View Full Version : Shadow Warrior Re-texturing Project
Phayzon
08-22-2005, 07:06 AM
Cool. Good thing you included the defs for them! I wouldnt like typing in more than 5 by hand.
EDIT: Just played level5 (has both water and boss) and I noticed the bars are always blue, what about turning yellow then red at a certain point?
hitman71
08-22-2005, 07:34 AM
i could do that i think, but the originals stayed blue. Maybe i'll try to make a new set. I've done a few more today. Some of the very inconsequential things like nametags on lockers "c.kirk" etc and the "103" that appears on a submarine (and elsewhere maybe).
hitman71
08-22-2005, 08:07 AM
0113
http://homepage.ntlworld.com/hitt.man/0113.png
0281
http://homepage.ntlworld.com/hitt.man/0281.png
Blue/Yellow/Red Coloured boss meter (http://homepage.ntlworld.com/hitt.man/ColouredBossMeter.zip)
http://homepage.ntlworld.com/hitt.man/5380.png
http://homepage.ntlworld.com/hitt.man/5390.png
http://homepage.ntlworld.com/hitt.man/5400.png
More soon.
edit// fixed some transparencies
hitman71
08-22-2005, 08:32 AM
Warhammer, your 54 is brighter than 53 and 55. Mind if i alter its brightness so they match ? Or could you do it... Its quite noticable in eps 1 lvl 1.
hitman71
08-22-2005, 11:43 AM
Forget that last post Warhammer, its all down to lighting ingame.
Anyway, heres those names...
0330
http://homepage.ntlworld.com/hitt.man/0330.png
0331
http://homepage.ntlworld.com/hitt.man/0331.png
0332
http://homepage.ntlworld.com/hitt.man/0332.png
0333
http://homepage.ntlworld.com/hitt.man/0333.png
0334
http://homepage.ntlworld.com/hitt.man/0334.png
not tested ingame yet...
hitman71
08-23-2005, 11:26 AM
no more textures from me just yet but i have written a full credits list and readme for the current hrp. I'm planning on an update today so if anyone has any textures they've done recently, please please upload.
you can also email directly to me on
hitt DOT man AT ntlworld DOT com
Probably have a new hrp for download by tomorrow http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
hitman71
08-23-2005, 03:32 PM
And now a question. Whats the general concensus on using textures from the duke HRP project ? There are many great textures that will fit into SW perfectly, and many that can be easily tweaked for SW. I have downloaded the latest pack and am planning on going thru the whole lot looking for anything of use. I have 0 knowledge of models and no desire to learn, so it'll be textures only...
One downside is i cannot credit everyone from the duke project unless parkar has a full credits list by texture number.
make yourself heard on this subject please.
edit// 6 posts in a row - lol
Phayzon
08-23-2005, 04:12 PM
Credit "The Duke3D HRP Team" or something like that. BTW did you get the latest real release or latest beta release (http://plagman.free.fr/hrp_beta_050831.zip) ? (Beta is newer)
hitman71
08-23-2005, 04:24 PM
Its dated 4/4/05 and i think its the last proper release. I read about the beta but also read that its on a private url so bandwidth isn't maxed out. I didn't want to pester anyone for it. I grabbed the torrent and it downloaded the 75mb in only a few minutes http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Then i deleted all the junk and left only png and jpg files. Then dumped it all into 1 folder so i can browse thru it.
edit// just noticed you posted the link to the beta. downloading it now http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif thanks.
I'd already decided that if i go ahead and use duke stuff that a generic credit could be given. "Many textures taken from the Duke 3D HRP Project, with thanks to all its participators and Parkar, the maintainer." or something like that. The sw texture numbers, where a duke texture is used, would all be listed.
Heres the credits part of my current sw hrp credits text...
Credits
*******
Pack collected and maintained (currently) by hitm4n ( thats me :-) )
Please note some models or textures may have been originally made for the Duke 3D HRP Project
and simply supplied by these people.
Textures by...
--------------
DLT 0108-0110,
Geoffrey 0002-0009, 0234, 0235, 0297,
Quakis 0000, 0001, 0264, 0265, 0573, 0574, 0583, 0584,
ECMaster 0286, 0287, 0298, 0589, 0595, 0596, 2380-2391, 2816, 2817, 2846-2848, 2930-3024,
3600-3635, 4608-4667, 4669, 4670, 4672-4698, 4700, 4701, 5055-5057,
Eric.R 0244, 2324, 2427, 2870-2885,
Daniel Wilson 0080, 0389,
WarHammer 0015, 0016, 0053-0055, 0108-0110, 0480, 0503, 2530-2533, 3340-3343, 3547, 5051
GodBlitZor 2762-2766,
motionblur 0577, 0578,
ProAsm 2345, 2347, 2348, 3706-3741,
Roma Loom 0389(modified)
hitm4n 0040, 0044, 0111, 0113, 0114, 0119, 0281, 0330-0334, 0448, 0480(modified),
3540-3543, 5376-5406
Models by...
