My ART files editor (BAFed) "Build ART Files Editor ver1.16"
#32 Posted 11 March 2016 - 09:40 PM
#33 Posted 08 July 2016 - 12:14 PM
But I am a little disappointed to find that I can't specify export options other than to have it be a png or a bmp.
When I export as a png, it exports as true color. If I want to preserve the palette data, then I HAVE to export as bmp.
Altogether, this doesn't add up to much. I can't honestly say that it has cost me more time than it took to write this post, especially since exporting isn't something I need to do very often.
Even so, I do wish I had a couple export options:
-Specify if I want to save as 24-bit or 256 color
-For PNG, specify if I want to save the alpha or a solid color
-For batch export, pad tile numbers (eg 001 instead of 1)
-For batch export, option to rename tiles according to their index in all of the art, not just the index within the given art file. Or at least give a warning that you are about to overwrite some files.
Actually that last one would have saved me a couple minutes of hassle.
But overall a very good product. I look forward to using it more fully.
#34 Posted 08 July 2016 - 12:54 PM
Quote
^ this also.
I'd recommend the naming convention used by the old art2bmp, APLAYER = ART01405.BMP as an example.
#36 Posted 20 March 2017 - 07:19 AM
#37 Posted 22 March 2017 - 05:48 AM
#38 Posted 23 March 2017 - 10:07 AM
#39 Posted 24 March 2017 - 09:21 AM
#40 Posted 15 July 2018 - 10:44 AM
null java.desktop/javax.swing.ImageIcon.<init>(ImageIcon.java:217) BAFed.initialize(BAFed.java:983) BAFed.<init>(BAFed.java:264) BAFed.main(BAFed.java:207)
The Windows wrapper also doesn't work under JRE 10 because of a bug in Launch4j (I presume this is what you're using).
#41 Posted 18 September 2018 - 02:44 PM
This post has been edited by Hank: 18 September 2018 - 03:22 PM
#44 Posted 26 February 2019 - 09:01 AM
I recently updated Java, and for some reason when I try to open Bafed, it won't open anymore, saying that it requires Java Runtime Environment 1.5.0 to run, can you update Bafed to make it compatible with more recent Java updates?
#45 Posted 12 March 2019 - 05:03 AM
But in future I want to fully rewrite my editor.
#48 Posted 04 July 2019 - 11:42 PM
#49 Posted 04 July 2019 - 11:47 PM
Trooper Dan, on 04 July 2019 - 11:42 PM, said:
I haven't thought about changelog yet, sorry But I wrote some here on my site:
Quote
2. Since v2.0 you can choose a few tiles by mouse and export it to a folder. In the import window, you can choose a few files by mouse with pushed a Ctrl-button.
3. ART files saving feature have been rewritten, therefore ART files of Blood are also supporting now.
4. BAFed is supporting voxel.dat and surface.dat files of Blood.
5. You can resize chosen tile in an opened ART.
6. I made movable preview picture of the chosen tile.
7. BAFed's viewer has zoom feature of up to 999%.
8. BAFed is supporting the clipboard. You can copy any picture to the clipboard and paste it in BAFed and vice versa - you can copy a chosen tile to the clipboard and paste it in any graphical editor.
Also, I remember about GRP support and I already prepared the code of BAFed to make the support.
#50 Posted 05 July 2019 - 01:04 AM
1. The interface has been changed and now it is supporting ART files of Blood.
2. Since v2.0 you can choose a few tiles by mouse and export it to a folder. In the import window, you can choose a few files by mouse with pushed a Ctrl-button.
3. ART files saving feature have been rewritten, therefore ART files of Blood are also supporting now and it's not changing start tile of ART depended on a filename.
4. BAFed is supporting voxel.dat and surface.dat files of Blood.
5. BAFed is supporting the clipboard. You can copy any picture to the clipboard and paste it in BAFed and vice versa - you can copy a chosen tile to the clipboard and paste it in any graphical editor.
