KeenGraph 2.2
KeenGraph 2.2
http://levellord.toxicsheep.com/KeenGraph.zip
Re-released after some feedback, this is the beta version of my rewrite of KeenGraph. It now supports the great Keen 1 tile patch!
* Helluva faster (Comparable to Modkeen now!)
* Modkeen\tileinfo compatible bitmaps
* Only sprites are 8-bit, the other graphics are traditional 4-bit
* Runs from command line, bat file or txt file
* Works 100% with Dave 2
* Handles errors better
Old features reused are:
* 'Grouted' bitmaps; no more filling in annoying sprite masks!
* Edit Dangerous Dave II and Shadow Knights
* Custom commands to make editing easier
* Extra hitbox flexibility
* Warnings if your graphics are too large or buggy
* Reads patch files and can import\export to patched files
Things I want to hear ideas on:
* Extracting the DOS screens
* Whether I should bother with Keen 4-6
* Other ID games I should support
So download it and give me your feedback! There shouldn't be too many bugs lying about the place now, but you never know, I have a horrible habit of being told I've done very stupid and obvious things wrong, which is why I need YOU, the modders to test things! (It's foolproof, but Keen fans are such ingenious fools.)
EDIT: Fixed minor bug that made KeenGraph overlook the 2&3 finale files when exporting
And Xky, you can delete the old KeenGraph topic now, it is outdated.
Re-released after some feedback, this is the beta version of my rewrite of KeenGraph. It now supports the great Keen 1 tile patch!
* Helluva faster (Comparable to Modkeen now!)
* Modkeen\tileinfo compatible bitmaps
* Only sprites are 8-bit, the other graphics are traditional 4-bit
* Runs from command line, bat file or txt file
* Works 100% with Dave 2
* Handles errors better
Old features reused are:
* 'Grouted' bitmaps; no more filling in annoying sprite masks!
* Edit Dangerous Dave II and Shadow Knights
* Custom commands to make editing easier
* Extra hitbox flexibility
* Warnings if your graphics are too large or buggy
* Reads patch files and can import\export to patched files
Things I want to hear ideas on:
* Extracting the DOS screens
* Whether I should bother with Keen 4-6
* Other ID games I should support
So download it and give me your feedback! There shouldn't be too many bugs lying about the place now, but you never know, I have a horrible habit of being told I've done very stupid and obvious things wrong, which is why I need YOU, the modders to test things! (It's foolproof, but Keen fans are such ingenious fools.)
EDIT: Fixed minor bug that made KeenGraph overlook the 2&3 finale files when exporting
And Xky, you can delete the old KeenGraph topic now, it is outdated.
Yes, that's correct. It already scans patch files for renamed files and palette patches, it should be easy enough to make it look for and export the extra tilesets.
I'm not sure what you mean by adding something for sloped tiles, but when I'm certain the sloped patch isn't changing any more, I'll make KeenGraph compatible with it. The big problem as I see it is there's no utility yet that can write sloped tile data into the tileinfo files.
I'm not sure what you mean by adding something for sloped tiles, but when I'm certain the sloped patch isn't changing any more, I'll make KeenGraph compatible with it. The big problem as I see it is there's no utility yet that can write sloped tile data into the tileinfo files.
- CommanderSpleen
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This is the format I am sticking with:
The slope information, described in the pic goes in the old animation plane.
All the blocking information goes into the old blocking right plane. A slope is always going to have two "slope blocking" bits set.. for example the slope in the picture blocks from the top and from the left.
That leaves 5 bytes per tile empty. Anyways these can just be set to zero.
The slope information, described in the pic goes in the old animation plane.
All the blocking information goes into the old blocking right plane. A slope is always going to have two "slope blocking" bits set.. for example the slope in the picture blocks from the top and from the left.
That leaves 5 bytes per tile empty. Anyways these can just be set to zero.
Nice!
I would never use a 24-bit bmp for any keen stuff, myself... MOST image editors out there have a save as 256 colour bmp option.
However, I think it would be handy to have a text file where you can specify colour x in your 256 colour bitmap maps to the 4 bit RGBL in the egalatch file. So I would say yes to #2.
I would never use a 24-bit bmp for any keen stuff, myself... MOST image editors out there have a save as 256 colour bmp option.
However, I think it would be handy to have a text file where you can specify colour x in your 256 colour bitmap maps to the 4 bit RGBL in the egalatch file. So I would say yes to #2.