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Author Topic: Eduke documentation  (Read 51349 times)

Richard213

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« Reply #15 on: February 08, 2004, 01:22:21 AM »
i could try to make a "full" list of all the eduke commands i know just about all of them but i have no idea what most of them do.
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Manson

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« Reply #16 on: February 08, 2004, 07:54:01 AM »
Hey everybody, I just wrote up a little tutorial on converting mdl files to kvx.

While doing so, I noticed, that the problem we (the old EDuke2.1 testing team) experienced with the voxels back in 2001 wern't an error caused by a bad Build - we just didn't set the number of Mips to 5,,,, (sorry Matt)

As totalconversions.com is down, I'll just throw it here for now. I'll update the tutotial soon, so try come by the NS website, whenever TCs is back.

Code: [Select]
Tutorial on how to convert Half Life MDLs and fix some Voxel issues

Converting from a Half Life 'mdl' to a Build 'voxel'
 

THIS TUTORIAL IS CURRENTLY NOT DESCRIBING:
- setting the axis's of the voxels (setting the angle)
- spinning the voxel in Milkshape
- only converting parts of the mdl to kvx
(these things can be done, but I'm not sure you guys need to do it,,, mail me if you want it in)


First of all, you need to get a copy of Milkshape
http://www.swissquake.ch/chumbalum-soft/

The shareware version can be used for a month, but I havn't seen what happens, when it's expired,,,,

You also need:
slab6.exe
poly2kvx.exe
- both avalible from Kens website
A voxel, that has the prober colors in the game (to read the palette from)
 

 


The converting between the formats is done through 2 formats - the 'HL SMD' and the '3ds'

When you have Milkshape installed:
1) open Milkshape
2) select 'Tools' -> 'Half Life' -> 'Decompile Normal HL MDL File...'
3) selct the file to convert, click 'open'
4) you will now be asked, which features you want to convert (all should be selected), click 'OK'
- the file is now beeing converted, without you beeing able to see it -
5) select 'File' -> 'Import' -> 'Half Life SMD'
6) now select the file you've just converted to
7) you will now be asked, which features you want to import (all should be selected), click 'OK'
- the model should now appear on the screen -
8) select 'File' -> 'Export' -> 'Autodesk 3DS...'
9) you now need to define a filename for the file that is to be exported (test.3ds - the .3ds extention is required). Furtermore, all Expert Options must be set to 'on', click 'OK'
10) now close Milkshape - or minimize it (to repeat the convertion, click 'Edit' -> 'Delete All'
11) open a command prompt (in Windows, click 'START' -> 'Run' -> type 'cmd' -> now goto the propper directory
12) type 'poly2kvx test 100' - 'test' is the 3ds file to convert, '100' is the maximum height of the voxel to create. The maximum height of a voxel to be loaded in Build is currently '255'
13) now you need to load up slab6.exe to change the palette of the voxel to the one used in the game, and set the probber Mip level.

Setting the Palette of the voxel:
in slab6, hit 'P'
this opens a list of voxels in the current dir
select an other voxel, which you know has the propper palette
hit 'enter'
remember to save!

Setting the Mip level:
in slab6, hit 'S'
this opens the 'save' dialog
save the voxel
a dialog box is asking you for the Mip level
'1 Mips' is for voxel applications other than Build
'5 Mips' is for Build
Select '5 mips'
You're done, and you have saved your work




Problem:
the model appears 'white' - or miscoloured
- you need to change the palette of the voxel, to match the palette used by the game

the model disapears from screen from time to time
- the 'Mips' of the voxels must be set to 5

the voxel acts completely fucked
- you most likely need to both change the palette, and set the 'Mips'
 
« Last Edit: February 08, 2004, 07:54:51 AM by Manson »
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Revenant

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« Reply #17 on: February 08, 2004, 08:00:26 AM »
Thanks a lot!
I've been waiting for that a long time :D
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Usurper

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« Reply #18 on: February 08, 2004, 02:46:09 PM »
Cool tutorial.

Does SW only use 4 mip levels then?
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James

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« Reply #19 on: February 08, 2004, 04:26:09 PM »
Nice tutorial Manson - I'm pinning this thread as a lot of people might want to read the stuff in it.
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FreeFrag

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« Reply #20 on: February 08, 2004, 08:27:36 PM »
Yes, like me. Thanks for pinning it, James. :)
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Manson

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« Reply #21 on: February 14, 2004, 07:00:57 AM »
Thanks, I'd like to write one for the weapons as well, but currently, the old ways of handling the weapons must be burried,,,
Having 11*10 variables define the same nuber of setups for 11 weapons is overkill, besides most of you probably want more than 11 weapons anyway.

Maybe I should copy and paste my weapon code from NS one day,,, unlimited weapons is preferable :)
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FreeFrag

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« Reply #22 on: February 14, 2004, 08:36:27 AM »
Speaking of an unlimited weapon, my pistol replacement is to have infinite ammunition (but a two second delay between shots to even it out since it's infinite and somewhat powerful). It'd be nice to know how to do that.
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Manson

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« Reply #23 on: February 14, 2004, 08:53:36 AM »
you could either set the pistol ammo_amount to 50 for each shot - or 50+bullets pr burst. This is realy not the best solution, but I don't know your knowledge about the EDuke language,,,,

:) the other way to do it, would be to simply make the aplayer actor add 100 shots when currentweapon is 'pistol' then the max ammo for the pistol would be displayed at all times,,,,

the third way would be using the event 39 - pr frame, if I recall correctly. - this wont work in multiplayer btw
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FreeFrag

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« Reply #24 on: February 14, 2004, 10:02:08 AM »
I was thinking of editing the actual 2.1 code for the pistol alone.
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Revenant

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« Reply #25 on: February 14, 2004, 05:11:23 PM »
you could try to set the pistol ammo to -1
That should give it infinite ammo(in theory). But the cons may not accept it though. For delay between shots, use eduke.  
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Manson

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« Reply #26 on: February 14, 2004, 08:03:44 PM »
Quote
I was thinking of editing the actual 2.1 code for the pistol alone.
If you talk about altering the source to do it, I'd say that's just stupid - as individual ports sucks.
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FreeFrag

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« Reply #27 on: February 15, 2004, 02:34:14 AM »
Amund- This is an EDuke thread. What else would I code the weapons with? :rolleyes:

Manson- I mean I intend on editing the default CON coding for the pistol in dukeweps.con.
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Quakis

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« Reply #28 on: February 20, 2004, 06:37:04 PM »
Great one Manson :) (y) That mdl to voxel guide is very useful :P
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Mblackwell

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« Reply #29 on: February 21, 2004, 07:25:39 PM »
Well if you are using 2.1 you could simply disallow the weapon from subtracting ammo, or otherwise you could add ammo to the weapon constantly.
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