6. Animated tiles are highlighting in the tile list.
7. You can fast switch between ART files by "File" menu from an ART list.
8. Quantity of included palettes has been increased.
9. Resizeable thumbnails in the tile list.
10. Thumbnails autozoom feature
11. Tile crc32 info (for def-scripts)
12. Tile palette converting feature has been deleted.
13. *.ini script file import feature has been deleted.
This post has been edited by m210®: 05 July 2019 - 01:06 AM
#51 Posted 05 July 2019 - 01:13 AM
There is one thing that has been a big nuisance for me when I'm using the batch import tile feature. Let's say I have a bunch of tiles named in my folder:
0.png, 1.png, 2.png, 3.png 4.png, 5.png, 6.png, 7.png, 8.png, 9.png 10.png
If I batch import, it will do it in this order: 0.png, 1.png, 10.png, 2.png, etc
This messes up the order if I am importing character animations. The files I use are auto-named from a sprite sheet unpacker, so I either have to rename them or hide certain tiles and do them bunches. I guess I should have checked before typing all this, but is it fixed in this version?
#52 Posted 05 July 2019 - 01:29 AM
Trooper Dan, on 05 July 2019 - 01:13 AM, said:
Not, because I haven't known about this issue. I'm not sure, but I will try to fix it.
In the other hand, in this version, you can choose files you want partially. For example choose 0 - 9.png, do import, then open the import windows again and choose 10 - 19.png. The older version didn't have such feature.
This post has been edited by m210®: 05 July 2019 - 01:33 AM
#53 Posted 05 July 2019 - 02:00 AM
#54 Posted 05 July 2019 - 02:34 AM
This post has been edited by m210®: 05 July 2019 - 02:35 AM
#55 Posted 05 July 2019 - 11:47 AM
Trooper Dan, on 05 July 2019 - 01:13 AM, said:
There is one thing that has been a big nuisance for me when I'm using the batch import tile feature. Let's say I have a bunch of tiles named in my folder:
0.png, 1.png, 2.png, 3.png 4.png, 5.png, 6.png, 7.png, 8.png, 9.png 10.png
If I batch import, it will do it in this order: 0.png, 1.png, 10.png, 2.png, etc
This messes up the order if I am importing character animations. The files I use are auto-named from a sprite sheet unpacker, so I either have to rename them or hide certain tiles and do them bunches. I guess I should have checked before typing all this, but is it fixed in this version?
I actually had this same issue recently, though it's probably more on part of the sprite unpacker to fix rather than on BAFed.
The sprite unpacker should ideally count the number of files and prepend a number of 0 digits to the filename, since that makes more sense with lexical sort ordering, but oh well.
edit:
m210®, on 05 July 2019 - 01:29 AM, said:
In the other hand, in this version, you can choose files you want partially. For example choose 0 - 9.png, do import, then open the import windows again and choose 10 - 19.png. The older version didn't have such feature.
This pretty much solves the problem though.
This post has been edited by Doom64hunter: 05 July 2019 - 12:00 PM
#56 Posted 08 July 2019 - 11:24 PM
EDIT: n/m, just found out you can press the arrow keys when the alignment box is selected.
This post has been edited by Jblade: 08 July 2019 - 11:32 PM
#57 Posted 09 July 2019 - 07:22 PM
Jblade, on 08 July 2019 - 11:24 PM, said:
EDIT: n/m, just found out you can press the arrow keys when the alignment box is selected.
Also you can use PnUp, PnDw, End and Home buttons to navigation
#58 Posted 14 July 2019 - 11:14 AM
Drag&Drop sprite offset editing, e.g. you hold the CTRL key and that would allow you to drag the offset reticle around, instead of the sprite itself.
That would be a great help for cases where you need to align a large number of frames.
By the way, the new version is great and has been massively useful so far. Great work!
#59 Posted 29 July 2019 - 11:43 AM
#60 Posted 29 July 2019 - 11:47 AM
Jblade, on 29 July 2019 - 11:43 AM, said:
It did keep the alignment in previous versions. Yeah, that's a problem if you are replacing an actor tile set.