My ART files editor (BAFed) "Build ART Files Editor ver1.16"
#1 Posted 17 July 2015 - 02:37 AM
I made this program, because for edit my ART files I had to use BASTart (for batch import and blood palette support) and Dukeres (for editing tiles and animation)
Of course, It isn't convenient to use several programs for ART editing, therefore I made own program, which combines these two programs, with other palettes support and comfortable GUI like Dukeres.
My program also have other good functions as 32bit png-image support. Uploaded 32bit image will automaticaly converted to choosed palette.
2. You can import a several ART files to one file at once
3. You can import a folder with 8bit *.bmp or 32bit *.png images at once and also export images from opened ART file with saving description.ini file with all information about tiles in ART for subsequent import after edit ini file. (as you can make it throught tga2art and art2tga)
4. BAFed supported Build palettes (dat), photoshop palettes (act) and Microsoft palettes (pal)
5. You can resize choosed tile at opened ART
6. For make animation you can choose last tile of animation with Ctrl + LMB, animation will be from choosed tile to last tile.
7. I made movable preview picture of choosed tile....you can see at all parts of the picture at 700% scale.
Program requires Java installed on your computer
https://m210.duke4.n...rt-files-editor
I hope you enjoy it
#3 Posted 17 July 2015 - 03:19 AM
How about adding support for rudimentary reading and writing of .def files and integration with functionality like tilefromtexture?
#4 Posted 17 July 2015 - 04:07 AM
#5 Posted 17 July 2015 - 07:25 AM
Quote
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#6 Posted 17 July 2015 - 09:20 AM
blizzart, on 17 July 2015 - 07:25 AM, said:
yep, it was an attempt to update o_O I fixed it
This post has been edited by M210: 17 July 2015 - 09:27 AM
#7 Posted 17 July 2015 - 01:07 PM
#8 Posted 17 July 2015 - 02:17 PM
M210, on 17 July 2015 - 09:20 AM, said:
Thanks. Great stuff and it´s very intuitive and easy to handle. Just one note:
when I import a .png with transparancy and a size of let´s say 512x512px and I resize it down to 128x128 the transparancy is turned to black.
Also, can you put some keyboard shortcodes to the program. That would make even more easier.
#9 Posted 17 July 2015 - 10:01 PM
blizzart, on 17 July 2015 - 02:17 PM, said:
Yep I forgot about this bug, I'll try to fix it.
blizzart, on 17 July 2015 - 02:17 PM, said:
Which functions do you want to have with keyboard shortcodes?
Guys, I have one interesting querstion:
What are you thinking about ART editor on Android OS?
Somebody want to use it on Android?
This post has been edited by M210: 17 July 2015 - 10:03 PM
#10 Posted 17 July 2015 - 10:08 PM
#11 Posted 18 July 2015 - 01:06 PM
M210, on 17 July 2015 - 10:01 PM, said:
That´s great, thank you.
Quote
As much as possible . At least the Edit and Tools options would be awesome. Would save a lot of time compared to going there with the mouse every time.
Quote
What are you thinking about ART editor on Android OS?
Somebody want to use it on Android?
Why not? Working on Art files while not at home sounds good. Also a save your selfies to ART option.
[EDIT]
I´m not a Java developer, but would it be possible to make a web-based version of it, which can be integrated on websites?
This post has been edited by blizzart: 18 July 2015 - 01:14 PM
#12 Posted 18 July 2015 - 04:01 PM
#13 Posted 18 July 2015 - 04:23 PM
Could you make it so that you can type the offsets? I would also like to see it on fullscreen with the gallery extended.
This post has been edited by Fox: 18 July 2015 - 04:28 PM
#15 Posted 18 July 2015 - 10:19 PM
Fox, on 18 July 2015 - 04:23 PM, said:
Yes, I inherited Dukeres, but your discription about x-offset seems wrong. Look at the screenshots - negative values of x-offsest and y-offset and tile place is bottom-left.
Fox, on 18 July 2015 - 04:23 PM, said:
Ok, I made it at next release)
Fox, on 18 July 2015 - 04:23 PM, said:
I'm too lazy to do this, but I'll try
blizzart, on 18 July 2015 - 01:06 PM, said:
Not at this time, but maybe at future will try.
#16 Posted 18 July 2015 - 10:30 PM
blizzart, on 18 July 2015 - 01:06 PM, said:
Java as a web plugin is on its way out.
