View Full Version : Sprites in Build editor numbered in rows
Duke3000
12-20-2007, 02:45 AM
I know every single sprite in the mapeditor for duke nukem 3D and they're numbered in rows. Well I'm trying to use a empty spot for a hi-res sprite I made. the number is 34 so I put a image called 0034.png in the build folder inside the duke3d_hrp.zip folder and I also added it to the build.def file. I first did this as a prop I change the props.def and put the images and .md3 model in the props folder and still I cant see my model what am I doing wrong
I also reinstalled the game and all the hi res packs and still it dont work
I also duke3d_hrp.zip and hrp_update.zip
please help :(
Haravikk
12-20-2007, 06:16 AM
The title for this is confusing me, what's the exact issue here?
You've added a replacement sprite for tile 0034, added it to your .def file etc. and it won't show up in-game? Or is your issue that you can't see it in the build-editor?
Because I don't think HRP works in the build-editor, you just see the original sprite(s).
If it's in-game then please post the entry you added you the props.def file just to see if there's a mistake in it (it seems quite picky about brackets and things).
DeeperThought
12-20-2007, 09:38 AM
http://wiki.eduke32.com/wiki/Dummytile
Duke3000
12-21-2007, 02:42 AM
Heres What I did in props.def file
// Banner 2 (4603)
model "highres/sprites/props/4603_banner.md3" {
scale 7 shade 0
skin { pal 0 file "highres/sprites/props/4603_banner.jpg" }
anim { frame0 "1" frame1 "13" fps 9 flags 0 }
frame { name "1" tile0 4603 tile1 4605 }
}
texture 4877 { pal 0 { file "highres/sprites/props/4877.png" } }
texture 4885 { pal 0 { file "highres/sprites/props/4885.png" } }
// Bloody baseball bat (4946)
model "highres/sprites/props/4946_bloodybat.md3" {
scale 1 shade 8
skin { pal 0 file "highres/sprites/props/4946_bloodybat.png" }
frame { name "Frame0" tile 4946 }
}
// dirty hammer (4970)
model "highres/sprites/props/4970_hammer.md3" {
scale 1 shade 8
skin { pal 0 file "highres/sprites/props/4970_hammer.png" }
frame { name "Frame0" tile 4970 }
}
Mine is the dirty hammer
Duke3000
12-21-2007, 02:52 AM
Here's also what I did in the build.def
// Build editor sprites
texture 1 { pal 0 { file "highres/sprites/build/0001.png" } }
texture 2 { pal 0 { file "highres/sprites/build/0002.png" } }
texture 3 { pal 0 { file "highres/sprites/build/0003.png" } }
texture 4 { pal 0 { file "highres/sprites/build/0004.png" } }
texture 5 { pal 0 { file "highres/sprites/build/0005.png" } }
texture 6 { pal 0 { file "highres/sprites/build/0006.png" } }
texture 7 { pal 0 { file "highres/sprites/build/0007.png" } }
texture 8 { pal 0 { file "highres/sprites/build/0008.png" } }
texture 9 { pal 0 { file "highres/sprites/build/0009.png" } }
texture 10 { pal 0 { file "highres/sprites/build/0010.png" } }
texture 34 { pal 0 { file "highres/sprites/build/0034.png" } }
Duke3000
12-22-2007, 12:15 PM
In the build folder I just put the image in there.
and if was the props folder I put the image and the .md3 model in there
I would put it in the props in hrp update zip first and then after trying it from there I would delete it from the hrp update.zip Then I would put it in the original hrp zip , after I configured those .def files to know about it
I would run the game and Stillllll I cant get my model to load up
and in the build.def
do you write
dummytile 34 30 30 I cant figure it out I must doing something wrong
can u show me how the dummytile command is actually used in the .def files
I understand the other stuff after it
DeeperThought
12-22-2007, 03:53 PM
do you write
dummytile 34 30 30 I cant figure it out I must doing something wrong
Yes, that would create a dummy tile for tile #34, with dimensions 30x30. Combined with your art file and def, that should work.
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