From: David Willey (willey@gnn.com)
Subject: EDITART FAQ (sort of) 
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View: Original Format 
Newsgroups: alt.games.duke3d, alt.games.duke3d.binaries
Date: 1996/06/12 
 

RETARDED EDITART FAQ:
         "BY RETARDS FOR RETARDS"

A LOT OF FOLKS KEEP ASKING ABOUT EDITART, HERE'S WHAT I KNOW.
(keep in mind: this is what I did and may not be the best way)

To get editart to work:
1. Make a dir for it. Put these files there.(editart.exe, lookup.dat,
   names.h, palette.dat, setup.dat, tables.dat)
2  Goto duke3d dir, use kextract.exe to get art files:(kextract is in  
   with the other build stuff)   kextract duke3d.grp tiles0??.art
   **this will extract all art(15M or so). To do the minimum you can
   {kextract duke3d.grp tiles000.art} this will work but you cant see
   all art.
   Move these files from duke3d dir to editart dir.
3. Editart should now run. You get a blank screen with a palette at
   lower right. If not something is missing.
4. To see duke art:
   Hit 'v' like in build and a screen comes up with the art from tiles0xx.art.
   You can scroll up and down with arrows or pg up/dn. Enter to choose and
   go back to edit screen.
   If you know the tile# (0-4096) hit 'g' fo goto and type # at prompt.
5. Once art is on screen you can edit it. I found this very difficult.
   Its easier to use an external paint program and import.
6. If you want to make a new 'art' hit 'g' for goto and enter 4070(it
   doesn't have to be this number, just past the duke3d art and near the end
   of the 4096 barrier), this will take you past all of the art in duke3d,
   into blank area. If you are going to draw from scratch(good luck) hit 's'
   and enter the size in pixels(ie 64 enter 32 enter).
   Now you have a empty square in transparent color(pink).
   You can floodfil the box with the 'f' key.
   Choose your colors from the palette at the bottom right with the
   'shift+arrows' keys.(you may have to hit 't' for trail on/off 1st?).
7. You can also import a .bmp file once you have reached this blank
   space. BTW it actually says blank at the bottom. Just goto 4066 or
   whatever and hit 'u' then pick your bmp file. With your image on screen
   use the left mouse button to drag a rectangle over the part you want.
   Hit enter to bring into edit window.
   [**bmp files have to be exactly 320x200x256 with the palette from duke3d.]
   If you try to import and get a weird looking image then either the palette
   or the size is off.
8. Saving work:
   I don't know a straight forward way to save your work. You can hit
   'pageup/dwn' and it will ask you to save tile. If you hit 'esc' it
   will also ask you.
9. Note on tiles014-015.art:
   When you say yes to save, you'll notice that it say's updating 
   tiles015.art. This did not come out of Duke3d.
   Its new stuff. As long as you stay near the end of the 4096 barrier
   and put your art there,it will be in tiles015. You can make levels
   using your art and as long as you send the tiles015.art file with the
   map file, people can play it and see your art.
   **The file tiles014.art which is extracted from duke3d.grp can also be
   used for this because there is really nothing in it art wise. I like to
   use 14 for my own use and 15 for stuff Im going to send out with maps.
   To use tiles014.art just goto 'g' a lower tile #. Im not sure where the
   cutoff is but if you have all tiles files and look with the 'v' key you
   will see white lines separate them as you scroll down.***

10.IMPORTING YOUR OWN ART
   1st of all the only paint program I found to work is Paintshop Pro, You can
   get this off the net free for 30 days. I believe its at one of the Simtel
   mirrors.(psp311.zip). All the rest will assume using Paintshop pro.

   You will need the palette info from duke3d. To get this start editart,
   goto 'g' some tile with an image (I used 1332 cause it had the pink
   background, it probably doesnt matter). With this image on the edit screen
   hit 'F12' , this exports a .pcx file of that image.

   Open PSPro, load this image (capxxx.pcx), then from menu pick colors/save
   palette. Name it duke.pal. Now you can transfer the palette to other images.
   
   If you have an image you want to use in editart:
   Start PSPro, open your image(320x200 or smaller, color depth doesnt matter
   now). Select file/new and choose 320x200 256color 8bit. You should have
   new empty box.
   Next choose the rect. selection box and drag out what part of YOUR image
   you want to use. With this hilighted select edit/copy. 
   Now go to your blank image, click its top to hilight, and select 
   edit/paste/as new selection. Put it where you want it in the box, left
   mouse to place.
   You will probably have some wasted space but this is unavoidable cause
   editart will only recognize 320x200 files as far as I know.
   Now with your new image hilighted, select colors/load palette and choose
   the duke.pal you saved earlier. This will mess up your image to some 
   degree, but I know no way around it at this time.
   **Now save your new image as a BMP file**
   Now when you run editart pick a blank tile, then you can hit 'u' and 
   pick your .bmp image, drag the box over the part you want and hit enter.

11 Sprites:
   All the above applies but the background color needs to be pink(#255)
   like you see in the tiles000.art files. This color appears twice in the 
   palette, #245 and #255. When using PSPro to color in the background,
   it always defaults to #245 which is pink but will show up in the game
   not being tranparent. I worked around this by saving the file as usual,
   opening editart, loading my new file, put the cursor on my pink background,
   hit the 'tab' key to select #255 color, the hit 'C' to change the color
   under the cursor to the selected color. Now its the transparent color
   and will not show up in game.
   **Note; this does the whole image at once(ie all colors the same as under
   cursor will change)**


12 Animation:
   Assuming you have some images to animate:
   Import the images in tile slots in the order you want to animate (ie tile#
   4000,4001,4002...) next to each other.
   Goto the first image of the set. Hit the keypad '-' to change from NoAnm
   to the type you want.

               NoAnm=4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation)
               Oscis=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate)
               AnmFD=4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards)
               AnmBK=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards)

   Once it says Oscis=xxx (using oscillate as example) then hit keypad
   '+' key to set number of frames. Set to one less than the actual number
   of images you are using. This is only done for the 1st frame of the
   animation.

   With the 1st frame on the screen hit 'A' to set animation speed. Use keypad
   '-' '+' to change speed. If its set up right, you will see the tiles animated.
   Keypad Enter when done.
 
   If you see a blank spot in your animation you have the Number set too
   high in the 1st step(ie Oscis=4 but should be =3) Its picking up a blank
   tile.


   Animating Sprites is the same thing, just make sure that the background 
   color is transparent.

13 USING ALL THIS WITH BUILD
   If you have saved some new art it should be in tiles015.art or 014
   depending on what tile # you used. You need to copy this file to
   your build/duk3d dir(I assume they are the same). Now when you run
   Build you can goto your art(remember your tile # you used). Once on
   a wall or used as a sprite you can resize shade etc.

   The tiles0xx.art file must be sent along with any map files that use
   your art or the game will show some weird HOMs instead.

Hope this helps.
Let me know if something is wrong or if I forgot somthing.
By Dave Willey
willey@gnn.com


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