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Magic_Al Gamorrean
Joined: 22 Mar 2005
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Posted: Jul 06, 2008 14:42 Post subject: BMPDF memory error? |
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I was trying to convert the bitmap containing the closing credits to something viewable but BMPDF has a memory error. I'm sure it's one of the largest bitmaps in the game, if not the largest. Is there a way around this?
My purpose is eventually I hope to redo all bitmap text at high resolution for DarkXL and I figure I need the proportions of the original bitmap for mine to scale correctly. And no I'm not going to retype the credits... I found they exist as a text file in the Playstation version, so cut & paste & set the font.
_________________ ----- MagicAl`s DARK FORCES Niche -----
http://homepage.mac.com/anewmanagn/magic_al/
Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch.... |
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Weregoose Gamorrean
Joined: 05 May 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Jul 06, 2008 17:10 Post subject: |
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If you are using DosBox, make sure to increase the amount of memory to 64MB. If not, try running it through DosBox and see what happens.
_________________ DarkXL....http://darkxl.wordpress.com |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Aug 12, 2008 23:05 Post subject: |
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I'm having a similar problem using 2df.exe. My bitmap is 1024x512 with transparency . . . no matter what I do (even using DoxBox with 64mb memory), it gives me the same error message: "Error: Low Memory: 512 Kb needed file: ASDF.BMP".
WDFUSE's converter ALWAYS gives me the error "External exception C000001D." Strangely, it doesn't do this when converting from BM to BMP.
WEDIT's converter simply gives me a 0kb empty BM file. I am following the instructions correctly.
Any suggestions on fixing at least one of these bugs? And does anyone have any other method of converting to BM format?
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Aug 13, 2008 14:29 Post subject: |
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Does anybody have the bm plugin for photoshop that Mattias Welander designed a few years ago? That was very handy for doing the large scale bmps that were too big for bmpdf to handle. To only downside was that there was no bm compression in his plugin so the textures ended up being very large files.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Aug 13, 2008 19:02 Post subject: |
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I'm guessing it was never hosted on DF-21, right?
I checked on one of his old websites recently, didn't see anything of the sort though . . .
I wish I knew enough about the file format to just write a new plugin myself.
I guess, unless I figure out what's wrong with my installation of WDFUSE, I'll just have to wait until DarkXL supports better formats. The particular texture I'm trying to convert is going to be used as a forcefield anyway, really no point in trying to use BM for that. I'll just remake it as a PNG or something similar that supports advanced transparency options.
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Aug 14, 2008 02:55 Post subject: |
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Don't use DOSBox with 2df or df2 or the other tools. There's no need. Windows can handle most CLI DOS programs fine without needing DOSBox. It's the non-CLI ones (mostly games) where there are problems (especially when you have DOS programs trying to play audio).
sheepandshepard: The Dark Forces file formats are fully documented. I believe the HLP file is included with the WDFUSE help download. Df_specs.hlp
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 14, 2008 04:04 Post subject: |
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Eventually the DarkXL editor will have built in conversion tools - for those that want to make native DF levels. Until then you'll have to make due with Dos limits...
If you try the tools in Windows, you can try the various compatibility modes if necessary.
_________________ DarkXL....http://darkxl.wordpress.com |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Aug 14, 2008 04:28 Post subject: |
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Did you perhaps just slip and reveal the other part of this grand project Lucius!?
...or have I just been slow and this has already been revealed?
_________________ I don't think outside the box... I customize it. |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Aug 14, 2008 06:09 Post subject: |
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Burning Gundam wrote:
Did you perhaps just slip and reveal the other part of this grand project Lucius!?
...or have I just been slow and this has already been revealed?
It was first revealed in the Guess that Level thread - sort of. I then mentioned it in atleast one DarkXL thread.
In the "Replanning and Upcoming Alpha Release" thread I talked about the editing tools a little, here's a quote from part of one of my posts:
lucius wrote:
With all that said, the level editing tools will support "classic" and "extended" mode as well, thus allowing you to make classic DF levels without the slopes and other features. Eventually it should support some diagnostic metrics that should give you an idea of whether the level will work with vanilla DF (warn against too many adjoins, sectors, objects and so on). In addition new DarkXL data will be embedded in the level data in such a way that the level still loads and runs in vanilla DF - slopes become stairs for example. I'll also support the ability to have some DarkXL replacement sectors/areas - so if you load it in DF it'll load the DF sectors, and if you load it in DarkXL it'll load the DarkXL replacement sectors. Basically there's no reason a level can't support DF and DarkXL with its new features if the author is careful.
Then I also talked about it some when Patrick thought DarkXL was just meant to be an editor. Here's the quote from that.
lucius wrote:
I think the confusion comes from mentioning editing tools coming in the future. Just to be clear, DarkXL is a custom engine made to faithfully run Dark Forces in modern OS's with hardware acceleration and improved control schemes (mouse-look), similar to modern Doom sourceports such as JDoom (Doomsday). Optional additional features will be added, some of which will be designed for new levels (slopes, dual adjoins, etc.). You can read about it more in the forums.
Where the confusion comes in is that in order to make Dark Forces editing easier and to enable the new features for those that want to use them (with a way of running in "classic" mode for those that don't), a built in editing suite will be implemented. But this won't really see much work until DarkXL can run much more of Dark Forces correctly.
I'm going to be honest, compared to modern sector editing tools - such as the Build editor and modern Doom editors - WDFUSE isn't very user friendly or fun to use. I can use it ok, but with a proper editor levels can be built much more quickly and the process can be much more enjoyable. So eventually we'll get modern features - WYSIWYG 3D editing/preview mode, much better sector editing/creation tools, instant testing from anywhere in the level and alot more.
Admittedly, though, I haven't made an "official" announcement yet. I'll go ahead and make a post to officially announce the coming editor and to talk more about my plans. Just to be clear, there will be a level editing suite built into DarkXL.
_________________ DarkXL....http://darkxl.wordpress.com |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Aug 14, 2008 06:52 Post subject: |
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...
Forgive me for being ignorant, it's a bad habit of mine. 
_________________ I don't think outside the box... I customize it. |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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Posted: Aug 16, 2008 21:39 Post subject: |
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The perfect topic number for the perfect topic. 
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Magic_Al Gamorrean
Joined: 22 Mar 2005
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Posted: Aug 17, 2008 13:39 Post subject: |
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Fenwar wrote:
The perfect topic number for the perfect topic. 
That made me curious if topic 1138 would be something Lucas-worthy. Pretty much: http://df-21.net/phpbb/viewtopic.php_t=1138 
_________________ ----- MagicAl`s DARK FORCES Niche -----
http://homepage.mac.com/anewmanagn/magic_al/
Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch.... |
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