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How to add new tiles

#1

I know before you would have to go through and use that weird program that worked here and there and could set the oscillation of tiles and what not...


I want to know how to add new tiles to the HRP set. Would I need to edit the def files in the autoload hrp zip? Or could could my custom def be outside of the zip where the xxx folder structure is? And if it's outside of that zip.How would I call it out so it's used?
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User is offline   Kyanos 

#2

You're on the right track. You could put your data in any of those places you listed. Use command line options to start up with your settings. -h for a custom def file.
http://wiki.eduke32....nd_line_options
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#3

Alternatively make a folder in your EDuke32 directory, call it "MyTiles" or something. In there, make a new file called Duke3D.DEF.

Inside there, make the top line include duke3d_hrp.def and add what you want below that line, placng your own tiles in the MyTiles folder and then pointing your DEF to them. When you start EDuke32, look in the startup window, there should be a dropdown box where you can select the MyTiles folder.

To learn how to write your own tiles into the DEF, check out the link Drek posted... Actually, do that first. Of course, you can also try reverse engineering the ones from the HRP to get an idea of how they work.

Keep in mind that this will override any mod that tries to load it's own set of tiles.
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#4

So I add that at the end of the target in properties?

Will this work with mapster too?


If i wanted to have the def file out of the zip file in autoload. Where would I place my custom def file? And with that new def file i'd need to 'include' it in the duke3d.def correct?
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#5

Yea thats what I did was just reverse engineer what was already going on... but it's not adding the test tile.
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#6

Okay this is what I have so far. Is that the way you're supposed to use the Duke def. Or should there just be a sprite def that says include.. to the list?



<CustomT>


//Duke3d.def
include duke3d_hrp.def
include sprites.def


<Textures>
<Sprites>
   //Sprites.def
   include CustomT/Sprites/Posters_&_Pictures.def

      <Posters_&_Pictures>
         // Posters & Pictures for Duke3D HRP DEF

         // Tiles3584

             texture 3585 { pal 0 { file "highres/sprites/Posters_&_Pictures/3585.png" } }


<CustomT>



This post has been edited by 1337DirtAlliance: 11 May 2014 - 05:04 PM

0

User is offline   Kyanos 

#7

[quote name='1337DirtAlliance' timestamp='1399856638' post='195406']
Okay this is what I have so far. Is that the way you're supposed to use the Duke def. Or should there just be a sprite def that says include.. to the list?
{/quote]

Try this I think (I don't have the HRP setup right now to check. And look at eduke32.log for errors. Note the space after //

// <CustomT>


// Duke3d.def
include duke3d_hrp.def
// include sprites.def


// <Textures>
// <Sprites>
   // Sprites.def
  // include CustomT/Sprites/Posters_&_Pictures.def

     // <Posters_&_Pictures>
         // Posters & Pictures for Duke3D HRP DEF

         // Tiles3584

             texture 3585 { pal 0 { file "highres/sprites/Posters_&_Pictures/3585.png" } }


// <CustomT>


0

#8

<CustomT>

duke3d.def     /* Below is inside content */
include duke3d_hrp.def 
include Sprites/Posters_&_Pictures.def

<Textures>
<Sprites>
   <Posters_&_Pictures>
     Posters_&_Pictures.def
     // Posters & Pictures for Duke3D HRP    /*  Def contents */
     // Tiles3584
     texture 3585 { pal 0 { file "CustomT/Sprites/Posters_&_Pictures/3585.png" } }

<CustomT>



Noticed some pathing mistakes. Fixed those and still I'm unable to get tile 3585 to show anything being there. With the command line options. Am I supposed to put that in the back of the shortcuts targets or rename the root exe? I'm lost on that part. And also.. If i'm making a duplicate duke3d.def in my custom folder.... how am I supposed to call out the duke3d.def in the target line. When there are two of them??
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#9

just saw your reply after I sent my new one. I'll look your code over and see what I'm messing up on
0

#10

https://drive.google...dit?usp=sharing


I ziped what I have so you can test and see yourself.
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#11

This is the message log that comes up with mapster:
EDuke32 2.0.0devel r4069 
Compiled Sep 21 2013 06:42:36
Using D:/Games/Duke 3d/Duke 3d edits/Duke3D/ for game data
Windows 7  (build 6.1.7600)
Initializing DirectDraw...
Searching for game data...
 Checksumming duke3d.grp... Done
Using D:/Games/Duke 3d/Duke 3d edits/Duke3D/CustomT/ for game data
Using "DUKE3D.GRP" as main game data file.
Using group file "autoload/duke3d_hrp.zip".
Using group file "autoload/duke3d_music-sc55.zip".
warning: case mismatch: passed "duke3d.def", real "Duke3d"
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16189*4 bytes
Script compiled in 114ms, 16181*4b, language version 1.4+
2010/11264 labels, 322/2048 variables, 2/512 arrays
125 quotes, 207 actors
Initialized 24.0M cache
warning: case mismatch: passed "duke3d.def", real "Duke3d"
Loading "duke3d.def"
High Resolution Pack (version 5.3.565)
..............................................................Warning: defined hightile replacement for empty tile 3585. Maybe some tilesXXX.art are not loaded?

