Those simple questions thread "Simple questions, simple answers"
#1 Posted 17 April 2013 - 05:18 PM
Ok, here´s my simple question:
Is Dukeres fucked in the ass when it comes to applying offsets to tiles?
It´s driving me crazy, it has all kind of cool tools to measure and compare prev/next tiles so you can safely apply offsets (for example on monsters) without the need of checking the tiles in game a million times. But when you go and check them in game nothing is alligned as Dukeres shows you! WTF?
#2 Posted 17 April 2013 - 05:46 PM
When I was editing the sprites I had to keep checking them in game while using it.
#3 Posted 17 April 2013 - 05:48 PM
This post has been edited by Gambini: 17 April 2013 - 05:48 PM
#5 Posted 17 April 2013 - 06:09 PM
#6 Posted 17 April 2013 - 06:38 PM
I managed to find a pack download to them, but most other links for almost everything I found were dead.
Discovering you can use external .PNGs for sprites has made this a lot easier for me, though It's still a little confusing as to how Eduke handles stretching/scaling the sprites in game (and how you must deform them to accommodate for it).
Since this thread is titled "those simple questions thread" I figure I'll drop one of my own. How would I give a weapon such as the shotgun more frames? I want to make smoother firing and pumping animations, sort of like what was done for the Brutal Doom weapons.
#7 Posted 17 April 2013 - 07:27 PM
Bloodshot, on 17 April 2013 - 06:38 PM, said:
That seemingly simple question has an exceedingly complex answer. It would involve reprogramming the weapon display routine to display the extra frames. weapons.con.sample in the samples directory is what you would use as a base. If you add its contents to the CONs of your mod, it will replace the hardcoded weapon display code with an exact port to CON that you can begin to modify. kickback_pic only has a granularity of 30 frames per second, so if you want an evenly-spaced animation with some fractional number of frames, you would use totalclock which has 4x the precision. This is a high-level description; such a project would require in-depth modification of display calls and their surrounding routines, not to mention finding spaces in the art tiles for them and keeping some semblance of HRP compatibility if that's your thing.
Are you planning to make smoother frames of the original weapons or of your mod's custom weapons? If the former, shoot me a PM.
This post has been edited by Hendricks266: 17 April 2013 - 11:12 PM
#8 Posted 17 April 2013 - 08:40 PM
Gambini, on 17 April 2013 - 05:18 PM, said:
In DukeRes, the left/right offsets are reversed, due to a bug. So if you move a tile to the left in DukeRes, it will actually move to the right in game, and vice versa. The up/down offsets work correctly, however.
#9 Posted 18 April 2013 - 06:43 PM
Gambini, on 17 April 2013 - 06:09 PM, said:
I wouldn't use BastArt either, personally. Both programs are just pretty shitty and I would expect them to end up fucking your .ART files.
#11 Posted 18 April 2013 - 07:06 PM
BastArt and DukeRes just do their work fine. I have given them stress-testing with all the shit I import/export, remove, edit, etc and never of ever had any of my files fucked up by them.
This post has been edited by Gambini: 18 April 2013 - 07:07 PM
#12 Posted 18 April 2013 - 08:07 PM
Loading DOSbox is instant for me.
Mount c c:\games\duke3d\
C:\
editart
having a subfolder in duke3d called "art"
go into the sub folder, import the art as needed. Using tab on the proper transparent color and hit C on any images with the required fix. Done.
It may be 16 years old, but it works.
#13 Posted 18 April 2013 - 09:06 PM
The programs i use work like:
click click
Done!
#14 Posted 18 April 2013 - 09:19 PM
#15 Posted 18 April 2013 - 09:19 PM
#16 Posted 18 April 2013 - 11:38 PM
This post has been edited by James: 18 April 2013 - 11:38 PM
#17 Posted 19 April 2013 - 06:09 AM
Gambini, on 18 April 2013 - 09:06 PM, said:
The programs i use work like:
click click
Done!
I love DukeRes, and also used it since 1999. Still, I need(ed) Edit Art to define the pink colour.
My solution for click click and forget setting up my euro key board with DosBox, and other shit ==
http://dfendreloaded.sourceforge.net/
It opens any given DOS program using DosBox as an engine. You simply import any game or program and click on Run.
#18 Posted 19 April 2013 - 11:48 AM
Yeah, it's not as fast as those GUI programs but I don't think it's awkward at all.
