I'm up to Tiles029.art now and still going. I then save that as Tiles022.art and when I open it in my SW BUILD program it adds the new tiles at the end of the default tiles and keeps all the animations. Then I import the appropriate ripped duke art folder and when I select the format, I've selected the description. Then it asks how many tiles to put in the set and I've been telling it the appropriate number of tiles each duke. Next, I've create a new tileset it asks what tile to start at and I tell it 0. The default Sw tiles leave off as Tiles021.art. png format,) indeed I see the information file also as it relates to each. art file from duke to it's own folder to keep them separate(in. Then I could add art from duke/rr/blood to Sw or vise versa. This program would be handier than a pocket in a shirt if it had those functions. * A feature this program needs is: If you copy an art tile from 1 game set(duke) and paste it to another tile set(Sw) It needs to convert the palette for that tile automatically.Īlso - Need to be able to select more than 1 tile at a time to copy/paste. I can add individual external art files to Sw using editART and I was hoping I could accomplish my goal easily with this program. If I do manage to get the Duke tiles to an Sw pal, would I then have to add all the Duke tiles one by one so they continue on with the correct tile numbers? How do you change the duke tiles to Sw palette? Also, how would I change the tile numbers so they carry on from where the default Sw tile numbers leave off? When I load the first art file from duke and then apply the Sw colour palette, all the duke tiles look garbled, which I guess was to be expected but I was hoping some magic would occur and the duke tiles be converted to the Sw palette. So, I've loaded duke tile000.art as I see you can't load ALL the. Program requires Java installed on your computer I made movable preview picture of choosed tile.you can see at all parts of the picture at 700% scale. For make animation you can choose last tile of animation with Ctrl + LMB, animation will be from choosed tile to last tile.ħ. You can resize choosed tile at opened ARTĦ. BAFed supported Build palettes (dat), photoshop palettes (act) and Microsoft palettes (pal)ĥ. (as you can make it throught tga2art and art2tga)Ĥ. ![]() You can import a folder with 8bit *.bmp or 32bit *.png images at once and also export images from opened ART file with saving description.ini file with all information about tiles in ART for subsequent import after edit ini file. ![]() You can import a several ART files to one file at onceģ. Uploaded 32bit image will automaticaly converted to choosed palette.Ģ. My program also have other good functions as 32bit png-image support. Of course, It isn't convenient to use several programs for ART editing, therefore I made own program, which combines these two programs, with other palettes support and comfortable GUI like Dukeres. I made this program, because for edit my ART files I had to use BASTart (for batch import and blood palette support) and Dukeres (for editing tiles and animation) Hi all! I want to show my new ART files editor (BAFed - Build ART Files Editor)
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