Ken' Labyrinth + Editor
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DieHard Wolfers -> Other Wolf3d Based Games

#1: Ken' Labyrinth + Editor Author: RaVeN72 PostPosted: Mon Jun 05, 2017 1:05 am
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Spent a few hours this afternoon working out how to use the editor for kens lab 3d to the point of being able to make playable maps from scratch if anyone is interested...not too bad considering Google turned up next to nothing for editing the maps....

#2: Re: Ken' Labyrinth + Editor Author: AlumiuNLocation: Christchurch, New Zealand PostPosted: Mon Jun 05, 2017 1:10 am
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I used the editor a little a while back; it's surprisingly decent. What it lacks in documentation it makes up for in cool features.

#3: Re: Ken' Labyrinth + Editor Author: RaVeN72 PostPosted: Mon Jun 05, 2017 3:34 am
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Looking through Ken's archive, the Walken 'demo' also includes an editor - will be interesting to find out if walken was advanced enough in its development to make a playable game???

#4: Re: Ken' Labyrinth + Editor Author: AlumiuNLocation: Christchurch, New Zealand PostPosted: Mon Jun 05, 2017 4:12 am
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Well, he had to make Walken with something, so it probably is Razz

#5: Re: Ken' Labyrinth + Editor Author: ChrisLocation: Canada PostPosted: Mon Jun 05, 2017 4:13 am
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I always thought Ken's Labyrinth was a fun and creative game. Seeing a user made map/TC would be cool! Smile

#6: Re: Ken' Labyrinth + Editor Author: RaVeN72 PostPosted: Mon Jun 05, 2017 5:32 am
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Chris wrote:
I always thought Ken's Labyrinth was a fun and creative game. Seeing a user made map/TC would be cool! Smile


A Walken TC looks possible - mapping is no problem - the audio is in seperate wavs (just need to be replaced) - an although I have not worked it out yet, it looks like the editor can export/import graphics

#7: Re: Ken' Labyrinth + Editor Author: AlumiuNLocation: Christchurch, New Zealand PostPosted: Mon Jun 05, 2017 5:44 am
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Honestly, a full-blown Ken's Labyrinth TC would be awesome. Even just a mapset would be sweet.

#8: Re: Ken' Labyrinth + Editor Author: TricobLocation: Neo-traditions, Inc. PostPosted: Mon Jun 05, 2017 5:00 pm
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I'm sorry to say this particular game isn't based on the Wolf3D game, as it's actually part of the Build engine. The confusion is easy to understand, though. I'll move it to another topic if requested, but I'm prepared to just leave this topic where it is as long as there are no objections from anyone else. Smile

#9: Re: Ken' Labyrinth + Editor Author: RaVeN72 PostPosted: Mon Jun 05, 2017 5:59 pm
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Ok...looks like the Walken editor has no export of graphics, and I have had no luck importing them either - I kind of assumed it would just import a 64x64 gif file as that looks like what Ken used back in the day... but alas no luck yet

#10: Re: Ken' Labyrinth + Editor Author: AlumiuNLocation: Christchurch, New Zealand PostPosted: Mon Jun 05, 2017 6:05 pm
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Actually, it's not a Build engine game either, it was made before Ken Silverman started work on the Build engine. I think it's probably close enough to the Wolf3D engine to stay here Razz

#11: Re: Ken' Labyrinth + Editor Author: ChrisLocation: Canada PostPosted: Mon Jun 05, 2017 6:50 pm
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RaVeN72 wrote:
A Walken TC looks possible - mapping is no problem - the audio is in seperate wavs (just need to be replaced) - an although I have not worked it out yet, it looks like the editor can export/import graphics

Interesting. KLABKIT.ZIP supports the official finished Ken's Labyrinth too doesn't it? At least, that is what I read here:

http://advsys.net/ken/klab.htm

"...if still you care at all about editing the maps, artwork, or sounds in Ken's Labyrinth, then this is the download for you."

