DUKE NUKEM II LEVEL EDITOR (and other stuff)
Here's a new version of the editor: Version 0.9a
New Stuff:
* You can now edit and create CZone files with the editor.
* Mouse now works on menus, too.
* Provided actor icons for the level editor.
New Stuff:
* You can now edit and create CZone files with the editor.
* Mouse now works on menus, too.
* Provided actor icons for the level editor.
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
- Paramultart
- VBB's Partner in Crime
- Posts: 3004
- Joined: Mon Jul 26, 2010 8:36
Bug found and appended to the message.
* BIG SLAP *Levellass wrote:People never read anything,e vhen when you upload it to Keenwiki. And if they do, they make the most basic of mistakes.
I DID read the readme file.
This is what it had to say for d2sic.exe:
Seemed pretty reasonable to me that "solid unmasked images" meant the CZONE tilesets.d2sic - Solid Image Converter wrote: -----------------------------
Converts solid (unmasked) images to PNG format and back. Will work on any image consisting of 8x8 pixel tiles.
Use this to create/replace backdrop images or to modify STATUS.MNI.
This will always use the default color palette (GAMEPAL.PAL).
Anyway, I'm really happy to see the new version released.
Great to see those features added. I'll get back to work on the levelset asap.
EDIT: The CZONE editor looks fantastic, but there is one major issue with the level editor...
It doesn't load level files. That's right. I tried loading L1.MNI as well as a few other unmodified levels, and it said "This is not a valid Duke II file".
What's the deal, eh?
"Father Mabeuf was surveying his plants"
Just a minor bug. You can still edit levels by dragging them onto the editor's EXE.
I already fixed this and another bug (CZones were saved using the current level's filename instead of the CZone's filename) and replaced the zip file on my web server.
I already fixed this and another bug (CZones were saved using the current level's filename instead of the CZone's filename) and replaced the zip file on my web server.
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
Small progress update: I think I found out how the format of the introduction sequence (Apogee logo, Duke at the shooting range) works. That means it might even be possible to edit/replace every single image that is used by the game!
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
- Paramultart
- VBB's Partner in Crime
- Posts: 3004
- Joined: Mon Jul 26, 2010 8:36
Haven't seen any level releases yet.Nickssoft wrote:has anyone made any levels yet?
By the way: I got some very strange results with my implementation of the RLE-compression when compressing the animated files, so there might as well be errors in the RLE implementation that is used to compress parts of the level files. I will take my time to verify the implementation for the next release.
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
Someone on the 3D Realms Forums posted this video:
http://www.youtube.com/watch?v=DenOquEm7vA
http://www.youtube.com/watch?v=DenOquEm7vA
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
- Paramultart
- VBB's Partner in Crime
- Posts: 3004
- Joined: Mon Jul 26, 2010 8:36
I finally managed to fix the errors in my RLE compression code. This means that the next version of the editor will be able to edit the intro animations of the game as well as all of the fullscreen images.
I'm planning to add support for indexed BMP files so that all exported images will be saved with their correct color table (adding a new color for transparency if required). I might also support indexed PNG files, but that will need sone more work on my part (porting the zlib-compression code to BlitzMax). So if you really need to export indexed PNG files, let me know.
I'm planning to add support for indexed BMP files so that all exported images will be saved with their correct color table (adding a new color for transparency if required). I might also support indexed PNG files, but that will need sone more work on my part (porting the zlib-compression code to BlitzMax). So if you really need to export indexed PNG files, let me know.
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
The new version is finally available: Version 0.9b
New stuff:
- Animation Editor: lets you modify the intro "videos" (images only; sounds and speed are hard-coded in the game)
- Image Converter lets you convert backdrops and any fullscreen image to BMP and back
Have some fun with it.
New stuff:
- Animation Editor: lets you modify the intro "videos" (images only; sounds and speed are hard-coded in the game)
- Image Converter lets you convert backdrops and any fullscreen image to BMP and back
Have some fun with it.
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
Another update: Version 0.9c
You can now edit Sprites. With this addition, you can now change (almost) every image in the entire game!
The editor also comes with a built-in paint tool "QuickPaint", so that you can edit images without having to export them first.
Both "QuickPaint" and the level editor now have flood fill and undo/redo options.
The VOC converter allows you to convert Wave sounds into VOC files and vice versa.
You can now edit Sprites. With this addition, you can now change (almost) every image in the entire game!
The editor also comes with a built-in paint tool "QuickPaint", so that you can edit images without having to export them first.
Both "QuickPaint" and the level editor now have flood fill and undo/redo options.
The VOC converter allows you to convert Wave sounds into VOC files and vice versa.
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net