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Implemented Add a Texture Pack feature :)

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Raflynurfalah

Pokémon Ranger
So.... People can make his own texture for this game :) and set it to game :D
like on Minecraft :D
but... i think its little hard to make own texture :)
 

DracoHouston

Kolben Developer
Contributor
you can replace textures, as long as they are the same size and position on the sheet it loads textures from it will work. for higher res textures the map needs to be edited.

a good texture pack system is something i'd love to see. i had an idea that when drawing entities could ask the engine if any mods want to replace a texture and do the swap then if needed. the texture pack mod system could take care of the scaling issues because the renderer just wants a texture2d object, it doesn't care if its a 16x16 part of an image of a 64x64 one. and it would be entirely clientside and cosmetic.
 

Graham

Fisherman
Well, sorry for "reviving" this thread, but I have a question about this topic.
so DracoHouston I found this project few hours ago and I thought about texture packs after I saw the first ingame scenes. What do you mean by "for higher res textures the map need to be edited"? Is this kind of editing complicated like I think it is? High-Res textures and sprites would look so great in the game so I just want to know if it's feasible without reprogramming the whole engine/game. I like the original ones, but extending the game like it's possible in Minecraft for example would be awesome. Thanks for your attention!
 

DracoHouston

Kolben Developer
Contributor
Well, sorry for "reviving" this thread, but I have a question about this topic.
so DracoHouston I found this project few hours ago and I thought about texture packs after I saw the first ingame scenes. What do you mean by "for higher res textures the map need to be edited"? Is this kind of editing complicated like I think it is? High-Res textures and sprites would look so great in the game so I just want to know if it's feasible without reprogramming the whole engine/game. I like the original ones, but extending the game like it's possible in Minecraft for example would be awesome. Thanks for your attention!
this is coming, When Its Done

universal content swapping system, does it entirely through text files you put in a folder with your content, its easy as hell and does everything

ive had it ready about a week now but we havent had a chance to actually put it in yet

oh also proper mod support is coming too :p

(as you can see i've swapped a texture, the default grass one, with a random 64x64 crop of a photo of grass, no real limit on resolution)
 

DracoHouston

Kolben Developer
Contributor
to explain why this needs map edits to add 'texture packs' without a special system for it:

this is not minecraft, at all, in any way, shape or form. think doom maps and you're somwhere closer to what our engine can really do. as such, we don't have 'tile sets', we got texture atlas's, and while almost everything in the game is using a 16x16 texture the textures dont need to be 16x16

the texture is set in the tag for the entity in the map file, this is why wihtout a system that does these swaps at runtime you don't have a way to just drop a new texture sheet in there and have it just work unless you keep the textures the same size.

in this new system you go
Code:
Routes,96,16,16,16|grasstest,0,0,64,64
Routes,80,16,16,16|spritetest,0,0,16,16
and that will replace all uses of these 2 subimages of the texture atlas, and replace them with the specified pack texture instead at runtime

this is about as easy as i can get it without rewriting the entire of nilllzz engine, and frankly i like it the way it is
 

Graham

Fisherman
I always liked working on Dook 1 & 2. And eduke and stuff like that.
So I'll see what I can do. The engine looks pretty well done to me - but let's see...
 

DracoHouston

Kolben Developer
Contributor
Thanks for the reply. So I'm going to look into the files and see what I can do c:
you can replace asssets atm and it Just Works but you can't make the different resolutions etc without this system sorry. we'll get it out to you guys soon.
 

Graham

Fisherman
Oh okay. What about extending the engine? Is it possible to implement shaders and stuff like that?
Minecraft for example started at low quality. Also eduke32. Now both games have a separate light engine which is pretty cool.
 

DracoHouston

Kolben Developer
Contributor
Oh okay. What about extending the engine? Is it possible to implement shaders and stuff like that?
Minecraft for example started at low quality. Also eduke32. Now both games have a separate light engine which is pretty cool.
eduke32/jduke and so on got better because ken silverman made Build open source. they're source ports.

minecraft is java so except for obfuscating that is done on the code before its shipped, its basically forced to be Open Source by the language

we have no such plans. we have a script interface and everythings being made data driven. you could kind of think of the 2.5d hero engine as a Pokemon Game Construction Kit. i am looking for ways to make mods more powerful when i can get away with it but we are never, ever giving you guys access to the code. :p
 

DracoHouston

Kolben Developer
Contributor
like, ideally all the graphical bells and whistles just come from me and nilllzz. the engine is still actively in development and once the games in a more finished state we're still going to maintain it

i'm always happy to hear what ppl want from the engine WRT modding but just be aware we can't give you everything you want. i will try my hardest to make everything people want available in some form that can work with our game/engine
 

Graham

Fisherman
I remember the day when Ken Silverman made it open source. The polymer for eduke32 is so great and I always enjoyed working on it.. :)
I don't want to badmouth your work; I really admire you guys for realizing that project.
But there is so much potential in it we should use... A high-end 3D engine would destroy Pokemon games in points of atmosphere etc.
But HD sprites would be so freaking awesome! I thought about creating a 3D-Pokemon game years ago - but I had not enough time/no money to do it as I wanted to.
 

Graham

Fisherman
like, ideally all the graphical bells and whistles just come from me and nilllzz. the engine is still actively in development and once the games in a more finished state we're still going to maintain it

i'm always happy to hear what ppl want from the engine WRT modding but just be aware we can't give you everything you want. i will try my hardest to make everything people want available in some form that can work with our game/engine

I never asked for the tools to work on the engine. ;)
But I have so many stuff in my head about this project... I already sent a mail to nilllzz... :)

Edit: Sorry for double post.
 

DracoHouston

Kolben Developer
Contributor
I remember the day when Ken Silverman made it open source. The polymer for eduke32 is so great and I always enjoyed working on it.. :)
I don't want to badmouth your work; I really admire you guys for realizing that project.
But there is so much potential in it we should use... A high-end 3D engine would destroy Pokemon games in points of atmosphere etc.
But HD sprites would be so freaking awesome! I thought about creating a 3D-Pokemon game years ago - but I had not enough time/no money to do it as I wanted to.
i know exactly how you feel. i started playing in 0.15 when there was literally nothing to do in the game, no trainers, no badges, just wild pokemon. i got bored of that after 5 minutes and started modding, and eventually ended up helping nilllzz with the map editor. it sucks knowing your pet features could be done in a day or so if it were open source.

but open source is a whole new can of worms we just aren't going to deal with. specifically, forks. we already have 'my build' and the real build and thats already 1 too many forks :p
 

DracoHouston

Kolben Developer
Contributor
i really want to give you guys someone at least as powerful as RTS game triggers. im thinking certain events can execute a script in the mod folder, so you have like you could have a folder like /pokemon/content/mods/versions/modname/scripts/eventhandlers/ and in there you place text files like
OwnPokemonFaint.dat
PokemonCatch.dat
UseItem.dat

and let people make a nuzlocke challenge mod etc

the scripts are a thing nilllzz wrote so the script parsers not very featured atm. its got a ton of potential though, i often am surprised what i can script up in it. but i'm going to ask nillllzz if we can just use LUA or something :p the way we can't really nest a lot of things is worrying
 
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