RSIZEART Alpha Tool Patching?
RSIZEART Alpha Tool Patching?
I was wonder if anyone here knows if it's possible the patch this tool to except more than 13 .ART files and if so has anyone done it? Would anybody with the know how be willing to do it?
We need it to handle at least 20 .ART Files so we can use it for modding Blood1. There is a command line in Blood (-art) that allows to use more .ART Files than the 17 included with Blood. Using short paths this command line works.
We need it to handle at least 20 .ART Files so we can use it for modding Blood1. There is a command line in Blood (-art) that allows to use more .ART Files than the 17 included with Blood. Using short paths this command line works.
Re: RSIZEART Alpha Tool Patching?
I know a really crude way of doing what you want but otherwise there should be a tool for simply generating more art files. It's something that was discussed recently (in Posty terms) so you might want to take a look around the modding section.
Back in my time this tool wasn't available so I never caught up with the new methods.
Back in my time this tool wasn't available so I never caught up with the new methods.
Raven wrote:Nevermore.
Re: RSIZEART Alpha Tool Patching?
Thanks, I'm relying on the old timers here, like yourself.
But as far as a search, anything specific I should be looking for besides: ART files?
But as far as a search, anything specific I should be looking for besides: ART files?
Re: RSIZEART Alpha Tool Patching?
Let me take a look for you and see what I can find.
By the way, the game will automatically load art files as long as you name them in a proper order. The issue is with having the the actual file know which is it. For example, I discovered you can use the free slots in 015 by making a copy of the art file and simply naming it 018 (or whichever one comes last depending on whether Plasma Pak is installed). And so basically, the game would load up the first 17 files and then load 015 again as 018, loading the new art along with the old in the gap that exists between 015 and 016 and not disrupting anything. This was the most you could do at the time without having to replace existing files like Cryptic Passage does.
I am pretty sure somebody else here should know the answer to this but I will have a look as well.
By the way, the game will automatically load art files as long as you name them in a proper order. The issue is with having the the actual file know which is it. For example, I discovered you can use the free slots in 015 by making a copy of the art file and simply naming it 018 (or whichever one comes last depending on whether Plasma Pak is installed). And so basically, the game would load up the first 17 files and then load 015 again as 018, loading the new art along with the old in the gap that exists between 015 and 016 and not disrupting anything. This was the most you could do at the time without having to replace existing files like Cryptic Passage does.
I am pretty sure somebody else here should know the answer to this but I will have a look as well.
Raven wrote:Nevermore.
Re: RSIZEART Alpha Tool Patching?
Hmmm, very interesting. A lot of steps that can be avoided using the alpha tool.
I'll see if that information is going to be helpful.
Thanks for the help.
I'll see if that information is going to be helpful.
Thanks for the help.
Re: RSIZEART Alpha Tool Patching?
The thing is we want handle all TILESNNN.ART in one TILES.ART. The tool working perfect in alpha blood, but does not want work if more than 13 TILESNNN.ART. It just skip saving. Someone from you i believe can make new version becoz build source code now opened.
It will more easier and stable to use own art files then, if you have one big art file and use -art switch.
It will more easier and stable to use own art files then, if you have one big art file and use -art switch.
NoOne
Re: RSIZEART Alpha Tool Patching?
@NoOne
Did you see the source code for this tool. I couldn't find it.
Did you see the source code for this tool. I couldn't find it.
Re: RSIZEART Alpha Tool Patching?
Actually no, but i read build documents. Plus im not programmer and cant recognize rsizeart source, but in build.txt i found this:Corvin wrote:@NoOne
Did you see the source code for this tool. I couldn't find it.
"7/19/94 - Finally got around to writing the number-of-tiles-per-file
resizer. Simply type rsizeart. All instructions will be
displayed when running the program before the actual
conversion."
http://svn.eduke32.com/eduke32/polymer/ ... /build.txt
NoOne
Re: RSIZEART Alpha Tool Patching?
Will Blood read more than 256 tiles in a ART file?
Re: RSIZEART Alpha Tool Patching?
Theoretically? How i can check if i have no this tool working?Corvin wrote:Will Blood read more than 256 tiles in a ART file?

NoOne
Re: RSIZEART Alpha Tool Patching?
I was reading some of Ken S. build notes and I guess it will work, unless Monolith took that function out of it after the shareware release.
To test it perhaps see if the shareware.art will load. It's in one ART file if I recall correctly.
To test it perhaps see if the shareware.art will load. It's in one ART file if I recall correctly.
Re: RSIZEART Alpha Tool Patching?
Allright, already tested. All works.Corvin wrote:I was reading some of Ken S. build notes and I guess it will work, unless Monolith took that function out of it after the shareware release.
To test it perhaps see if the shareware.art will load. It's in one ART file if I recall correctly.
NoOne
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Re: RSIZEART Alpha Tool Patching?
Corvin - ты дейтсвительно придурокCorvin wrote:Hmmm, very interesting. A lot of steps that can be avoided using the alpha tool.
I'll see if that information is going to be helpful.
Thanks for the help.




Re: RSIZEART Alpha Tool Patching?
The source code for this tool was released by Ken S. just recently, If anyone is interested in it.