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Duke Nukem 3D: Atomic Reload.  "New sprite replacements for characters/weapons. Contains NSFW images."

User is offline   Spiker 

#1

What's your problem?
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User is offline   TURBOKID 

#2

View PostSpiker, on Jun 30 2010, 05:46 AM, said:

What's your problem?


What?
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User is offline   Spiker 

#3

You can't import this into the game? What's the format?
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User is offline   TURBOKID 

#4

View PostSpiker, on Jun 30 2010, 06:08 AM, said:

You can't import this into the game? What's the format?


.PNG
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User is offline   Spiker 

#5

Lol, what's difficult with defining a texture? I thought you want to use models.
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User is offline   TURBOKID 

#6

View PostSpiker, on Jun 30 2010, 06:14 AM, said:

Lol, what's difficult with defining a texture? I thought you want to use models.


I tried it before. I landed up with shoddy quality sprites even though the resourse files were perfect and there was a pink block around the sprite.
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User is offline   TURBOKID 

#7

Ok seriously i am using DukeRes and i keep getting told "Only bmps with 256 colours are supported by Duke" Well guess what, my Bmp has 256 colours :)
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User is offline   Spiker 

#8

View PostDISRUPTOR, on Jun 30 2010, 02:23 PM, said:

a pink block around the sprite.


Um, you don't try to put it into art files? This is pointless! You don't need any pink color at all. Just define them as highres textures.
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User is offline   TURBOKID 

#9

View PostSpiker, on Jun 30 2010, 06:59 AM, said:

Um, you don't try to put it into art files? This is pointless! You don't need any pink color at all. Just define them as highres textures.

And just how do i do that?
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#10

texture <tilenum> { pal 0 { file "nameofyourtexture.png" } }

Look up in your Tiles.art which number the pistol, shotgun, chaingun, etc is. Put the number in the <tilenum> (without the <>).
Give your texture a name and change the name of the .png in the definition.

Now, put this whole definition in Duke3d.def

And you're up to go.
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User is offline   Spiker 

#11

For example in your autoload or any custom folder you can put a file called duke3d.def (regular text file) which will contain a line "include textures.def" (it's good to keep textures and models in diffrent files and if you have a lot of them even in subcategories). In this file textures.def put a line "texture 62 { pal 0 { file "textures/0062.png" } }" this will define texture 62 with your png. Of course texture folder is optional but you need to organize your files. And use just regular transparency then you will have great quality textures in game :)

Edit: seconded :D

This post has been edited by Spiker: 30 June 2010 - 06:14 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#12

insane_metalhead deserves a cookie because he actully read the EDUKE32 WIKI. :)

This post has been edited by The Commander: 30 June 2010 - 06:16 AM

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User is offline   TURBOKID 

#13

Ok this is confussing. I got the basic referencing down. But how about file structure?
Could someone create a blank .Def already set up for me to just paste in the tile names and replacements?
Also where should the graphics go? I am guessing somewhere in the Autoload folder?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#14

Rename any blank .txt file to "duke3d.def"

Then you would just have in it,
texture <tilenum> { pal 0 { file "nameofyourtexture.png" } }

This example would be if "duke3d.def" was in the same folder as EDUKE32.EXE

EDIT: Have you not bothered to look at how the HRP def files and their structure work? (this is how most people learn to edit things)

This post has been edited by The Commander: 30 June 2010 - 06:25 AM

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User is offline   TURBOKID 

#15

View PostThe Commander, on Jun 30 2010, 07:23 AM, said:

Rename any blank .txt file to "duke3d.def"

Then you would just have in it,
texture <tilenum> { pal 0 { file "nameofyourtexture.png" } }

This example would be if "duke3d.def" was in the same folder as EDUKE32.EXE

EDIT: Have you not bothered to look at how the HRP def files and their structure work? (this is how most people learn to edit things)


I have looked at the structure and have tinkered a little. Making small Cycloid emps for regular enemies etc (This was just for fun mind)
So where should i place my graphics?
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#16

In the same directory as your duke3d.def file. Or if you want to put it in another directory, than you will have to change the line of code a bit like this:

texture <tilenum> { pal 0 { file "mydir/nameofyourtexture.png" } }

Change the mydir name in the name you gave to your directory.

This post has been edited by insane_metalhead: 30 June 2010 - 07:00 AM

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User is offline   TURBOKID 

#17

View Postinsane_metalhead, on Jun 30 2010, 07:58 AM, said:

In the same directory as your duke3d.def file. Or if you want to put it in another directory, than you will have to change the line of code a bit like this:

texture <tilenum> { pal 0 { file "mydir/nameofyourtexture.png" } }

Change the mydir name in the name you gave to your directory.


I tried it in the same directory but i still see either the model or old sprite.
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#18

Post your line of definition, that would help.
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User is offline   djdori11 

#19

wow this is looks very nice!
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User is offline   TURBOKID 

#20

Here
include duke3d_hrp.def
texture 2524 { pal 0 { file "Deag1.png" } }
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#21

First of all have you included the duke HRP? I mean the whole package? If so, then your line is already defined and you should edit the line somewhere in one of the def files, because you'll end up with a duplication.
If not, are you sure you turned on the highres textures and such in the Video Options in duke3d?
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User is offline   TURBOKID 

#22

View Postinsane_metalhead, on Jun 30 2010, 07:21 AM, said:

First of all have you included the duke HRP? I mean the whole package? If so, then your line is already defined and you should edit the line somewhere in one of the def files, because you'll end up with a duplication.
If not, are you sure you turned on the highres textures and such in the Video Options in duke3d?


