Tutorials & Resources
#91 Posted 27 November 2012 - 03:39 AM
And I need to know how I install that nDo Photoshop Plugin.
#92 Posted 27 November 2012 - 09:09 AM
There is a link to the nDo plugin earlier in the thread (as well as links to Blender Tuts).
#93 Posted 01 December 2012 - 04:33 AM
Does anyone know any good tutorials for either gimp or adobe photoshop, i want to make some hi-res textures for Eduke.
Can Eduke use either normal map or bump map? Which one is preferable? From what i know they are similar in function.
I'll continue searching...
thanks.
#94 Posted 01 December 2012 - 05:06 AM
This post has been edited by Mark.: 01 December 2012 - 05:18 AM
#95 Posted 01 December 2012 - 05:59 AM
We need to put all this crap in the wiki and it needs to be stickied/signposted.
Also this.
EDIT: The first link is dead, but Plagman re-hosts the PDF in the second post on that thread.
This post has been edited by Tea Monster: 02 December 2012 - 02:30 AM
#96 Posted 01 December 2012 - 11:14 PM
Tea Monster, on 01 December 2012 - 05:59 AM, said:
We need to put all this crap in the wiki and it needs to be stickied/signposted.
Also this.
^ the download links are dead
ox-skull, on 01 December 2012 - 04:33 AM, said:
Can Eduke use either normal map or bump map? Which one is preferable? From what i know they are similar in function.
I'll continue searching...
thanks.
https://code.google....gimp-normalmap/
and the wiki to get new guys started
https://developer.va...ion_in_The_GIMP
and I forgot - normal map
https://en.wikipedia.../Normal_mapping
and from my book marks - normal mapping from photos (i.e. no baking via Maya or Blender)
http://www.katsbits....s-or-images.php
This post has been edited by Hank: 03 December 2012 - 03:16 PM
#97 Posted 02 December 2012 - 12:14 AM
I now have managed to make my normal and spec maps.
Now i have been trying to test the texture in-game, but cant manage to get it to load, i have tried to follow the structure of the polymer_HRP.zip file. its says it is loading my zip file but nothing is there. im using texture slot 3466.
I know how to put normal 8-bit textures into the game.
Is there a simpler way to include hi-res textures.
cheers
#98 Posted 02 December 2012 - 04:42 AM
Ive done this by unzipping polymer_hrp and putting my texture into and rezipping it.
Is it possible to create your own zip file with custom textures, i tried, but im not sure how the def files work to include a sereapte zip. If that made any sense.
What is max texture size, it didnt seem to work until i made it 512x512, from 1024x1024.
thanks.
#99 Posted 02 December 2012 - 05:16 AM
Then I made a def file for all the new content and put it in the main Eduke directory. In my project its called graveyard.def and thats where all the lines of code are placed to put my custom textures and models.
texture 3827 {
pal 0 { file "highres/textures/3827.jpg" }
normal { file "highres/textures/3827_n.png" parallaxbias 0 parallaxscale 0 }
specular { file "highres/textures/3827_s.png" }
}
//tombstone
model "highres/sprites/3661.md3" {
scale 2 shade 1
skin { pal 0 surface 0 file "highres/models/stone.png" }
normal { file "highres/models/stone_n.png" parallaxbias 0.01 parallaxscale 0.03 }
frame { name "none00" tile 3661 }
}
Then I made a duke3d.def file and also put that in the main Eduke directory. It has 2 lines.
Include graveyard.def
include duke3d_hrp.def
So the way I did it did not involve messing with any zip files in the autoload folder. But there are other ways to accomplish what I did that may or may not be better.
This post has been edited by Mark.: 02 December 2012 - 05:16 AM
#100 Posted 03 December 2012 - 02:23 AM
Now im not getting the error, but the texture just doesnt want to appear, im using slot 3500 now.
Thanks
EDIT: I get this error,
Warning: defined hightile replacement for empty tile 3466. Maybe some tilesXXX.art are not loaded?
This post has been edited by ox-skull: 03 December 2012 - 03:44 AM
#101 Posted 03 December 2012 - 07:33 AM
setuptile 3466 128 128
texture 3466 { pal 0 { file "mypicture.png" } }
where 128 128 is the dimension of the dummy tile, and mypicture.png the actual low res tile.
You should make and place this dummy tile in the same folder you keep all your hi-res tiles; to stay compatible with the vanilla version of Duke 3D.
This post has been edited by Hank: 04 December 2012 - 05:46 AM
#102 Posted 03 December 2012 - 10:58 PM
Thank you everyone for the help.
EDIT: Does anyone know how to solve the issue of a texture not aligning properly in mapster and when you try to move it you cant align it because it 'shifts'.
I remember reading somewhere on the forums what casued it. The texture i have is 512x512.
cheers.
This post has been edited by ox-skull: 04 December 2012 - 02:01 AM
#103 Posted 04 December 2012 - 05:48 AM
ox-skull, on 03 December 2012 - 10:58 PM, said:
You mean setuptile?
p.s. I corrected my previous post, since it is on a sticky
#104 Posted 05 December 2012 - 01:42 AM
setuptile 3466 128 128
texture 3466 { pal 0 { file "mymod/rock.png" } }
texture 3466 {
pal 0 { file "mymod/rock.png" }
normal { file "mymod/rocknm.png" parallaxbias 0 parallaxscale 0 }
specular { file "mymod/rocksm.png" }
}
texture is now not displayed in mapster32.
