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using exhumed tiles graphics  "using exhumed tiles graphics"

#1

using exhumed tiles graphics

how can i insert graphics from another game that has a nother set of pallettes ?

i remember bck in the days i did use exhumed graphics for duke 3d but how?

because there is this palette difference between teh two... how can i make this work?

is there a wya to convert hte bmps ?
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#2

View Postminidueknukem, on 03 February 2012 - 09:04 AM, said:

using exhumed tiles graphics

how can i insert graphics from another game that has a nother set of pallettes ?

i remember bck in the days i did use exhumed graphics for duke 3d but how?

because there is this palette difference between teh two... how can i make this work?

is there a wya to convert hte bmps ?


please someone help me also editart wont work for windows i use bastart but it cant use weapons from other palettes

This post has been edited by minidueknukem: 05 February 2012 - 07:02 AM

0

User is offline   Hank 

#3

View Postminidueknukem, on 05 February 2012 - 07:02 AM, said:

please someone help me also editart wont work for windows i use bastart but it cant use weapons from other palettes


I for one can't help you because I don't understand the questions.
For example what is exhumed tile graphics and exhumed graphics in their respective contexts?

To modify a color palette you need an image editor like The Gimp, or I use my old Corel Paint Shop Pro to import/export tiles to the original Duke 3D palette. Depending on the source tile, importing a tile can be very time consuming.

Next question what is hte bmps

the motherload for all your needs can be found here
http://forums.duke4....-modding-tools/

p.s. IMHO EditArt works with DOSBox, and DukeRes is more user friendly than Bastart.
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User is offline   iamaloner 

#4

Exhumed is a game i think using Build engine...
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User is offline   Mark 

#5

A Google search reveals that Exhumed was the European name for the Build-based game Powerslave.

This post has been edited by Marked: 19 February 2012 - 06:14 AM

2

User is offline   Hank 

#6

Ah, then it's straight forward.
(to first post)
In the game directory look for a large .dat file. If you have Kextract, you can extract all files with it. I do not, nor do I know where to get it.
As an alternate, you can rewrite the .dat file to .grp and open it with DukeRes .
Find the palette file of this game and set it in DukeRes as a default for your set of .art files.
For all the rest go to my teacher Usurper and read carefully through that page.

Good luck, and hope to see some stuff Posted Image
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User is offline   Rebecca 

#7

If anyone is able to extract Exhumed/PowerSlave's enemy sprites, please put up a download link to all of the sheets. It would be appreciated.

This post has been edited by Rebecca: 19 February 2012 - 02:53 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #8

As Hank said, the art can be found if you extract *.ART and PALETTE.DAT from STUFF.DAT, which happens to be a renamed GRP file.
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User is offline   Kyanos 

#9

I've been playing with this and have all the tiles extracted to tga. I used art2tga with the palette from stuff.dat yet the transparent sprites all came out with a baby blue background. Is that normal? Everything else seems to look fine color wise. I am trying to assemble them back into art files with the duke palette.

I would be more than happy to zip up all the monster tiles, if I converted them right. They aren't sheets though just single tiles. The monsters are sick in this game, insects and crazy shit.
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User is offline   Rebecca 

#10

View PostDrek, on 19 February 2012 - 04:33 PM, said:

I've been playing with this and have all the tiles extracted to tga. I used art2tga with the palette from stuff.dat yet the transparent sprites all came out with a baby blue background. Is that normal? Everything else seems to look fine color wise. I am trying to assemble them back into art files with the duke palette.

I would be more than happy to zip up all the monster tiles, if I converted them right. They aren't sheets though just single tiles. The monsters are sick in this game, insects and crazy shit.


yeah that's what I am getting at. I love the game, have it on PSX myself. I would love seeing user made maps in Duke using Exhumed enemies and textures etc. the Game has some awesome stuff
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User is offline   Kyanos 

#11

Powerslave Art Resources
The full package in png format, only 14 MB so why bother cutting anything out.
Some tiles use a different palette so they didn't convert properly. Sorry :lol:
Best of luck to anyone moving forward with this.
Give credit to Mathieu Olivier who wrote art2tga.
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User is offline   Rebecca 

#12

thanks Drek!

Would love to see those pirahanas in Duke, could mean good news for anybody planning on making a map that involves alot of water and swimming.

