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How would I get the duke 64 handgun into normal duke 3d?

User is offline   bullbob 

#1

So I downloaded the duke 64 tc mod and in it includes tiles for the duke 64 handgun. If i just wanted to rip out those tiles and use them with normal old pc duke, how would I go about that?

I'm not super clear on the concept of the autoload folder either. I have a widescreen packs from the hrp website, as well as the various fixes. but I have no idea if they are being used. I unzipped the contents to a folder called autoload, no idea if thats doing anything. the weapons certainly seem exactly the same before and they can get cut off in some situations
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User is offline   necroslut 

#2

If by "normal old pc duke" you mean the DOS version, you'll have to import the images into the .ART files using a tool. I mostly use the old DOS "Editart" tool that came with the original game, but there are some newer Windows-based ones like BastArt, DukeRes and BAFed that I'm not that familiar with...

If you use Editart you need to (in addition to getting a DOS program to run) convert the images to an 8-bit image format it can read – .GIF tends to works fine.
You need to have the Tiles###.art files in the same folder, and also palette.dat (and lookup.dat I think). They're located in the DUKE3D.GRP file and you'll need another tool to extract them. A DOS command line tool called "Kextract" is included on the Duke CD I believe, but again there are more modern unofficial tools – some of the .ART tools can handle .GRP files too.

Once you launch Editart, browse until you find the pistol images (weapons start around tile #2500 IIRC) and replace them with your coverted N64 images. If you're working in another directory than your game files you need to copy the updated .ART files back to your Duke 3D installation obviously.
You'll probably need to read the Editart instructions as it relies a lot on hotkeys rather than GUI stuff (such as V to browse, U to import image etc).


For the autoload folder to work, make sure you tick the "Enable autoload folder" box in the launcher. Also, I'm not too familiar with the widescreen pack, but in most cases autoload stuff should not be unzipped – try just placing the .zip file in the autoload folder instead.

This post has been edited by necroslut: 14 June 2020 - 03:32 PM

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User is offline   bullbob 

#3

View Postnecroslut, on 14 June 2020 - 03:27 PM, said:

If by "normal old pc duke" you mean the DOS version, you'll have to import the images into the .ART files using a tool. I mostly use the old DOS "Editart" tool that came with the original game, but there are some newer Windows-based ones like BastArt, DukeRes and BAFed that I'm not that familiar with...

If you use Editart you need to (in addition to getting a DOS program to run) convert the images to an 8-bit image format it can read – .GIF tends to works fine.
You need to have the Tiles###.art files in the same folder, and also palette.dat (and lookup.dat I think). They're located in the DUKE3D.GRP file and you'll need another tool to extract them. A DOS command line tool called "Kextract" is included on the Duke CD I believe, but again there are more modern unofficial tools – some of the .ART tools can handle .GRP files too.

Once you launch Editart, browse until you find the pistol images (weapons start around tile #2500 IIRC) and replace them with your coverted N64 images. If you're working in another directory than your game files you need to copy the updated .ART files back to your Duke 3D installation obviously.
You'll probably need to read the Editart instructions as it relies a lot on hotkeys rather than GUI stuff (such as V to browse, U to import image etc).


For the autoload folder to work, make sure you tick the "Enable autoload folder" box in the launcher. Also, I'm not too familiar with the widescreen pack, but in most cases autoload stuff should not be unzipped – try just placing the .zip file in the autoload folder instead.


so the instructions for the widescreen stuff said to unzip it, and if i leave it zipped it eduke32 complains. and nah i guess by old pc duke i just meant eduke32 with the normal episodes and no mods, not dos. but thanks. is there a newer windows tool one can use to mess with these files, or will editart work outside of dos?
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User is offline   necroslut 

#4

View Postbullbob, on 14 June 2020 - 03:44 PM, said:

so the instructions for the widescreen stuff said to unzip it, and if i leave it zipped it eduke32 complains. and nah i guess by old pc duke i just meant eduke32 with the normal episodes and no mods, not dos. but thanks. is there a newer windows tool one can use to mess with these files, or will editart work outside of dos?

Like I said, I never used the widescreen pack so I don't know. It's just a common mistake that people make.


Editart is DOS only, but there are some newer tools like I mentioned (Bastart, Dukeres, BAFed I know of), but I haven't really used those much so you're on your own.

But if you're going to use EDuke32 there's a possibly simpler way with .def files:
Make an empty text file in the Duke folder (or a mod folder) and call it duke3d.def. In it write this line for each of the pistol tiles (like 5 or so I think).
tilefromtexture #### { file "tiles/####.png" texture }

Of course, replace the #### with the correct tile number and the "tiles/####.png" with the path to the image file. This will replace the specified art tiles on runtime without having to modify the .ART files.
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User is offline   bullbob 

#5

View Postnecroslut, on 14 June 2020 - 10:22 PM, said:

Like I said, I never used the widescreen pack so I don't know. It's just a common mistake that people make.


Editart is DOS only, but there are some newer tools like I mentioned (Bastart, Dukeres, BAFed I know of), but I haven't really used those much so you're on your own.

But if you're going to use EDuke32 there's a possibly simpler way with .def files:
Make an empty text file in the Duke folder (or a mod folder) and call it duke3d.def. In it write this line for each of the pistol tiles (like 5 or so I think).
tilefromtexture #### { file "tiles/####.png" texture }

Of course, replace the #### with the correct tile number and the "tiles/####.png" with the path to the image file. This will replace the specified art tiles on runtime without having to modify the .ART files.


thanks, a lot, and i'll check out those programs
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