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For now I just took a Duke Nukem .art file, opened it in a hex editor (WinHex in my case) and changed the following values:
offset 00000009 and offset 0000000D both to 4F. This makes the Art file's tiles start at tile number 20224, which is below the last of Ion's art tiles. Then I renamed the file "Tiles001.art"
I still need to create a palette.dat file in Ion's palette, so the available art editors have a reference they can actually use. But that should be easy enough. In theory you should be able to add "Tile002.art, Tiles003.art, Tiles004.art" by setting the offsets I listed above 4F (50,51,52... 5A, etc). There is a hard limit at about 79 or 7A (Mapster32 can only access up to tile number 31232), but that gives you room for roughly 10000 tiles, so you should be good I think, lol.
Hopefully 3D Realms just releases an art editor that works with Ion's altered format in the near future instead of having to rely on such brute force methods to add new art assets. But I guess I've at least found a working solution if that never happens.
https://steamcommunity.com/app/562860/discussions/0/1642045637385428991/
Ah, this fills in one of the final pieces of the puzzle. One issue of my method is I couldn't find an art tool that would load my Tiles001.art file once I had hex edited it to be a follow up file to Ion's .art file. BAFed however works :)
I've created a Palette.dat file in Ion's palette, which will allow people to view the art assets in their native palette. For now I'm going to work on expanding the available art tiles using my method (Tiles002.art, Tiles003.art, etc). I think this would be a better method of adding new art to the game, as it won't require overwriting the game's Vanilla art file. Also my art files already work completely in BAFed. I've already tested to make sure it works in the game as well:
https://steamcommunity.com/sharedfiles/filedetails/?id=1839691935
Oh and here's the link to BAFed for anyone searching for it:
https://m210.duke4.net/index.php/downloads/download/8-java/41-build-art-files-editor
Which palette.dat file did you use, and was the palette you made comprised of the first 768 bytes of that file, or was it a 768 byte chunk in the middle of one of the files? I tried loading a couple into BAFed but none of the ones I tried seemed to work. I also created my own using the palette screenshot Voidpoint posted on their Twitter page a long time ago but that didn't work either. I never looked into it much beyond that point though. :(
https://steamcommunity.com/sharedfiles/filedetails/?id=1815433043
Uploaded a prototype. Short on time at the moment so used a temporary upload link that will expire in a week until I find a more permanent home for it:
https://filebin.net/mtgjj4xhrm51megz
Feel free to distribute it or upload it anywhere you want as long as you create me as MrEsturk for creating it.
What it includes:
- TILES001.art through TILES010.art. I expanded them to allow 1024 tiles each, allowing up to 9216 custom tiles to be added to the game (To compare Vanilla Duke Atomic only had a bit over 6000 tiles available).
- A Palette DAT file (palette_editor.dat) using Ion's palette that can be read by BAFed. This file is only meant for use in the editor. It doesn't have light mapping or anything else that would make it work in game.
For now these tiles only work in BAFed. No other Build .ART editor I've tried works (including EDITART)
Within your project, you could feel free to list me as a contributor toward some of the achievements that helped make this possible if you felt so inclined. ;)
Not looking for anything out of it really, but the recognition for my small part would be cool I suppose. :P
https://www.moddb.com/mods/editable-art-files-for-ion-fury