Editart Corner: |
Learn how to use editart in
just a few steps! If you have questions about editart or something Duke editing related,
please post on our forum and we'll
try and see if we can answer it. Maybe this section will be updated later, so stay tuned! |
Chapters: 1. Editart 2. Other programs (combined with
editart) |
Go to the drive your Duke Cd
is in. You will see a folder called GOODIES. If you enter the map you'll see more
folders such as: ANW, BUILD, DOSWINKY etc... Enter the BUILD folder. The
easiest way is to copy all files in that folder to your Duke Nukem 3D directory (e.g c:\duke3d\).
- Kuffi |
Wad2art is a nice program with which you
can convert art from both Doom I and II to Duke3d. Don't try converting art from other
games that use WAD files to Duke3d since it will not work! - Kuffi |
There are 3 art formats you can import
with editart: NOTE: Images with sizes of e.g 7x7, 19*37 will not work correctly. Mostly editart will mess them up and even if they DO get imported nicely they will look odd if you put them on the floor in your Duke Nukem 3D Level. So use coequal digits such as: 32*32, 64*32, 128*128 etc. - Kuffi |
A good Total Conversion always includes new weapons. Aside from editing the *.con files to change the strengths and functions of weapons, you'll want to change their appearance as well. (I'm referring to the weapons that Duke carries, rather than the ones he picks up) Keep in mind that the weapons frames have some quirks that make them more difficult to change than other tiles: Alignment. Each weapon tile is set at a certain alignment in the tileset. For example, select a weapon frame and press the ~ or ` key (above the Tab key and next to the 1/! key). A white cross should appear in the center of the screen. You can move the image around with the mouse and arrow keys, using the cross as a way of judging how much you've changed the alignment of the tile. If you select the pistol sprite and move its alignment down, less of it will be visible in the game. Each weapon has a different alignment, and you'll likely have to play-test it a few times before getting your new weapon art aligned properly (assuming your not simply modifying the original frames). Note also that each successive frame must be aligned with the previous one, or the animation will be off. Frame Limitations. Unfortunately, it seems that in most cases we are stuck using the same number of frames (or less) for each weapon (the exception being the RPG which has an extra unused frame; thanks goes to TerminX for showing me this). So if you want to replace duke's kick, you can only replace it with a two-frame image. Note that the mighty foot, while not animated within editart, is animated by the game in an oscillating fashion (1,2,1,2...). Some use the oscillating frames method, while others use the animate forward method (1,2,3,1,2,3...). Overlap. Some weapons in Duke Nukem 3D use overlapping frames of animation when firing. A main frame designates the way the weapon looks when inactive, and subsequent frames alter only parts of the weapon when firing. My comrade Corv over at RTCM informs me that the purpose of this is to prevent slowdown in the game. If you replaced the whole image for each frame (of the RPG, for example), the game takes more time to process the info because it displays not only the current frame, but the first frame underneath it as well and it leads to a slower frame rate. So if you can change only parts of the weapon your game should run smoother. Overlap also plays an important part in the Shrinker/Expander weapon, in which the crystal ammo animates at a different rate inside the weapon than the weapon does itself. The Shrinker/Expander has but 2 frames of animation, normal and firing, but its ammo runs through four frames of animation inside the weapon housing while pulsating in brightness. Keep in mind some of these quirks when editing the weapons. - Matthew S. Palmer |
DukeRes is a small art tool made by Peter
Gerber. It has never been really finished but still a very handy tool. There's a few
things you can do with it: 1.
Animation in DukeRes: The images are now 320*240 pixels but I want them to be much smaller. Go to Image --> Resize. The following window will pop up: You have to tick
"Percentage of original" on unless you want to resize the pixels (this is useful
if you already know the original size and the size to which you want to resize it). Resize all the images and now load the Duke palette on them as described HERE. My images looked like the above pictures after those steps (pretty crappy eh, but ok). Mirror the images: Now, save the three pictures as PCX-files. For example 1.pcx, 2.pcx, 3.pcx. Import them in DukeRes (if you don't know how to do that, click HERE). It should look like the image above now. Now on to the animation. Start: The frame
where the animation should start. That's it, just be aware of the SPEED, the animation will probably move faster in DukeRes than it actually will in Duke Nukem 3D. 2.
Coordinate System
- Kuffi |
Paint Shop Pro (7): Download it here! (demo) Paint Shop Pro is a very easy to learn
art program. You can't really make awesome looking textures in it but it's good (enough)
for Duke3D. If you really want to make perfect textures use 3D Studio Max or Photoshop,
but that's not what this part is about.
Now create a new file: Draw something you like (don't use too many colours!). Once you're done LOAD the palette you've made before. Now your texture is done.
Probably it doesn't like as nice as before. Save your file as a GIF, BMP or PCX. Go to
editart and import it as the way described in the window "Import art with
Editart". Now save it as a PCX file (BMP SHOULD also work but it can give errors). Open DukeRes. Load an Art-file and on the tile you want to import your texture press Right Mouse Click --> Import. See image: Done, that wasn't so hard was it? 2.
Standard textures: Happy editing! If you think Paint Shop Pro is too easy for you, try Photoshop. - Kuffi |
Programs needed: First you might want to click here to find info about Paint Shop Pro 7 and how to save a palette. Okay. If you have enough of the current
Duke palette and want to change it, read this. First you need to have a palette. I've
uploaded the Duke Palette for Paint Shop Pro here. You can
load it over an image by using: After it's opened you can edit it with Colors
-> Edit Palette. After you've made a palette it's time to convert it. Go to DOS and run Bsuite.exe (make sure the *.pal file is in the same dir as Bsuite.exe). After you've did this you will have to run Transpal.exe. Use the standard settings namely: 32 170
30 59 11 Now run Duke and check out your new palette. Be careful though because the palette can screw up all the existing textures and the structure of the new palette should be the same as the original palette otherwise it will not work properly! - Kuffi |