scandalousrucksack, on 01 March 2012 - 04:53 PM, said:
I noticed that in DukeRes, the very first tile of an enemy will have its name from Game.con. For instance, the very first tile of the enforcer is LIZMAN.
Now, I assume that I can copy and paste the entire code of an NPC, define a starting point in an Art file and rename the new copy with that name.
Now, assuming all of that is true (and I hope someone can clarify it if it's not that simple) I have a question. How can I add a 20th .art file so that I can have plenty of room to add the new sprites? What I am looking to do would be to add a 20th .art into Duke.grp, and be able to view what number in thousands the sprites come up as.
Thanks in advance.
Starting with the question that had a question mark: There are lots of mods and TCs out there which have a tiles020.art, and a tiles021.art, etc. The simplest way would be to download one of those, and then just delete and replace tiles. AMC TC goes up beyond tiles050.art
As for enemies: It's not true that the actor is always defined as the first tile in the series. There are counterexamples to that amongst the regular Duke 3D enemies (such as COMMANDER). When placing enemy tiles in the art files and then beginning to code them, the most important thing is that you understand the relationship between the tile positions and the
action command. If anything about the wiki explanation is not clear, just look at the examples from the game. Look at the action definitions for the monsters and see how those relate to art tiles and the tile position that the actor is defined on.