Now this makes me really determined to want to learn how to map and mod , i am gonna have to take the time to train my body and mind with this thing , it just makes me feel so damn hopeless that right now I haven't a clue how to even start on making a map or mod for Duke, but when I really have my vissions of the plans I have for Duke 3D it makes me wanna spring into action and start learning !

This post has been edited by Rebecca: 19 February 2012 - 05:37 PM

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User is offline   Kyanos 

#13

Some Previews
Attached Image: tile1906.png Attached Image: tile2687.png Attached Image: tile2713.png Attached Image: tile2782.pngAttached Image: tile2082.png
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User is offline   Rebecca 

#14

Enjoying the Piranha preview there, these sprites defineilty have great potential and while on the topic I highly recommend the game itself to any fans of the Duke 3D / Doom / Quake Style of FPS. It's one of those underrated games that's actually pretty fun
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User is offline   CruX 

#15

A lot of this stuff is available on the spriter's resource too...
http://spriters-reso...lave/index.html
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User is offline   Rebecca 

#16

Thanks for the extra link,

for a water based Duke map i would imagine the Lava monster, spiders and pirahana would go well . Oh, and new weapons and pickup icons too?

Attached thumbnail(s)

  • Attached Image: ART00863.png
  • Attached Image: ART00491.png
  • Attached Image: ART01904.png
  • Attached Image: ART02671.png
  • Attached Image: ART02178.png


This post has been edited by Rebecca: 19 February 2012 - 08:32 PM

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User is offline   Kyanos 

#17

I couldn't help but crack this game wide open and see what there is to see. WTF is this ROR in build 1995!
Screenshot of LEV1.MAP
Posted Image
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User is offline   Rebecca 

#18

View PostDrek, on 20 February 2012 - 10:33 AM, said:

I couldn't help but crack this game wide open and see what there is to see. WTF is this ROR in build 1995!
Screenshot of LEV1.MAP
Posted Image



Interesting! So The game itself can actually have custom maps created if people tried?

This post has been edited by Rebecca: 20 February 2012 - 11:20 AM

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User is offline   ReaperMan 

#19

Thats sector over sector, Duke 3D's maps use that too.

Edit: SOS is fake ROR.

This post has been edited by ReaperMan: 20 February 2012 - 10:42 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#20

View PostReaperMan, on 20 February 2012 - 10:40 AM, said:

Edit: SOS is fake ROR.


Not really. You can never see two such sectors at the same time.
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User is offline   Kyanos 

#21

View PostRebecca, on 20 February 2012 - 10:38 AM, said:

Interesting! So The game itself can actually have custom maps created if people tried?

Well, I have loaded this into mapster three different ways, none of which would be great for mapping.
First using duke3d.grp everything has the wrong tiles and such but you can explore the maps structure.
The second way was copying all the tiles???.art from stuff.dat into the Eduke root folder with palette.dat and tables.dat from powerslave. This was very glitchy, the 2d mode was colored wrong with lots of white lines and stuff not showing up. 3d mode was horrible with what looked liked parralaxed walls?? Just brutal though.
Finally I loaded it using dukes palette with powerslave art. The tiles all had the wrong color but it wasn't nearly as glitchy.
I doubt that anything saved in mapster would play in powerslave, the map versions are way different. Maybe the original build though???
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User is offline   Jimmy 

  • Let's go Brandon!

#22

View PostHelixhorned, on 20 February 2012 - 12:28 PM, said:

Not really. You can never see two such sectors at the same time.

Pretty much. Build benefits from not being truly 3D. Multiple sectors can occupy the same '3D' space, which means you can do things that would be impossible in modern engines, like the 720 degree circle in Spin Cycle or the impossible nature of Tier Drops.
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User is offline   Plagman 

  • Former VP of Media Operations

#23

That doesn't really have anything to do with "not being truly 3D" (which isn't really a thing in the first place); Doom has the same kind of map structure, but you can't do the same thing there. You could design a modern engine that supports arbitrary maps but with the same kind of overlapping geometry capabilities. It has more (but not everything) to do with how reliant the engine is on statically compiled acceleration structures.
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User is offline   Hendricks266 

  • Weaponized Autism

  #24

^Yes. There is a lot of layman-phrased bullshit information floating around, like SW and Blood "having a more advanced BUILD engine than Duke 3D".
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User is offline   Jimmy 

  • Let's go Brandon!

#25

I can accept that. I forgot where I read that, but it was definitely written in layman manner. Nice to know how it actually works even though I don't understand it, hahaha.
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