This post has been edited by Player Lin: 19 April 2013 - 11:49 AM
#19 Posted 20 April 2013 - 01:23 PM
I want to change a game palette, so when the goggles are activated a different palette is used. I know there´s a way with code, but changing it in the hard side seems more of a solid solution.
#20 Posted 20 April 2013 - 05:08 PM
http://www.jonof.id.au/bcs
#21 Posted 20 April 2013 - 06:00 PM
Gambini, on 20 April 2013 - 01:23 PM, said:
I use OPENGLBT, it is not a good way (i.e. manually edit every color entry) but at least it does the job.
#22 Posted 20 April 2013 - 06:27 PM
Forge, on 20 April 2013 - 05:08 PM, said:
http://www.jonof.id.au/bcs
I ported this tool to Win32/*nix/Mac (replacing the DOS UI with command line arguments) as part of the Build tools.
#23 Posted 20 April 2013 - 06:41 PM
http://lzg.duke4.net/extclut.htm
This post has been edited by Forge: 20 April 2013 - 06:43 PM
#24 Posted 20 April 2013 - 07:15 PM
FORMAT OF BUILD TABLES I made some reverse-engineering to examine these files. Use this section [to] alter your files using a Hex editor. The addresses are listed for the extended files, not the original Duke DATs. PALETTE.DAT: Address range Description Size 0x0000 - 0x02FF BGR main palette (0-63) [0x0300] 0x0300 - 0x0301 Number of shades (up to 128) [0x0002] 0x0302 - 0x2301 Shade tables [0x0100 * wordptr(0x0300)] 0x2302 - 0x12301 Translucency table [0x10000] LOOKUP.DAT: Address range Description Size 0x0000 Number of pals [0x0001] 0x0001 - 0x8080 Palettes (first byte is the mapped ID, up to 127) [0x0101 * byteptr(0x0000)] 0x8081 - 0x8380 Underwater palette (BGR 0-63) [0x0300] 0x8381 - 0x8680 Night vision palette (BGR 0-63) [0x0300] 0x8681 - 0x8980 Duke3D logo palette (BGR 0-63) [0x0300] 0x8981 - 0x8C80 3DRealms logo palette (BGR 0-63) [0x0300] 0x8C81 - 0x8F80 Episode 1 Seq palette (BGR 0-63) [0x0300]
#25 Posted 20 April 2013 - 10:05 PM
Basically what I want is to make the environment look "pal 30" and actors pal 31 when we use the goggles. I use a custom lookup.dat. What line i should edit and what i should put there?
#26 Posted 21 April 2013 - 12:07 AM
I like using a lot of detail and creative use of textures. The limit to vertices and sectors really dulled Build for me, and made it so that after a while I left it to 'collect dust."
The second question is, can you change the appearance of the enemies in the HRP? Say I wanted to slightly alter an enemy's shape to make it look a little more 'realistic' or to remove Duke's jetpack. Would I be able to do that?
The last question is, can I have two different colors of the same enemy in the same level? I know it was impossible in Build, but I don't know if this has been changed or not.
#27 Posted 21 April 2013 - 12:31 AM
Number 2, I don't think it's possible without access to the original model's files. Eduke32 uses MD2 and MD3 and doesn't use model skeletons, which means that when it's converted it's per-vertex animation. In other words, to delete or change an item on an animated model you'd have to manually edit every frame without the source materials.
Number 3, I'm not sure what you mean so you might have to clarify a bit. If you mean changing an enemy's palette so it's a different colour than that's always been possible.
#28 Posted 21 April 2013 - 02:54 AM
Gambini, on 20 April 2013 - 10:05 PM, said:
Basically what I want is to make the environment look "pal 30" and actors pal 31 when we use the goggles. I use a custom lookup.dat. What line i should edit and what i should put there?
Unpossible without CON.
#29 Posted 21 April 2013 - 03:06 AM
Fox, on 21 April 2013 - 02:54 AM, said:
Yes, but setgamepalette takes its values from LOOKUP.DAT so it cannot be set to what isn't in the dat file. That's the problem.
#30 Posted 21 April 2013 - 04:46 PM
James, on 21 April 2013 - 12:31 AM, said:
Number 3, I'm not sure what you mean so you might have to clarify a bit. If you mean changing an enemy's palette so it's a different colour than that's always been possible.
Another question to add, what was the original limit of sprites, sectors and walls? It's been a while (years) since I have touched any version of Build, and since I know now that this limit has gone up, I need something to compare it to.