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Editing Blake Stone graphics, sounds, and music in FloEdit
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PostPosted: Sun Aug 15, 2004 4:29 pm
   Subject: Editing Blake Stone graphics, sounds, and music in FloEdit
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I figured out how to edit the Blake Stone and Planet Strike VSWAP graphics, sounds, and music. You can easily do this with FloEdit. All you do is take a Wolfenstein or Spear directory, then replace the Wolfenstein AUDIOHED, AUDIOT, and VSWAP files with the .BS6 or .VSI files. You can't do this with Blake Stone's VGAHEAD/VGAGRAPH files, but the three other data files should read just fine. For VSWAP graphics, you'll need to extract them, then somehow change the indexed color palette to the Blake Stone color palette to see them properly--Wolf3D and Blake Stone use completely different palettes. To add new graphics into Blake Stone, you'll have to have these graphics use the Blake Stone palette.

Of course, you will need to get the Blake Stone palette somewhere. Some image programs let you extract a palette from a Blake Stone screenshot. Most DOS screen capture programs, but not the Print Screen screen capture in Windows, will let you take a Blake Stone screenshot along with the Blake Stone palette.

I've really edited the Blake Stone AUDIOHED/AUDIOT and VSWAP files with FloEdit and the modifications worked just fine. Try changing the dull ceiling and floor textures to give the game a nicer atmosphere.
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PostPosted: Sun Aug 15, 2004 4:39 pm
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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Or you could use Adam's WDC. Wink

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PostPosted: Sun Aug 15, 2004 6:11 pm
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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I've done some minimal testing on it, so it should work. Someone who is interested in trying it out and testing it deeper would definitely be appreciated. Please let me know if you have any problems.

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PostPosted: Wed Aug 18, 2004 10:32 pm
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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lol always the last to know, am I not? I just got WDC today and it works great. The fact that I can edit most of the text in the VGAGRAPH file makes things even better.

Although, in WDC, the illustration tags don't work right in all of the Blake Stone help screens, but for Ruby Genom (my planned Blake Stone mod), I don't plan to use illustrations in the help screens anyway.
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PostPosted: Thu Aug 19, 2004 6:04 am
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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I have yet to figure out exactly how the graphics in the help screens work.
The hex numbers after ^SH don't correspond to the graphic's VGAGRAPH slot. As far as I can tell, some images are even taken from the VSWAP (such as the gun graphics). I did a lit experimenting with them, but couldn't really find a pattern. There must be something... another tag maybe, since there are plenty of unknowns there... or maybe a graphics list compiled into the EXE... who knows?
Without the source code, it'll be slow going figuring all of them out.
At least I was able to get a lot of the text-related codes figured out. Neutral
If you can figure anything out, please don't hesitate to tell me. It'd be much appreciated!

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PostPosted: Thu Aug 19, 2004 9:19 am
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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Wow! I didn't even know that. Now someone's gotta get their act together and make a dang Bstone Mod for cryin out loud!
Bstone has tons of useful features that people are always wanting in their wolf mods, so you'd figure Bstone would be ripe for editing.

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PostPosted: Thu Aug 19, 2004 1:07 pm
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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I'm working on one right now. It's called Red Genom. I'm going to use all the level slots for each episode (each episode has 14 levels, which are the basement, the 10 elevator-accessible levels, and 4 extra "developer" slots which can only be reached by direct level transport, and not even by the warp cheats), and I'll also make it in one episode so that the elevator is secret (you'll have to use teleporters to go through the levels normally) and possibly make the player go back to previous levels to advance further in the episode. Maybe have doors locked with the red keycard too, which is generally only used for the elevator.

There will also be a new story, new textures, and new music, including a few trance songs. Maybe even make the Star Troopers into "moreaus" so that they'd look like wolf-men, though doing that might take a great deal of time.

Hopefully after I get done with this, I might even make Wolf3D, Spear of Destiny, Planet Strike, and possibly Doom II, ROTT, Hexen, and Ken's Labyrinth versions of Red Genom, too.
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PostPosted: Thu Aug 19, 2004 6:55 pm
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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You sound very ambitious. Good luck with Rott. If you figure out how to edit all of rott's art and sounds let me know, I've been waiting to crack that one open for a looong time.

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PostPosted: Thu Aug 19, 2004 11:10 pm
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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Well, I think I've once seen a (poorly functional) ROTT graphics changer, but... most likely, the ROTT version of Red Genom will probably just be levels only.
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PostPosted: Wed Aug 25, 2004 1:25 am
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WOW! I didn't know you could extract BS gfx or you could get other things from it. I thought it had been hard coded so you couldn't access anything!! Wow, I might give it a try on my other puters. They have BS on.

Joel Corrigan Smile

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PostPosted: Thu Aug 26, 2004 6:16 pm
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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XWE lets you VIEW everything in ROTT. I don't know if you can modify it or not. But it's a definite start.

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PostPosted: Thu Aug 26, 2004 7:38 pm
   Subject: Re: Editing Blake Stone graphics, sounds, and music in FloEd
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Nope, tried it. You get some weird glitches if you try to edit anything in Rott with XWE, you can however edit static wall graphics, but that's as close as I've ever seen. Still its possible to do something pretty special with that alone.

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