GP32 Yeti3D Engine Question


Keithmcfc

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Aug 24, 2003
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Can some one tell me what im doing wrong if i am doing something wrong.


When i creat a map with the editor and save it as e1m1.y3d and put it in gp:\gpmm\maps with the E1M1.RAW and E1M1.PAL files as well, then run the yeti3D.fxe on my gp32 and my level will start BUT the textures are all messed up.


some objects just turn out black as well as the floor.

Can some one please tell me why??
 
If the textures are messed up, the you must be using a different texture set in the editor.

For each wall, floor and ceiling texture, you have a 8bit texture id which indexs the group of textures.

I have a feeling ThunderZ implemented a "texture import" feature which is required before editing a map. Or, maybe its a texture export feature.

Or, you might be using the original GPL editor, which doesn't imclude this feature.

I'll be adding importing to the original GPL source code soon. But, until then you will need to use what ever system ThunderZ implemented.

I don't have a GP32 so, I haven't been able to test the code, but im sure it works.

The next release will be alot nicer. The current GPL release was mainly for programmers wanting to use the code.

Derek Evans
The Official Yeti3D Site
 
Keithmcfc it's because you use the "original" texture pack from the original gpl version of yeti 3D.

Use you how texture pack.
Or recompile the code with data.c of the original gpl code.
 
do a bmp file

with 64*64 texture put in vertical (so bmp is 64x(A*64) where 1 is you number of texture) then export it using mygpconv tool
 
When i start up the editor there are some textures already there.

is there a RAW and PAL file for them??
 
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