FM-98WS
7VVZ-XJPY-Y79L-N3FW
https://www.gog.com/redeem
#40 Posted 10 May 2016 - 10:19 PM
#41 Posted 29 May 2016 - 02:09 AM
#43 Posted 29 May 2016 - 01:01 PM
#44 Posted 29 May 2016 - 01:09 PM
leninjableu, on 29 May 2016 - 01:01 PM, said:
Yeah, that should work. Although the default CON files are already in the GRP file.
#45 Posted 29 May 2016 - 01:31 PM
#46 Posted 29 May 2016 - 02:14 PM
leninjableu, on 29 May 2016 - 01:31 PM, said:
For running mods and TCs with EDuke32 I recommend downloading the Addon Compilation here: https://forums.duke4...on-compilation/
In the readme file there are instructions on how to run everything with command line parameters.
#47 Posted 23 August 2016 - 10:32 AM
#48 Posted 24 August 2016 - 03:17 PM
leninjableu, on 23 August 2016 - 10:32 AM, said:
Can you explain what exactly you tried to do?
You can´t just put an image file into the GRP and expect it is shown in game or in Mapster. You have to put the texture into an ART file, so that it has a static tile number.
Otherwise you can use EDuke´s def-file-system, but still you have to define a tile number for that texture.
#49 Posted 24 August 2016 - 05:13 PM
#50 Posted 25 August 2016 - 05:39 AM
1. Put in the root folder Eduke32, the ART files "Carribean" (for example). Mapster32 recognize textures, but they are inanimate. I tried to include the ART file inside the original GRP file. Result, Eduke32 not find the game.
2. I myself have created an ART file with the BAFed tool. I transcribed one by one, the tiles Addon and I added the property "x and y offset" After I added the names of tiles in the file names.h. I added my file created in the GRP file. Result, Eduke32 not find the game.
3. it's the same result!
4. it's the same result!!!
5...
Frankly, I'm really dropped the guy. I completely do not know what to do step by step. If I could also understand how one accesses Eduke32 parameters for typed properties. Also, my notion of English is miserable. I'd really like that there is a tutorial that explains step by step, what to do. What I would like to do first is simple. Making maps of Duke, with additional monsters.
Thanks !
#51 Posted 25 August 2016 - 02:45 PM
Do not use reserved tile numbers.
#52 Posted 26 August 2016 - 05:34 AM
#53 Posted 26 August 2016 - 03:19 PM
Of course, you can name the con file whatever you want to.
#54 Posted 27 August 2016 - 12:55 AM
#55 Posted 27 August 2016 - 02:47 AM
#56 Posted 27 August 2016 - 03:46 AM
#57 Posted 27 August 2016 - 05:34 AM
#58 Posted 29 August 2016 - 06:11 AM
#59 Posted 30 August 2016 - 03:31 AM
// PREDATOR
dummytile 4818
animtilerange 4819
model
scale
skin
frame
#60 Posted 30 August 2016 - 04:52 AM
leninjableu, on 30 August 2016 - 03:31 AM, said:
// PREDATOR
dummytile 4818
animtilerange 4819
model
scale
skin
frame
With this code you can define a model within a .def-file.
Although it doesn´t make much sense because there isn´t really anything defined.
Here is an example of a static model without any animation:
dummytile 5404 128 128 model "highres/bf-models/2015/stump.md3" { scale 1 shade 0 skin { pal 0 surface 0 file "highres/bf-models/2015/treebark.tga" } frame { name "MilkShape 3D" tile 5404 } }