Is it stuck or something?
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In the second page of help it shows out Caleb playing´s Donkey Kong (remember the old good game of mario bros rescuing the princess while donkey was throwing stuff?)
Well, im recreating that game.
Thanks to DukeRes i could extract all sprites (i didnt know blood .art files were the same as nuke´s .art file =D)
I will give you a preview of it tomorrow ^_^
Well, im recreating that game.
Thanks to DukeRes i could extract all sprites (i didnt know blood .art files were the same as nuke´s .art file =D)
I will give you a preview of it tomorrow ^_^
CheapAlert wrote:The .art format is the same for every build engine game fyi.tomylee wrote: Thanks to DukeRes i could extract all sprites (i didnt know blood .art files were the same as nuke´s .art file =D)
Ya? well, in Flash, the applications are called .swf.... but there are lots of versions of Adobe Flash, like Flash MX, MX2004, 8.... and it is not the same to execute a .swf of one aplication to other, or editing a .fla of different applications... it wont work.
So, if you try to say im a dumb ^^ im not... i was just curious.
I know the .art files are the same, but i didnt know the program could recognise both =P
Ok here it is.
I tried to optimize the script all I could but it's still a bit slow (for a PIII 550 at least).
I tried to optimize the script all I could but it's still a bit slow (for a PIII 550 at least).
Should probably tell you, We are converting the Blood textures in TGA rather than PNG. Although DarkPlaces will render a PNG file, it does not fully support everything that you can do in the PNG format, that and it takes a tad bit longer to render.
What I was doing was: select the pink areas of the image, fill that in with black, then convert the image to a full 32-bit image, where I could apply alpha-layer transparency to the already selected transparent parts of the image. The reason for this is that when DarkPlaces renders the image with OpenGL, whatever color is in transparent area will bleed out onto the actual image. Obviously it doesn't look to well if our spider webs or tattered curtains had a purple/pink border around their edges.
How are your Blender scripts coming BTW? I thought those were pretty kickass.
What I was doing was: select the pink areas of the image, fill that in with black, then convert the image to a full 32-bit image, where I could apply alpha-layer transparency to the already selected transparent parts of the image. The reason for this is that when DarkPlaces renders the image with OpenGL, whatever color is in transparent area will bleed out onto the actual image. Obviously it doesn't look to well if our spider webs or tattered curtains had a purple/pink border around their edges.
How are your Blender scripts coming BTW? I thought those were pretty kickass.
The image library I used support many formats but unfortently TGA is not one of them. You will probably need to use some other tool to convert the PNG files into TGA, prefebly a tool that can convert a directory full of images in just one-click.
The exporter is comming very nice. I am already able to render full textured levels but I had to stop working on it because of my college admission exams. I will probably resume my work in two weeks.
The exporter is comming very nice. I am already able to render full textured levels but I had to stop working on it because of my college admission exams. I will probably resume my work in two weeks.