
using exhumed tiles graphics "using exhumed tiles graphics"
#1 Posted 03 February 2012 - 09:04 AM
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 ?
#2 Posted 05 February 2012 - 07:02 AM
minidueknukem, on 03 February 2012 - 09:04 AM, said:
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
#3 Posted 05 February 2012 - 10:20 AM
minidueknukem, on 05 February 2012 - 07:02 AM, said:
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.
#5 Posted 19 February 2012 - 06:14 AM
This post has been edited by Marked: 19 February 2012 - 06:14 AM
#6 Posted 19 February 2012 - 02:30 PM
(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

#7 Posted 19 February 2012 - 02:52 PM
This post has been edited by Rebecca: 19 February 2012 - 02:53 PM
#8 Posted 19 February 2012 - 04:06 PM
#9 Posted 19 February 2012 - 04:33 PM
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.
#10 Posted 19 February 2012 - 05:08 PM
Drek, on 19 February 2012 - 04:33 PM, said:
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
#11 Posted 19 February 2012 - 05:31 PM
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

Best of luck to anyone moving forward with this.
Give credit to Mathieu Olivier who wrote art2tga.
#12 Posted 19 February 2012 - 05:34 PM
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
#14 Posted 19 February 2012 - 05:47 PM
#15 Posted 19 February 2012 - 08:08 PM
http://spriters-reso...lave/index.html
#16 Posted 19 February 2012 - 08:24 PM
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?
This post has been edited by Rebecca: 19 February 2012 - 08:32 PM
#17 Posted 20 February 2012 - 10:33 AM
Screenshot of LEV1.MAP

#18 Posted 20 February 2012 - 10:38 AM
Drek, on 20 February 2012 - 10:33 AM, said:
Screenshot of LEV1.MAP

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
#19 Posted 20 February 2012 - 10:40 AM
Edit: SOS is fake ROR.
This post has been edited by ReaperMan: 20 February 2012 - 10:42 AM
#20 Posted 20 February 2012 - 12:28 PM
ReaperMan, on 20 February 2012 - 10:40 AM, said:
Not really. You can never see two such sectors at the same time.
#21 Posted 20 February 2012 - 12:59 PM
Rebecca, on 20 February 2012 - 10:38 AM, said:
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???
#22 Posted 20 February 2012 - 01:57 PM
Helixhorned, on 20 February 2012 - 12:28 PM, said:
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.