I changed setuptile back to the previous command, which i think was definetexture. now at best im getting an orange wall and this msg agian: Warning: defined hightile replacement for empty tile 3466. Maybe some tilesXXX.art are not loaded? and it now its saying i have errors in line 1 .
im really confused, it worked, now it doesnt?
EDIT: nevermind it was dummytile command, my texture is now back, i dont really understand the full usage of setuptile.
This post has been edited by ox-skull: 05 December 2012 - 02:33 AM
#105 Posted 05 December 2012 - 03:50 PM
ox-skull, on 05 December 2012 - 01:42 AM, said:
setuptile 3466 128 128
texture 3466 { pal 0 { file "mymod/rock.png" } }
texture 3466 {
pal 0 { file "mymod/rock.png" }
normal { file "mymod/rocknm.png" parallaxbias 0 parallaxscale 0 }
specular { file "mymod/rocksm.png" }
}
texture is now not displayed in mapster32.
I changed setuptile back to the previous command, which i think was definetexture. now at best im getting an orange wall and this msg agian: Warning: defined hightile replacement for empty tile 3466. Maybe some tilesXXX.art are not loaded? and it now its saying i have errors in line 1 .
im really confused, it worked, now it doesnt?
EDIT: nevermind it was dummytile command, my texture is now back, i dont really understand the full usage of setuptile.
If you are using a 32bit texture, just place this into your .def file:
dummytile 3466 128 128
texture 3466 {
pal 0 { file "mymod/rock.png" }
normal { file "mymod/rocknm.png" parallaxbias 0 parallaxscale 0 }
specular { file "mymod/rocksm.png" }
}
It will show the texture you defined after the texture command in Mapster.
#106 Posted 13 December 2012 - 06:26 AM
My walkthrough through making a texture
Insight into some of ideas, tools and workflow
Downscaling research
Difference between the results of different resampling methods when downscaling stuff
BTW. I can port over the threads to this forum, which sub-forum would be the most suitable?
This post has been edited by Cage: 13 December 2012 - 06:27 AM
#107 Posted 14 December 2012 - 01:27 PM
So what do I ave to do in Blender?
Exporting to md3 is no problem, but how do I get the skin of the model into a png file?
Here is the screenshot of what I´m talking about:
#108 Posted 14 December 2012 - 01:46 PM
#109 Posted 14 December 2012 - 02:06 PM
Mark., on 14 December 2012 - 01:46 PM, said:
Ah thanks. UV Unwrapping was the word I´ve forgotten, so I didn´t know wat to search for.
Another thing: Can I take any influence on the size of the model, when exporting? I exported a water tower to md3, but it is very very tiny in Mapster. Even when I put the size to the maximum it is not bigger than a medikit.
#110 Posted 14 December 2012 - 02:34 PM
#111 Posted 14 December 2012 - 03:02 PM
Drek, on 14 December 2012 - 02:34 PM, said:
Thanks Drek, now I found (didn´t scroll down on the left side). I think it´s time for me to go to bed...
#112 Posted 04 January 2013 - 01:19 PM
I found this recently, converts midi to MP3 of various qualities using a array of different soundfonts. It runs in browser and you can make 30 second samples or full conversions and then download the resulting mp3.
It also has a prechecked box to add your music to their database, so if its something you don't want floating around then I would uncheck that box.
#114 Posted 11 March 2013 - 08:56 AM
#115 Posted 11 March 2013 - 09:43 AM
The GIMP can. For those into the image rich web sites, here is a way to reduce png files via the GIMP, and you have full control on what gets reduced how.
http://howto.nicubun...dexing_png_web/
I should add that you convert the original to an indexed color first and then export it as an png.
This post has been edited by Hank: 11 March 2013 - 09:46 AM
#116 Posted 07 April 2013 - 11:12 AM
P.S: I did look through this thread for a download link as I was just going to simply re-download it, but it appears absent from the list.
*edit*
Never mind, I found it on the old 3D Realms forum ( http://forums.3dreal...ead.php?t=16088 ), which I didn't realize was still up and running - and amazingly, I still remember my password for my account over there.
This post has been edited by Chip: 07 April 2013 - 11:31 AM
#117 Posted 07 April 2013 - 06:36 PM
#118 Posted 14 July 2013 - 02:10 AM
#119 Posted 24 November 2013 - 11:08 PM
This post has been edited by KeepsakeMoose: 24 November 2013 - 11:09 PM
#120 Posted 25 November 2013 - 04:49 PM
If not, the rest of the process is meaningless until then. There are so many small steps involved and is beyond one single tutorial.
Making the model or sprite. Animating it. Convert it to the proper format. Learn def and con code ( or at least be able to understand the tips and tutorials from various places including the Eduke Wiki page in order to place it in the game and determine what projectile it will fire, its killing strength, the sound it makes, etc...
I know I don't have the patience to make an "all in one" tutorial. But once you get your weapon made I'm sure some people here will be happy to help you get the rest of the way. There are plenty of examples and small seperate tutorials around. It just takes a bit more searching unfortunately. Also, you can learn a lot by looking at the code from other people's mods. I did a lot of that.