#17 Posted 18 July 2015 - 11:45 PM
Hendricks266, on 18 July 2015 - 10:30 PM, said:
I will thinking about it
And BAFed wa updated:
- Fixed transparent tiles resize
- Added hotkeys
- Added type offset for choosed tile
#18 Posted 19 July 2015 - 10:48 AM
M210, on 18 July 2015 - 10:19 PM, said:
Huh, I was describing Duke 3D behavior. =P
#19 Posted 01 August 2015 - 09:16 AM
#20 Posted 02 August 2015 - 11:21 AM
Jblade, on 01 August 2015 - 09:16 AM, said:
Ok, I will add check for a filename different from tilesXXX.art
#21 Posted 16 August 2015 - 01:57 AM
Jblade, on 01 August 2015 - 09:16 AM, said:
Fox, on 19 July 2015 - 10:48 AM, said:
I fixed those bugs, but I don't want to release a new version without my new tileschooser:
This tiles chooser has a dynamical resize, therefore you will can set it in its sole discretion
I don't know when I will release a new version, because I working on BloodCM now. But it will happen soon
#23 Posted 20 August 2015 - 11:49 AM
Fixed some bugs, added tile viewer, add some menu icons, saving process bar and donate button
Build ART files editor 1.12
This post has been edited by M210: 20 August 2015 - 11:50 AM
#24 Posted 25 August 2015 - 04:56 PM
I really want a mass amount of "new" textures added to Sw to map with. Thanks in advance.
If I get no answer, I suppose I'll dive into it solo :S
#25 Posted 25 August 2015 - 05:56 PM
When I load the first art file from duke and then apply the Sw colour palette, all the duke tiles look garbled, which I guess was to be expected but I was hoping some magic would occur and the duke tiles be converted to the Sw palette.
How do you change the duke tiles to Sw palette? Also, how would I change the tile numbers so they carry on from where the default Sw tile numbers leave off?
If I do manage to get the Duke tiles to an Sw pal, would I then have to add all the Duke tiles one by one so they continue on with the correct tile numbers?
I can add individual external art files to Sw using editART and I was hoping I could accomplish my goal easily with this program.
Some1 help, or correct me if I'm wrong.
(Hated having to download java, hehe)
* A feature this program needs is: If you copy an art tile from 1 game set(duke) and paste it to another tile set(Sw) It needs to convert the palette for that tile automatically.
Also - Need to be able to select more than 1 tile at a time to copy/paste.
This program would be handier than a pocket in a shirt if it had those functions. Then I could add art from duke/rr/blood to Sw or vise versa.
This post has been edited by Robman: 25 August 2015 - 06:59 PM
#26 Posted 25 August 2015 - 07:52 PM
You open a .art file(duke) and go to the tools tab > Batch export and then select the tile number to start at and then to finish at and then select the file format (.png)
This will rip the art tiles out and save them as .png files.
Next you can open a new .art file with the new palette selected or just an existing .art file(Sw) and then Tools> Batch Import and select the .png files/tile numbers to import.
You have to go back and re-animate the animated tiles which takes time but it's about as good as it's going to get.
Worked Great
*edit - The proper method is slightly different.. see below posts.
This post has been edited by Robman: 25 August 2015 - 09:44 PM
#27 Posted 25 August 2015 - 08:13 PM
#28 Posted 25 August 2015 - 08:45 PM
Now to Import!
This is going to take a few tries. I wonder if Sw has an art tile limit..
*edit-
The default Sw tiles leave off as Tiles021.art.
Next, I've create a new tileset it asks what tile to start at and I tell it 0. Then it asks how many tiles to put in the set and I've been telling it the appropriate number of tiles each duke .art file has. Which will turn into the equivalent Sw .art file.
Then I import the appropriate ripped duke art folder and when I select the format, I've selected the description .ini file and it loads nicely.
I then save that as Tiles022.art and when I open it in my SW BUILD program it adds the new tiles at the end of the default tiles and keeps all the animations.
This seems to be working stupidly well. I'm up to Tiles029.art now and still going.
*Edit - Whelp, just added 99% of the Duke atomic art to Sw with the animations intact, complete success!
Now to try adding some Blood art This is a game-changer for me.
Got 1 full art file from Blood into Sw also, Sw caps out at 9215 tiles, can't add anymore
I have so much art to work with now it's awesome.
...Just dove into some Redneck Rampage art, this is too much fun. It's a shame I've run out of room for new tiles. I do have some blank spots I could fill, going to try and make the ultimate Shadow Warrior texture pack.
This post has been edited by Robman: 26 August 2015 - 04:09 AM
#29 Posted 30 August 2015 - 02:04 AM
1. Added fast conversion palette of choosed tile.
For conversion tile to other palette, you need click to "Convert tile palette" and then choose other palette: duke3d palette, blood palette, sw palette, custom palette (see 2) or load external palette. For batch conversion you can use batch export to png, change palette and import exported png files
2. I added custom palette menu after loaded external palette, therefore you can swithing between duke3d, blood or sw palette and your own loaded palette faster.
3. Added a navigation on TileViewer with arrows
Build ART Files Editor 1.13
This post has been edited by M210: 30 August 2015 - 02:12 AM
#30 Posted 01 September 2015 - 01:55 PM
Any chance you'd be interested in adding hightile support? So that it converts the 8bit textures, but also writes definitions to use the original high-quality images?