Definitions file "duke3d.def" loaded.
warning: case mismatch: passed "duke3d.def", real "Duke3d"
Using RTS file "DUKE.RTS".
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 640x480 (32-bit fullscreen)
Enabling Intel/ATI FBO color attachment workaround.
OpenGL Information:
 Version:  3.3.11672 Compatibility Profile Context
 Vendor:   ATI Technologies Inc.
 Renderer: ATI Radeon HD 4300/4500 Series
Unable to open cache file "CustomT/textures" or "CustomT/textures.cache": Permission denied
Initializing Polymer subsystem...
PR : Initialization complete in 482 ms.
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz


This post has been edited by 1337DirtAlliance: 11 May 2014 - 08:48 PM

0

#12

Where it says
texture 3585 { pal 0 { file "CustomT/Sprites/Posters_&_Pictures/3585.png" } }

Change that to

dummytile 3585 32 32
texture 3585 { pal 0 { file "CustomT/Sprites/Posters_&_Pictures/3585.png" } }


32 32 refers to the size (X,Y) so you will probably have to change those. I thought this is what Drek linked;
http://wiki.eduke32....ki/DEF_Language

It wasn't, look up dummytile, dummytilerange and whatever else on there, texture for high-tiles, animtilerange for animations for example. As for mapster, refer to the command lines Drek linked, should be easy enough to grasp but if not I'm sure I, or someone else, will help you out.

This post has been edited by High Treason: 11 May 2014 - 09:23 PM

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#13

I tried the dummy code and still nothing shows up in build.... i'm getting the feeling i'm gonna have to use dosbox to use editart. Because this coding isn't working.

I don't understand the command line options page... Still in the dark as to where thats inputed to and if i'm supposed to make a new one for it to use.
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#14

Command lines; Create a shortcut to Mapster32, right click it, select properties. Add -jCustomT to the end of the command line... I don't remember if it needs to be inside the quotation marks or outside of them. If you use that shortcut it should point it to the directory containing your DEF. Otherwise, check mapster32.log again and see what it says.

Your DEF file should look like this;

include duke3d_hrp.def
dummytile 3585 32 32
texture 3585 { pal 0 { file "CustomT/Sprites/Posters_&_Pictures/3585.png" } }



Or possibly;

include duke3d_hrp.def
dummytile 3585 32 32
texture 3585 { pal 0 { file "Sprites/Posters_&_Pictures/3585.png" } }


As a last thought, it may be that the directory name "Sprites/Posters_&_Pictures" is upsetting something, you might have to give it a shorter, simpler name and then update your DEF file to coincide with it.




I'd like to point two things out; Firstly, I don't currently have a machine capable of running this, so I'm somewhat in the dark here too. Secondly, props to you for posting a log file, a lot of people don't think do that. :)


DEF can be tedious initially, but once you get a grasp of the context it's not that hard. CON on the other hand (Changing/adding new enemies/behaviours/etc to the game), now that's a different story, but you don't have to worry about that.
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#15

Adding the jCustomT made it load the dir. But it still doesn't load the art. I renamed the folder/def to Pictures. And still nothing. Trying to figure out how to work editart again. Forgot how to import and export images.


I made an 8bit version to upload and it's not picking it up.... i tried to use both gif and bmp file formats and it's not working :\ This is seemingly harder then it should be for some reason. Don't remember editart being this much of a pain in the ass to use.
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#16

lol... It works. Have to close dosbox and reopen when adding any new content for some reason. Tile014 is edited and now the new highres picks up.



Mapster32 2.0.0devel r4069
Compiled Sep 21 2013 06:44:49
Using D:/Games/Duke 3d/Duke 3d edits/Duke3D/ for game data
Using CustomT/ for game data
Using group file "autoload/duke3d_hrp.zip".
Using group file "autoload/duke3d_music-sc55.zip".
warning: case mismatch: passed "duke3d.def", real "Duke3d"
Windows 7  (build 6.1.7600)
Initializing DirectDraw...
Loading "m32help.hlp"
Loading NAMES.H
Loaded 740 names.
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Initialized 24.0M cache
warning: case mismatch: passed "duke3d.def", real "Duke3d"     <<<<<<<----------------------------
Loading "duke3d.def"
High Resolution Pack (version 5.3.565 Polymost)
............................................................
Definitions file "duke3d.def" loaded.
Enabling desktop composition...
Setting video mode 640x480 (8-bit windowed)
Loading sounds from "GAME.CON"
warning: duplicate sound #261, overwriting
warning: duplicate sound #323, overwriting
Loaded 374 sound definitions.
Loaded V7 map /F'nUpMyDay.map successfully
Disabling desktop composition...
Setting video mode 640x480 (32-bit windowed)
Enabling Intel/ATI FBO color attachment workaround.
OpenGL Information:
 Version:  3.3.11672 Compatibility Profile Context
 Vendor:   ATI Technologies Inc.
 Renderer: ATI Radeon HD 4300/4500 Series
Opened "textures" as cache file
Load tile  126: p0-m0-e0 highres/textures/0126.png... 10 ms
Load tile  746: p0-m0-e0 highres/textures/0746.png... 13 ms
Load skin: p0-e0 "highres/sprites/props/0974_oceansprite4.png"... 10 ms
Load tile 3585: p0-m4-e0 CustomT/Sprites/Pictures/3585.png... 24 ms
Load skin: p0-e0 "highres/sprites/characters/1312_stripper.png"... 36 ms
Load skin: p0-e0 "highres/sprites/monsters/1550_shark.png"... 10 ms
Enabling desktop composition...
Setting video mode 640x480 (8-bit windowed)
Uninitializing DirectDraw...



That mismatch case was throwing me off so I renamed it to CustomT figuring that might be causing a problem... and with the tiles edited it wasn't doing anything. I renamed it back to Duke3d.Def and it worked. guess it needs to bitch in order to work.
0

User is offline   Kyanos 

#17

Glad you got it to work.
About my wiki link, it's to command line options and the whole wiki, use the search it's your friend.
You can get command line options to work using a .bat file. Setting properties will only work on your PC while a batch will run the same for every one.
0

User is offline   Nfsfan83 

#18

How to add custom replace sprites of RPG to HRP? and can I use 640x480 png?
0

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