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My ART files editor (BAFed)  "Build ART Files Editor ver1.16"

User is offline   m210® 

#1

Hi all! I want to show my new ART files editor (BAFed - Build ART Files Editor)
I made this program, because for edit my ART files I had to use BASTart (for batch import and blood palette support) and Dukeres (for editing tiles and animation)
Of course, It isn't convenient to use several programs for ART editing, therefore I made own program, which combines these two programs, with other palettes support and comfortable GUI like Dukeres.
My program also have other good functions as 32bit png-image support. Uploaded 32bit image will automaticaly converted to choosed palette.
2. You can import a several ART files to one file at once
3. You can import a folder with 8bit *.bmp or 32bit *.png images at once and also export images from opened ART file with saving description.ini file with all information about tiles in ART for subsequent import after edit ini file. (as you can make it throught tga2art and art2tga)
4. BAFed supported Build palettes (dat), photoshop palettes (act) and Microsoft palettes (pal)
5. You can resize choosed tile at opened ART
6. For make animation you can choose last tile of animation with Ctrl + LMB, animation will be from choosed tile to last tile.
7. I made movable preview picture of choosed tile....you can see at all parts of the picture at 700% scale.


Program requires Java installed on your computer

https://m210.duke4.n...rt-files-editor

I hope you enjoy it :)

Attached thumbnail(s)

  • Attached Image: BAF1.jpg
  • Attached Image: BAF2.jpg
  • Attached Image: BAF3.jpg
  • Attached Image: BAF4.jpg

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User is offline   brullov 

  • Senior Artist at TGK

#2

Looks sweet. Downloading right now Posted Image
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User is offline   TerminX 

  • el fundador

  #3

I really appreciate that you've gone to the effort of creating this. As you've noted, there never really were very many decent art utilities.

How about adding support for rudimentary reading and writing of .def files and integration with functionality like tilefromtexture?
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User is offline   m210® 

#4

I think I can do it, but poorly represent the processing of the def file. Will it be working with 32bit images?
1

User is offline   blizzart 

#5

I wanted to download but your Joomla installation seems to be f***ed up for some reason. :)

Quote



Deprecated: iconv_set_encoding(): Use of iconv.internal_encoding is deprecated in /var/www/m210.duke4.net/libraries/joomla/string/string.php on line 27

Deprecated: iconv_set_encoding(): Use of iconv.input_encoding is deprecated in /var/www/m210.duke4.net/libraries/joomla/string/string.php on line 28

Deprecated: iconv_set_encoding(): Use of iconv.output_encoding is deprecated in /var/www/m210.duke4.net/libraries/joomla/string/string.php on line 29

Fatal error: Call to a member function get() on null in /var/www/m210.duke4.net/plugins/system/remember/remember.php on line 94

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User is offline   m210® 

#6

View Postblizzart, on 17 July 2015 - 07:25 AM, said:

I wanted to download but your Joomla installation seems to be f***ed up for some reason. :)

yep, it was an attempt to update o_O I fixed it

This post has been edited by M210: 17 July 2015 - 09:27 AM

3

User is offline   Jblade 

#7

Awesome stuff - that batch import option looks like it can save a metric ton of work, thanks a huge bunch for this :)
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User is offline   blizzart 

#8

View PostM210, on 17 July 2015 - 09:20 AM, said:

yep, it was an attempt to update o_O I fixed it


Thanks. Great stuff and it´s very intuitive and easy to handle. Just one note:
when I import a .png with transparancy and a size of let´s say 512x512px and I resize it down to 128x128 the transparancy is turned to black.

Also, can you put some keyboard shortcodes to the program. That would make even more easier. :)
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User is offline   m210® 

#9

View Postblizzart, on 17 July 2015 - 02:17 PM, said:

when I import a .png with transparancy and a size of let´s say 512x512px and I resize it down to 128x128 the transparancy is turned to black.

Yep I forgot about this bug, I'll try to fix it.

View Postblizzart, on 17 July 2015 - 02:17 PM, said:

Also, can you put some keyboard shortcodes to the program. That would make even more easier. :)


Which functions do you want to have with keyboard shortcodes?

Guys, I have one interesting querstion:
What are you thinking about ART editor on Android OS? :D
Somebody want to use it on Android?

This post has been edited by M210: 17 July 2015 - 10:03 PM

1

User is offline   Robman 

  • Asswhipe [sic]

#10

That's pretty awesome :) ... I see it works for SW so Imma gonna grab this. Thankyou.
0

User is offline   blizzart 

#11

View PostM210, on 17 July 2015 - 10:01 PM, said:

Yep I forgot about this bug, I'll try to fix it.


That´s great, thank you.

Quote

Which functions do you want to have with keyboard shortcodes?


As much as possible :) . At least the Edit and Tools options would be awesome. Would save a lot of time compared to going there with the mouse every time.

