View Full Version : How do I get tiles 20 21 and 22?
Guest
08-05-2000, 11:31 PM
how do i get tiles 20 21 and 22? when i kextract I get up to 19!! And I have v.1.5
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The Spy of Gaming
Guest
08-06-2000, 10:49 AM
there is such thing!! 3drealms, how do I get tiles020.art,tiles021.art and tiles022.art!
Guest
08-06-2000, 12:39 PM
They do KINDA exist, but you have to make 20, 21, 22 and 23 yourself. They don't come with the game. Remember Duke 1.3? TILES014 and TILES015 were for custom art. 20, 21, 22, 23 are for the same purpose. It allows more room for custom art. You have to make that art yourself.
Spraking of which, since people have the build source, are there any versions made that can go beyond TILES023.ART to maybe TILES031.ART? And where exactly does the Editart source code fall in all of this.
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"Why is it the muscleheads in this group are so vain?" - Paula
"Ask Duke, he's teaching everyone." - ESSence
[This message has been edited by Big Nuke Gun (edited 08-06-2000).]
Guest
08-07-2000, 07:31 AM
It is dependant on the total art tile numbers.
basically. Get the ammount of tiles that you have and divide them by 256 and round down. That is the last artfile that you will get.
If you want to use lets say, art tile tiles030.art then work backwards.
It should be something like (30+1)*256=7936.
It has already been defined at 9000 or something so you should just be able to compile it and it will run straight up to tiles 40 or something.
Guest
08-07-2000, 08:15 AM
Well, I more of meant to say viewing and using tiles from files beyond 23 in BUILD/MAKEMAP and EDITART. They'll only let me see and select up to 6144.
Oh, yes I do know about the 256 tiles = 1 ART file. Thanks anyways, Veldrik1.
Guest
08-07-2000, 09:06 PM
In that case, you also have to recompile BUILD (along with EDITART) to cater for the (30+1)*256 art files. Then they will do it automatically.
cyborg
08-08-2000, 02:12 PM
You need a compiler which can compile to flat memory mode 32 bit DOS programs.
There aren't many of them.
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Duke Nukem Resources for Totalconversions and Modifications (http://dukertcm.totalconversions.com)
Guest
08-08-2000, 08:58 PM
I use Watcom v10.x.
I would use DOS Power Pack if I had it as I just like using Borland more (and it doesn't have those peculiarities in it and it is also C++). You can also use GCC compilers like DJGPP
some info http://www.softseek.com/Programming/C/Review_29098_index.html
their web page http://www.delorie.com
or http://www.delorie.com/djgpp
I can't test their links at the moment as I can't seem to connect to the server.
[This message has been edited by Veldrik (edited 08-08-2000).]
Guest
08-08-2000, 09:03 PM
Oh yeah, I have sent Tengu Man a copy of editart and build (ps tengu man, build uses stuff.dat not duke3d.grp) and an artfile caleld tiles063.art.
Hopefully he can find out what the limit that Duke3d.exe was compiled with is. If the upper tile limit is only 22 (I know that it is at around 21 as that was the art file that I was using for nwiv pre-alpha) then anything above that could be a bit pointless. Oh yeah, one more thing, OpenGL Editart can also edit these images, it is unrestricted.
cyborg
08-08-2000, 09:12 PM
I would have to say overall I wouldn't recommend Editart for art import at all really.
Use either Dukeres or OGLEA.
You can copy and paste - OGLEA has the advantage of being very quick for organising tilesets or copying art from tile files because it opens two tile sets at a time.
You may prefer Dukeres however due to its layout. One thing that annoys me about it is the preview window (should have made it bigger really). However it's not that terrible for importing art but not as fast as OGLEA.
The other features of Editart seem rather redundant as they are image manipulation devices which specialised art packages do far better.
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Duke Nukem Resources for Totalconversions and Modifications (http://dukertcm.totalconversions.com)
Guest
08-08-2000, 10:10 PM
It'll only go up to tiles023.art. Adding anymore files makes the game's graphics screw up.
Guest
08-09-2000, 01:18 AM
Well, I got the Build source, but I have no clue of which compiler to use. Watcom C 11 was discontinued as stated on Ken's site, so what did you use to compile your copy of the source, Veldrik?
Ding Bat
08-09-2000, 04:57 AM
Out of curiosity, does anybody here really need more than 1536 added user graphics? That being, tiles 14,15,20,21,22 & 23. http://www.3drealms.com/ubb/images/icons/confused.gif
Guest
08-09-2000, 07:35 AM
Well, it gives even more extension with art, and yes, some people probably do need at least an art file or two more than others. Enemy frames for 6-7 monsters combined with various art for sprites, walls, etc can also rack things up.
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"Why is it the muscleheads in this group are so vain?" - Paula
"Ask Duke, he's teaching everyone." - ESSence
Guest
08-09-2000, 09:02 AM
New World IV use to have over 300 wood textures, 100 grass textures, 100 water textures, and 800 wood textures. And even then that was only the basic art set. It only took a few hours aswell once they were on the hard drive, only because I had oglea though, otherwise I would still be doing it.
So yes, I would need more than that 1500.
PS - I ended up deleteing most of the original art to fit in my custom art as it all had to be sequential for the sound mapping to work.
Guest
08-09-2000, 09:04 AM
Oh yeah, it also had something like 1000 player animations. Could have been more, I forgot though, but I use voxels now so it doesn't really matter as much at the moment.
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