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Gez Gamorrean
Joined: 05 May 2008
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Posted: Nov 14, 2010 11:53 Post subject: SLADE3 - Any interest in this? |
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SLADE 3 is a cross-platform archive manager and editor for old games, mostly Doom-engine games. As secondary developer, though, I've been adding partial support for other games when I could. With r785, which you can get here, I've just added support for .gob and .lfd archives. Now I'm going to look into the data formats contained in these archives, mostly the graphic files (BM, FME, WAX, FNT).
For the moment, all you can do is listen to the VOC files and convert them to wav format. You can also edit any text file, even though they aren't all recognized as text files.
Would there be any interest in using this for modding DF? Don't expect a map editor; but for tasks like converting sounds and graphics to the Dark Forces formats?
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Nov 14, 2010 16:13 Post subject: |
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That's not a bad idea since I've had some trouble converting sounds to DF format using the tools already available.
_________________ I don't think outside the box... I customize it. |
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Gez Gamorrean
Joined: 05 May 2008
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Posted: Nov 14, 2010 20:21 Post subject: |
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Dark Forces sounds are Creative Voice files, format 0. Just like the sounds in Duke Nukem 3D, Rise of the Triad, Shadowcaster, and more.
I've yet to find any game that uses voc of a different format. Slade supports formats 0 and 4, that is to say, 8-bit unsigned and 16-bit signed mono PCM respectively. But I haven't found anything yet to test the support of format 4.
Okay, so WAV-to-VOC is all that's needed? It's likely the issues were that most converters would only accept WAV sounds that are in the same data format (8-bit unsigned mono PCM). With 16, 24 or 32-bit samples, or stereo, or other representations (a-law, µ-law, ADPCM, etc.) conversion is harder to do as it's not just changing the file structure, the sound data has to be modified too.
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Just_Jim Dianoga
Joined: 09 Nov 2010
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Posted: Nov 14, 2010 20:34 Post subject: |
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This sounds excellent. I found I need a half dozen programs to make any headway with DarkHour_DP.pk3. I still can not find a good way to convert 3DO files to MD2 and retain texture information and Bones. Looking forward to the advances of Slade.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Nov 15, 2010 19:37 Post subject: |
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I meant to comment on this before.
Anyway this sounds good, to allow editing of various resources with modern tools. The DarkXL in-game editor will initially only handle the map editing. However later I do plan on adding the ability to edit other assets as well. Mainly because I'd like to have one "main" tool for creating mods (though things like images and models will be created in the normal tools like Photoshop), rather then having to jump to many tools even for basic editing.
_________________ DarkXL....http://darkxl.wordpress.com |
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Nov 16, 2010 04:00 Post subject: |
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I'm definitely interested! Nice work so far.
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Clonehunter Dianoga
Joined: 02 Apr 2010
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Posted: Dec 04, 2010 20:11 Post subject: |
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Slade3 works for DF now too? Awsome!
_________________ Classic FPS Gaming is what I do best. |
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Gez Gamorrean
Joined: 05 May 2008
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Posted: Dec 05, 2010 06:16 Post subject: |
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Well, not really. You can just view some of the resources; and manipulate archives (adding and removing files). Creating waxes from images is not possible at the moment because that format is a bit weird.
Also I ran into issues with the specs on the delta pictures (DELT stuff). Either the specs are wrong or I'm too dumb to read them correctly.
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