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My ART files editor (BAFed)  "Build ART Files Editor ver1.16"

#61

Bump.

Another bug I found is that, if you try to export multiple tiles, and there's an empty space inside a range of tiles, exporting will simply stop at that space, rather than exporting all selected ones.
0

User is offline   Hudson 

  • Meat Popsicle

#62

This. Looks. Incredible.

Would you happen to have a link handy for a download? You are amazing.
0

User is online   Dzierzan 

#63

https://m210.duke4.n...rt-files-editor
0

User is offline   Mark 

  • Polymer fanboy

#64

I am viewing some art files and I see different solid colored blank tiles. Purple, black, blue, orange. Is that something goofy with the art files I loaded or is there some significance for that in Bafed?

Never mind. I loaded them in another editor and for some reason those blanks are colored in textures. Whoever put those art files together messed up. If I click on the black or purple the tile viewer shows blank. But the orange or blue show in the viewer as those colors.

Attached thumbnail(s)

  • Attached Image: bafedpic.jpg


This post has been edited by Mark: 23 June 2020 - 06:53 AM

0

User is offline   m210 

#65

Build ART Files Editor v2.1 is released


* Export to DEF feature
* Config file (saves settings and last folder between sessions)
* Save all button/hotkey (saves open art and dat files)
* Shift tile left/right buttons/hotkeys
* Select all button/hotkey
* Ion Fury ART support
* Cryptic Passage AR_ support
* Signed int checksum
* Automatically open surface/voxel/palette DAT if found
* Open DAT files shown in the title bar
* Move tile browser to the top when new ART is opened
* Fixed view/surface cloning bug
* Fixed batch exporting if one of the tiles is empty
* When batch exported, tiles will have their tilenum in the name
* Fixed importing order of files with numerals in names
* Fixed toolips drawing behind canvas
* Other GUI changes
9

User is offline   fgsfds 

#66

2.1 was reuploaded, exe version is now included too.
1

User is online   Trooper Dan 

  • Duke Plus Developer

#67

Was the bug fixed where the tile offsets get erased when you import? I hate that when I'm replacing the art for a character, and I have to manually add back in all the offsets again. It worked correctly in the initial release and then got broken after that.
1

#68

View PostTrooper Dan, on 02 July 2020 - 10:21 PM, said:

Was the bug fixed where the tile offsets get erased when you import? I hate that when I'm replacing the art for a character, and I have to manually add back in all the offsets again. It worked correctly in the initial release and then got broken after that.

Doesn't seem like it, and copy-pasting also doesn't preserve the offset.

The other changes are great though, thanks a ton!
0

User is offline   fgsfds 

#69

Not sure if it can be fixed for copy pasting, but I fixed it for importing. Wait for the next version.
0

User is offline   m210 

#70

 Doom64hunter, on 03 July 2020 - 12:56 AM, said:

Doesn't seem like it, and copy-pasting also doesn't preserve the offset.

Because you can copy the tile from a photoshop and paste it to bafed, so the photoshop doesn't have the offset info :)

I just could to save an old tile offsets after pasted.

This post has been edited by m210: 04 July 2020 - 03:20 AM

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