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Led Hed Ree-Yees
Joined: 23 Oct 2003
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Posted: Jan 17, 2004 01:34 Post subject: few more problems!! :( |
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1) When I tested my level some of my textures appear all messed up whats wrong?
2) When I used Gold Wave to convert some .wav files to .voc, in the game the sound won't play, Whats wrong?
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Mattias Welander Trandoshan
Joined: 27 Sep 2003
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Posted: Jan 17, 2004 01:39 Post subject: |
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1) Most likely, the textures do not conform to the DF standard.
2) Most likely, the .VOC files do not conform to the DF standard.
Remember that DF only support a subset of the supported file formats, be they .BMs or .VOCs.
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j-dogg Gamorrean
Joined: 29 Sep 2003
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Posted: Jan 17, 2004 03:39 Post subject: |
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If I remember correctly, there is a certain type of setting the .wav file has to be saved as, I think in Goldwav it's mono, 8 bit or 16 bit, unsigned.
_________________ J-Dogg: Formerly known as Death_Blood_Fire
Member since March 1999 |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jan 17, 2004 04:34 Post subject: |
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1. Your palette was not converted correctly so colors don't appear the way they should. Make sure your textures coincide with the palette of the level you are editing.
2. Sorry, I am Mac Man. Can't help you with this problem.
_________________ I don't think outside the box... I customize it. |
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Led Hed Ree-Yees
Joined: 23 Oct 2003
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Posted: Jan 17, 2004 17:20 Post subject: |
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1) the pallete is set for my level and it appears correctly in the editor. Could it be the fact that my image is 41x23? (made to fit one wall in a room)
Last edited by Led Hed on Jan 17, 2004 18:59; edited 3 times in total |
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Mattias Welander Trandoshan
Joined: 27 Sep 2003
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Posted: Jan 17, 2004 17:24 Post subject: |
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I've already answered that question, yes.
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Led Hed Ree-Yees
Joined: 23 Oct 2003
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Posted: Jan 17, 2004 18:59 Post subject: |
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WEDIT IS GOING TOP MAKE ME PULL MY HAIR OUT!!!!!
not there is this room with a elevator that doesn't allow movement in it I used LANTFH to enter it and I couldn't move whats wrong?
2) I've tried every conversion setting but I didn't adjust the Rate of the sound... would anyone spare me several hours and tell me the rate for DF?
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Mattias Welander Trandoshan
Joined: 27 Sep 2003
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Posted: Jan 17, 2004 19:06 Post subject: |
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Why not simply take a look at the DF specifications?
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jan 17, 2004 20:52 Post subject: |
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The BM files go from any number that is a power or squar root of 2
example
2X2 bits
4X4 bits
8X8 bits
16X16
32X32
64X64 (Typical 8X8 in DF or normal square BM)
128X128 (Typical 16X16 BM in DF)
256X256 (32X32 hieght and width)
and so on.
_________________ I don't think outside the box... I customize it. |
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Mattias Welander Trandoshan
Joined: 27 Sep 2003
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Led Hed Ree-Yees
Joined: 23 Oct 2003
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Posted: Jan 17, 2004 23:19 Post subject: |
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I got the .BM thing worked out now just need to know the sound Specs for DF and why I can't move in the one room
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Mattias Welander Trandoshan
Joined: 27 Sep 2003
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Posted: Jan 17, 2004 23:21 Post subject: |
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The best way to learn to know the specs for DF is to read them.
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Led Hed Ree-Yees
Joined: 23 Oct 2003
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Posted: Jan 17, 2004 23:23 Post subject: |
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well does anyone know the Rate that DF runs for sounds?
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Mattias Welander Trandoshan
Joined: 27 Sep 2003
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Posted: Jan 17, 2004 23:25 Post subject: |
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Yes. It is available in the specs.
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Led Hed Ree-Yees
Joined: 23 Oct 2003
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Posted: Jan 17, 2004 23:27 Post subject: |
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and where can I find these "specs"
BTW golt the room working!!
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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Led Hed Ree-Yees
Joined: 23 Oct 2003
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Posted: Jan 17, 2004 23:57 Post subject: |
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thnx! I use WEDIT so I don't have that
P.S. If you want to add more frustration into your life use Wedit to make DF levels. Two weeks you'll be in for an anger management class Gaurenteed 
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jan 18, 2004 01:17 Post subject: |
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It does support 2X2 bit. I know this because there would be no greyfill or yellowfill BMs which are both about 4 or 16 bits each.
_________________ I don't think outside the box... I customize it. |
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Mattias Welander Trandoshan
Joined: 27 Sep 2003
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Posted: Jan 18, 2004 01:23 Post subject: |
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Actually, it doesn't. DF only support indices into a 256 entry palette. 256 possible palette entries equals 8 bits (256 = 2^ . It does not support 4 bit color, nor does it support 16 bit color.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jan 18, 2004 01:33 Post subject: |
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No, I meant 4 bit pieces, not the color. I know the palette is 256, but I meant the amount of bits on the canvas.
_________________ I don't think outside the box... I customize it. |
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Mattias Welander Trandoshan
Joined: 27 Sep 2003
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Posted: Jan 18, 2004 01:40 Post subject: |
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The amount of bits on the "canvas" is exactly eight times the number of texels. Thus, a 2x2 texel texture equals 32 bits.
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Jan 19, 2004 18:21 Post subject: |
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If you're going to be including custom textures, just increase the size of it so that the dimensions are a power of two. I'm not sure if it affects things, but it may also help to have the dimensions be the same.
Also, if you happen to be texturing the floor/ceiling, the textures will be distorted no matter what unless they are 64x64 pixels. There are ways around this, of course... Such as splitting a sector into several smaller ones, or using a 3DO for the floor/ceiling...
_________________ Wake up, George Lucas... The Matrix has you.. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jan 19, 2004 21:20 Post subject: |
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I find the 64X64 pixel thing for the ceiling and floors interesting, because for a while, it worked when I used any size. And then after a while, the texture became distorted. Oh well.
_________________ I don't think outside the box... I customize it. |
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Led Hed Ree-Yees
Joined: 23 Oct 2003
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Posted: Jan 26, 2004 23:41 Post subject: |
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thanks!!! But NTK I already fixed it but the explination was useful (Anyone here use WEDIT and find it'll creat staircases that the floor is higher then the roof? It's an interesting effect for falling roof traps )
But now I have another problem... WEDIT DELETED MY BLOODY LEVEL!!!!!!!!!!!!
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Casey Neumiller Gamorrean
Joined: 24 Sep 2003
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Posted: Jan 27, 2004 01:04 Post subject: |
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Er...that's the very, very bad thing about Wedit. If you're using Wedit, make sure you use approximately 18 backups...
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Jan 28, 2004 18:31 Post subject: |
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I haven't ever tried WEdit. I never had any incentive to; WDFUSE is extremely competent... So much that there's only one feature that I'd like to see added (cleave/merge sectors), and only one apparent bug (poor adjoin selection)...
_________________ Wake up, George Lucas... The Matrix has you.. |
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jan 28, 2004 21:40 Post subject: |
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Wedit is crap. Once you get sed to Wdfuse, there's no point in using Wedit. Of course once we have CDark there'll be no point in using Wdfuse.
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Jan 29, 2004 13:26 Post subject: |
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Heh, <3 CDark.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Jan 29, 2004 21:50 Post subject: |
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Of course...
CDark>WDFUSE>WEdit
_________________ Wake up, George Lucas... The Matrix has you.. |
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