Not 100% sure what you mean. Bear in mind before this all i have ever done is retexturing.
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#23

Got your PM, it works for me.
Btw, here is a new version of your pic. It has now a transparent background, so the white is gone.

texture 2524 { pal 0 { file "Deag1.png" } }

This line of code should work, try not to put anything besides this line in your duke3d.def

Attached thumbnail(s)

  • Attached Image: Deag1.png

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User is offline   TURBOKID 

#24

View Postinsane_metalhead, on Jun 30 2010, 07:28 AM, said:

Got your PM, it works for me.
Btw, here is a new version of your pic. It has now a transparent background, so the white is gone.

texture 2524 { pal 0 { file "Deag1.png" } }

This line of code should work, try not to put anything besides this line in your duke3d.def

Ok now with just that line everything is standard with no HRP elements and the Sprite is the same.
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#25

Ok now make sure your Deag1.png is in the same directory of duke3d.def and eduke32.exe
- Start Eduke32.exe
- Go to the Options Menu
- Go to Video Options
- Make sure the Renderer is on: 32-bit Opengl
- Go to Renderer setup at the bottom
- Make sure "enable Highres textures" is YES
- And all the other options underneath this should be turned ON as well.

If this still doesn't work I should take a baseballbat and smash your PC to hell.
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User is offline   TURBOKID 

#26

View Postinsane_metalhead, on Jun 30 2010, 07:56 AM, said:

Ok now make sure your Deag1.png is in the same directory of duke3d.def and eduke32.exe
- Start Eduke32.exe
- Go to the Options Menu
- Go to Video Options
- Make sure the Renderer is on: 32-bit Opengl
- Go to Renderer setup at the bottom
- Make sure "enable Highres textures" is YES
- And all the other options underneath this should be turned ON as well.

If this still doesn't work I should take a baseballbat and smash your PC to hell.

Surprise Surprise. Nothing.
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#27

Post your eduke32.log file.
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User is offline   TURBOKID 

#28

Here.

EDuke32 2.0.0devel 20100311
addsearchpath(): Added C:/Users/DISRUPTOR/Desktop/Game - Copy/
OS: Windows Vista (6.0.6001) Service Pack 1
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/Users/DIRUPTOR/Desktop/Game - Copy/autoload/
Using group file 'DUKE3D.GRP' as main group file.
Using group file 'autoload/polymer_hrp.zip'.
Using group file 'autoload/DUKE3D.GRP/DUKE3D.GRP'.
Using group file 'autoload/polymer_hrp.zip'.
Compiling: EDUKE.CON (217587 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
EDUKE.CON: In actor `ORGANTIC':
EDUKE.CON:6226: warning: found `else' with no `if'.
EDUKE.CON: In state `pigshootenemystate':
EDUKE.CON:8149: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 23423*4 bytes
Relocating compiled code from to 0x7f0f0014 to 0x15244b14
Script compiled in 66ms
Compiled code size: 23415*4 bytes, version 1.4+
Pointer bitmap size: 2928 bytes
2023/11264 labels, 396/2048 variables
127/16384 quotes, 0 quote redefinitions
5/88 event definitions, 216 defined actors
Initialized 32.0M cache
Loading 'duke3d.def'
Error: file 'highres/sprites/decals/2298_n' does not exist
Warning: Failed loading MD2/MD3 model "highres/sprites/pickups/0053_firstaid.md3"
Error: file 'highres/textures/0313_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/0313_s.png' does not exist
Error: file 'highres/textures/0313_g.png' does not exist
Error: file 'highres/textures/1024_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/1024_s.png' does not exist
Error: file 'Deag1.png' does not exist
Error: file 'Deag1.png' does not exist
Definitions file 'duke3d.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 00000809 to 00000409
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Keyboard
Executing "eduke32_binds.cfg"
Disabling desktop composition.
Setting video mode 1024x768 (32-bit windowed)
OpenGL Information:
Version: 3.2.0
Vendor: NVIDIA Corporation
Renderer: GeForce 8400 GS/PCI/SSE2/3DNOW!
Initializing music...
Initializing sound...

DirectInput: Mouse thread failed to exit!
Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Uninitializing DirectDraw...
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#29

Loading 'duke3d.def'
Error: file 'highres/sprites/decals/2298_n' does not exist
Warning: Failed loading MD2/MD3 model "highres/sprites/pickups/0053_firstaid.md3"
Error: file 'highres/textures/0313_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/0313_s.png' does not exist
Error: file 'highres/textures/0313_g.png' does not exist
Error: file 'highres/textures/1024_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/1024_s.png' does not exist
Error: file 'Deag1.png' does not exist
Error: file 'Deag1.png' does not exist

Seems like you got more than only this line of code in your duke3d.def

texture 2524 { pal 0 { file "Deag1.png" } }

Open your duke3d.def file. Delete everything that's inside. And copy the line I gave you, nothing more nothing less.
And BE SURE Deag1.png is in the directory where duke3d.def is.
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User is offline   TURBOKID 

#30

I want to say Success but here.
This is not right at all :)
http://i47.tinypic.com/149au8l.jpg

This post has been edited by DISRUPTOR: 30 June 2010 - 08:16 AM

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