The entire v1.0 source code is in one file? That's pretty neat. Check that out AryanWolf3d! Very Happy

#12: Re: Ken' Labyrinth + Editor Author: AlumiuNLocation: Christchurch, New Zealand PostPosted: Mon Jun 05, 2017 7:43 pm
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Chris wrote:
KLABKIT.ZIP supports the official finished Ken's Labyrinth too doesn't it?


Yes, it does.

#13: Re: Ken' Labyrinth + Editor Author: RaVeN72 PostPosted: Mon Jun 05, 2017 8:21 pm
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Chris wrote:
RaVeN72 wrote:
A Walken TC looks possible - mapping is no problem - the audio is in seperate wavs (just need to be replaced) - an although I have not worked it out yet, it looks like the editor can export/import graphics

Interesting. KLABKIT.ZIP supports the official finished Ken's Labyrinth too doesn't it? At least, that is what I read here:

http://advsys.net/ken/klab.htm

"...if still you care at all about editing the maps, artwork, or sounds in Ken's Labyrinth, then this is the download for you."

The entire v1.0 source code is in one file? That's pretty neat. Check that out AryanWolf3d! Very Happy


Yep...this is the main site I have been scouring for information....sadly, not found any information on the file type for importing new artwork to build a TC....mapping and sounds I have already worked out

edit:- seems the Walken editor, importing external artwork is not supported....only swapping the existing art from one walls.dat file to another...any TC artwork will have to be 'hand' created - and my art skills are so poor, the results would be worse than Ken's originals...lol

but the Lab 3d editor DOES...might be able to modify the source to add the feature

#14: Re: Ken' Labyrinth + Editor Author: Aryan_Wolf3D PostPosted: Tue Jun 06, 2017 2:55 am
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Chris wrote:
The entire v1.0 source code is in one file? That's pretty neat. Check that out AryanWolf3d! Very Happy

Haha, that's pretty cool! And only 8,009 lines too! Laughing

#15: Re: Ken' Labyrinth + Editor Author: RaVeN72 PostPosted: Tue Jun 06, 2017 4:04 pm
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So, I managed to cobble together a little utility in qbasic to import rgb bitmap files into to the walls.dat file and they can now be viewed in the editor....problem is the colors are all wrong (palette issue???)

Anybody offer any suggestions, as this is all new to me????


edit:-


here is a code snippet from the editor program - it looks like this might be what sets the palette.

would it be possible to change the values (64 \ 6...etc..) make it compatible with the palette for Wolf 3D or DOOM?


Otherwise I might just end the TC quest here and just stick to map making


setupcolors:
c1% = 0: c2% = 0: c3% = 0
OUT &H3C8, 0
FOR z% = 0 TO 251
OUT &H3C9, INT(c1% * 64 \ 6)
OUT &H3C9, INT(c2% * 64 \ 7)
OUT &H3C9, INT(c3% * 64 \ 6)
c1% = c1% + 1
IF c1% = 6 THEN c1% = 0: c2% = c2% + 1
IF c2% = 7 THEN c2% = 0: c3% = c3% + 1
NEXT z%
FOR z% = 1 TO 12
OUT &H3C9, 63
NEXT z%
FOR z% = 0 TO 41
LINE (203, z% * 3 + 50)-(205, z% * 3 + 52), z%, BF
LINE (206, z% * 3 + 50)-(208, z% * 3 + 52), z% + 42, BF
LINE (209, z% * 3 + 50)-(211, z% * 3 + 52), z% + 84, BF
LINE (212, z% * 3 + 50)-(214, z% * 3 + 52), z% + 126, BF
LINE (215, z% * 3 + 50)-(217, z% * 3 + 52), z% + 168, BF
LINE (218, z% * 3 + 50)-(220, z% * 3 + 52), z% + 210, BF
NEXT z%
RETURN



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