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What can I run to actually edit the art?

User is offline   Marscaleb 

#1

I was thinking about good ol' Build and wanted to play around a bit.
I've got Mapster32 working just fine, but I have capacity to edit artwork. The old Editart by Ken Silverman doesn't run any more. I also seem to have an "openGL_Editart" that is still sitting in my directory with JFShadowWarrior. But this won't run either. I instantly get an error saying

Quote

The version of this file is not compatible with the version of Windows you're running. Check your computer's system information to see whether you need an x86 (32-bit) or x64 (64-bit) version of the program, and then contact the software publisher.


By the way I'm running a 64-bit OS.

So, I'm out of ideas. Well, I guess I could try to work around this, but, no. I want to be able to edit the original art; I want to edit the .art files.

But how?
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User is offline   deuxsonic 

#2

I suggest using a tool called BastART which you can grab here:

http://www.dukertcm....-tools-editart/

For actually editing the art itself, I used Photoshop and used indexed color and copies of the game palette compatible with Photoshop to handle staying within the original colors. It works quite well once you get used to the workflow. I have the palettes for both games if you need them. Basically you're importing and exporting from the art files to work in Photoshop.

This post has been edited by deuxsonic: 07 July 2016 - 08:39 PM

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User is offline   Hank 

#3

I am using right now BAFed
https://forums.duke4...s-editor-bafed/

No issues getting art tiles in or out AND it supports .png files; yet you need to install Java for it to work.

To edit/make a tile, I use The Gimp (free).

This post has been edited by Hank: 08 July 2016 - 02:03 AM

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User is offline   Marscaleb 

#4

Excellent!
I just downloaded them both and they both seem to work!

(And yes, I already am familiar with GIMP and with working within palettes. But thank you for the advice!)

...and now I've run into another snag that I didn't even realize I would hit, but totally should have seen coming.

Kextract (and I would assume KGroup) are also not working on my 64-bit system. And neither of those editart replacements seem to be able to edit the art files directly in the grp file.
Any advice for replacing these?
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User is offline   Hank 

#5

XGroup works to extract and pack the .grp files. and so does DukeResArt.
To pack a new .art/.grp file, a lot of people simply fill out a .def file, and do not bother packing the textures into an .art file and then .art files into a .grp file. See the link below, on how to write a .def file.
http://wiki.eduke32....ki/DEF_Language

I'm not one of them, just giving alternatives. Posted Image

This post has been edited by Hank: 08 July 2016 - 02:00 AM

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User is offline   deuxsonic 

#6

http://dnr.duke4.net...lities.php.html

Try GRPViewer for GRP file manipulation.
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User is offline   Marscaleb 

#7

Fantastic! Thanks a bunch! Now I can get back to what I was doing 17 years ago!
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