Sorry about this if you dont agree on converting anything, but how would i be able to convert any blood map to be played in duke ?
Awesoken at
Try the utilities here:
http://rtcm.thecomitatus.com/knowledge-base/downloads-rtcm/blood-tools/ BLUD2BLD sounds like it does what you want. I have no idea how well it actually works.
DEWI at
Ken,
If i was to go into photoshop and make a transparent background, and then insert for E.G. the shotgun cut the pink background and save it as a .gif would the current build of JFDuke load and display the image?
Awesoken at
Why don't you just try it? It really isn't that hard. To load an external GIF file, you'll need to add a "texture" block to your DUKE3D.DEF. You can find a full list of DEF commands here: http://jonof.edgenetwork.org/?p=jfbuild.def
duke4e at
dude, if you want to make "modern version of blood", why don't you help then to this guys: http://blood.sourceforge.net/ they've already done a lot of job
DEWI at
duke4e said
dude, if you want to make "modern version of blood", why don't you help then to this guys: http://blood.sourceforge.net/ they've already done a lot of job
I would duke4e mate but i'm not a programmer, i'm making a mod type version of Blood for JFDuke for my own personal use.
Also Ken could point me in the right direction here please?
I got the transparency working now :D, but i'm having a pallet conflict with Duke's pal and Blood's pal as you can see in the links below.
Could you please help me out Ken, this is the only thing i need to make this project work :D
DEWI at
you'll need to add a "texture" block to your DUKE3D.DEF
Could you give me a example of this please as I am not use to the DEF language.
Do you mean this.
texture tilenum { ... }
Also about the pallet conflict, is there anyway I could tell JFDuke to used its own pallet and Blood' at the same time, there for in the DEF file telling JFDuke to use Blood's pallet for the Blood related sprites?
Soz for the double posts but I'm a member now :D
Awesoken at
If you import the texture into the ART file, you will have palette conflicts. To avoid this, you must run the game in 16 or 32-bit Polymost mode and use the DEF command as I suggested.
Could you give me a example of this please as I am not use to the DEF language.
Do you mean this.
texture tilenum { ... }
Yes. There is an example in the DEF guide. And yes, the example is where it says "Here is an example".
DEWI at
Thank you Ken for all your help, I will get to work on it as soon as I finish college.