Quote

Guys, I have one interesting querstion:
What are you thinking about ART editor on Android OS? :D
Somebody want to use it on Android?


Why not? Working on Art files while not at home sounds good. Also a save your selfies to ART option. :D


[EDIT]
I´m not a Java developer, but would it be possible to make a web-based version of it, which can be integrated on websites?

This post has been edited by blizzart: 18 July 2015 - 01:14 PM

0

User is offline   XThX2 

#12

This editor is super handy and easy to use, and also very fast! I'm glad you did this M210, very good job!
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#13

Looks like you inherited Dukeres misplaced texture x-offset. Positive values move the texture top-left, and negatives values bottom-right.

Could you make it so that you can type the offsets? I would also like to see it on fullscreen with the gallery extended.

This post has been edited by Fox: 18 July 2015 - 04:28 PM

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User is offline   RPD Guy 

#14

Nice Job!
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User is offline   m210® 

#15

Thank you guys :)

View PostFox, on 18 July 2015 - 04:23 PM, said:

Looks like you inherited Dukeres misplaced texture x-offset. Positive values move the texture top-left, and negatives values bottom-right.

Yes, I inherited Dukeres, but your discription about x-offset seems wrong. Look at the screenshots - negative values of x-offsest and y-offset and tile place is bottom-left.

View PostFox, on 18 July 2015 - 04:23 PM, said:

Could you make it so that you can type the offsets?

Ok, I made it at next release)

View PostFox, on 18 July 2015 - 04:23 PM, said:

I would also like to see it on fullscreen with the gallery extended.

I'm too lazy to do this, but I'll try :D

View Postblizzart, on 18 July 2015 - 01:06 PM, said:

I´m not a Java developer, but would it be possible to make a web-based version of it, which can be integrated on websites?

Not at this time, but maybe at future will try.

Attached thumbnail(s)

  • Attached Image: ??????????.png

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User is offline   Hendricks266 

  • Weaponized Autism

  #16

View Postblizzart, on 18 July 2015 - 01:06 PM, said:

I´m not a Java developer, but would it be possible to make a web-based version of it, which can be integrated on websites?

Java as a web plugin is on its way out.
2

User is offline   m210® 

#17

View PostHendricks266, on 18 July 2015 - 10:30 PM, said:

Java as a web plugin is on its way out.

I will thinking about it :)

And BAFed wa updated:
- Fixed transparent tiles resize
- Added hotkeys
- Added type offset for choosed tile
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#18

View PostM210, on 18 July 2015 - 10:19 PM, said:

Yes, I inherited Dukeres, but your discription about x-offset seems wrong. Look at the screenshots - negative values of x-offsest and y-offset and tile place is bottom-left.

Huh, I was describing Duke 3D behavior. =P
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User is offline   Jblade 

#19

Hey M210, is there any chance of adding a feature or changing the program so the tile numbers don't change if you save an art file that doesn't have a 000 art tile number? Basically imagine I have an artfile called BLAH.art and it starts at tile number 1024 - if I save it in Dukeres or BAFed than it's tile numbers will revert back to 0 so I'd have to rename it to TILES004.art, save it, and then rename it back again.
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User is offline   m210® 

#20

View PostJblade, on 01 August 2015 - 09:16 AM, said:

Hey M210, is there any chance of adding a feature or changing the program so the tile numbers don't change if you save an art file that doesn't have a 000 art tile number? Basically imagine I have an artfile called BLAH.art and it starts at tile number 1024 - if I save it in Dukeres or BAFed than it's tile numbers will revert back to 0 so I'd have to rename it to TILES004.art, save it, and then rename it back again.

Ok, I will add check for a filename different from tilesXXX.art
3

User is offline   m210® 

#21

View PostJblade, on 01 August 2015 - 09:16 AM, said:

so I'd have to rename it to TILES004.art, save it, and then rename it back again.

View PostFox, on 19 July 2015 - 10:48 AM, said:

Huh, I was describing Duke 3D behavior. =P

I fixed those bugs, but I don't want to release a new version without my new tileschooser:
This tiles chooser has a dynamical resize, therefore you will can set it in its sole discretion

I don't know when I will release a new version, because I working on BloodCM now. But it will happen soon :D

Attached thumbnail(s)

  • Attached Image: 1.png
  • Attached Image: 2.png

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User is offline   DavoX 

  • Honored Donor

#22

Great work!!
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User is offline   m210® 

#23

That's all, i made a new release :D
Fixed some bugs, added tile viewer, add some menu icons, saving process bar and donate button :D

Build ART files editor 1.12

Attached thumbnail(s)

  • Attached Image: 3.png
  • Attached Image: 1.png


This post has been edited by M210: 20 August 2015 - 11:50 AM

3

User is offline   Robman 

  • Asswhipe [sic]

#24

Can I use this program to easily add the Duke3d textures to Sw? If so, can you give me a quick how-to?

I really want a mass amount of "new" textures added to Sw to map with. Thanks in advance.

If I get no answer, I suppose I'll dive into it solo :S
0

User is offline   Robman 

  • Asswhipe [sic]

#25

So, I've loaded duke tile000.art as I see you can't load ALL the .art files at once?

When I load the first art file from duke and then apply the Sw colour palette, all the duke tiles look garbled, which I guess was to be expected but I was hoping some magic would occur and the duke tiles be converted to the Sw palette.

How do you change the duke tiles to Sw palette? Also, how would I change the tile numbers so they carry on from where the default Sw tile numbers leave off?

If I do manage to get the Duke tiles to an Sw pal, would I then have to add all the Duke tiles one by one so they continue on with the correct tile numbers?

I can add individual external art files to Sw using editART and I was hoping I could accomplish my goal easily with this program.

Some1 help, or correct me if I'm wrong.
(Hated having to download java, hehe)

* A feature this program needs is: If you copy an art tile from 1 game set(duke) and paste it to another tile set(Sw) It needs to convert the palette for that tile automatically.

Also - Need to be able to select more than 1 tile at a time to copy/paste.

This program would be handier than a pocket in a shirt if it had those functions. Then I could add art from duke/rr/blood to Sw or vise versa.

This post has been edited by Robman: 25 August 2015 - 06:59 PM

0

User is offline   Robman 

  • Asswhipe [sic]

#26

Ok, I asked M210 and he said it can be done:

You open a .art file(duke) and go to the tools tab > Batch export and then select the tile number to start at and then to finish at and then select the file format (.png)

This will rip the art tiles out and save them as .png files.

Next you can open a new .art file with the new palette selected or just an existing .art file(Sw) and then Tools> Batch Import and select the .png files/tile numbers to import.

You have to go back and re-animate the animated tiles which takes time but it's about as good as it's going to get.

Worked Great :D

*edit - The proper method is slightly different.. see below posts.

This post has been edited by Robman: 25 August 2015 - 09:44 PM

1

User is offline   m210® 

#27

When you are batch exported tiles to folder, you can see discription.txt file at this folder with all data of each tile as offsets and animation info. And more correct choose for import this txt file (you can choose it at format menu) And then you will save data of animation, all offsets and sequence of tiles
1

User is offline   Robman 

  • Asswhipe [sic]

#28

I've ripped every .art file from duke to it's own folder to keep them separate(in .png format,) indeed I see the information file also as it relates to each .art file ripped. So far so good.

Now to Import!

This is going to take a few tries. I wonder if Sw has an art tile limit..

*edit-

The default Sw tiles leave off as Tiles021.art.

Next, I've create a new tileset it asks what tile to start at and I tell it 0. Then it asks how many tiles to put in the set and I've been telling it the appropriate number of tiles each duke .art file has. Which will turn into the equivalent Sw .art file.

Then I import the appropriate ripped duke art folder and when I select the format, I've selected the description .ini file and it loads nicely.

I then save that as Tiles022.art and when I open it in my SW BUILD program it adds the new tiles at the end of the default tiles and keeps all the animations.

This seems to be working stupidly well. I'm up to Tiles029.art now and still going.

*Edit - Whelp, just added 99% of the Duke atomic art to Sw with the animations intact, complete success!

Now to try adding some Blood art :D This is a game-changer for me.

Got 1 full art file from Blood into Sw also, Sw caps out at 9215 tiles, can't add anymore :D
I have so much art to work with now it's awesome.

...Just dove into some Redneck Rampage art, this is too much fun. It's a shame I've run out of room for new tiles. I do have some blank spots I could fill, going to try and make the ultimate Shadow Warrior texture pack.

This post has been edited by Robman: 26 August 2015 - 04:09 AM

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User is offline   m210® 

#29

Update...v1.13

1. Added fast conversion palette of choosed tile.
For conversion tile to other palette, you need click to "Convert tile palette" and then choose other palette: duke3d palette, blood palette, sw palette, custom palette (see 2) or load external palette. For batch conversion you can use batch export to png, change palette and import exported png files
2. I added custom palette menu after loaded external palette, therefore you can swithing between duke3d, blood or sw palette and your own loaded palette faster.
3. Added a navigation on TileViewer with arrows


Build ART Files Editor 1.13

Attached thumbnail(s)

  • Attached Image: 1.13.png


This post has been edited by M210: 30 August 2015 - 02:12 AM

4

User is offline   Usurper 

  • Hates Twitter

#30

This might convince me to allow Java back on my computer. Nice work.

Any chance you'd be interested in adding hightile support? So that it converts the 8bit textures, but also writes definitions to use the original high-quality images?
0

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