------------
Papou008 Evil Ninja V0.1
Suitcase V1.0
Rabbit V1.0
Esslan Punchstick
Sergioduke Lightswitch
Skyboxes by...
--------------
Just_Jim Sky_DarkMount, Sky_Desert, Sky_Frozen, Sky_Grave, Sky_Sea, Sky_Stars, Sky_C_noc
If anyone has updated any of this stuff or made new stuff WE NEED IT !! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif And if i missed you in the credits, let me know. Oh, and i still want to know everyones opinion on using duke hrp stuff either verbatim or modified.
I am currently redoing tile 0080.
Edit:
Ecmaster76
08-23-2005, 05:56 PM
Yeah, i think it would be okay to use any duke textures that would work. A lot of the SW stuff is identical or nearly the same as some in Duke.
So why not reuse the Duke HRP? You can certainly use anything I made for Duke. I think there are a few that might apply but I've been too lazy to check.
hitman71
08-23-2005, 07:52 PM
well, i'm not lazy so heres some more...
2570
http://homepage.ntlworld.com/hitt.man/2570.png
2573
http://homepage.ntlworld.com/hitt.man/2573.png
3422
http://homepage.ntlworld.com/hitt.man/3422.png
3501
http://homepage.ntlworld.com/hitt.man/3501.png
3503
http://homepage.ntlworld.com/hitt.man/3503.png
3561
http://homepage.ntlworld.com/hitt.man/3561.png
4710
http://homepage.ntlworld.com/hitt.man/4710.png
4998
http://homepage.ntlworld.com/hitt.man/4998.png
Once again, anyone wants to replace these with something better, feel free. I don't profess to being good at this, just keen.
ProAsm
08-24-2005, 02:15 AM
hrp_beta_050831.zip - A beta before its time ? http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Phayzon
08-24-2005, 06:25 AM
Lol, yeah. In the thread it was all explained http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif. Should i bother adding those few new thing or is the new hrp just gonna be out later today?
hitman71
08-24-2005, 07:02 AM
i'm waiting on some models and textures from a couple of chaps. Both via email... was hoping to have them by now http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
I'll wait a bit longer and do the new hrp for tomorrow. Wether i have the stuff or not.
hitman71
08-24-2005, 03:46 PM
5407
http://homepage.ntlworld.com/hitt.man/5407.png
5408
http://homepage.ntlworld.com/hitt.man/5408.png
http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
hitman71
08-25-2005, 07:48 AM
Daniel, no offence, but i think the first version of 0080 was much better than this new one. It was also much closer to the original. I'm going to leave the older one in for now.
If you have another go, please also make 0188 http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
I've received a healthkit model, a few new skyboxes and a player crosshair for inclusion. I'm now going to compile a full new pack.
Future versions will likely be small updates, with every 5th or 10th update making a new full pack. Or, go monthly ?? Anyway, new version later.
hitman71
08-25-2005, 12:19 PM
http://homepage.ntlworld.com/hitt.man/0256.png
This one fits in really nice. Tiles great too... Pack is ready, but i'm having trouble getting it to proasms ftp at the mo. When he gets back to me i guess it'll be available.
ProAsm
08-25-2005, 05:37 PM
Pack is up http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
http://www.proasm.com/files/Sw-Hrp-v13.zip (10.5mb)
link is dead... http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
ProAsm
08-25-2005, 06:07 PM
Link is not dead, I deleted the file as we are having some problems and it has to be redone.
Hitman is sending me the file atm and should be up in about 20 minutes or so.
hitman71
08-25-2005, 06:15 PM
There are many brick wall, cobblestone, tree textures in SW and i was actually contemplating going out and taking some digital photos of things to turn into textures. Tree foliage, tarmac, walls etc. even looking into cars. Is this beyond the call of duty ? Was it done for anything in the Duke HRP ? Am i insane ??
5 mins and its uploaded btw. Then Pro will sort it out his end.
ProAsm
08-25-2005, 06:43 PM
Ok its up.
hitman71
08-25-2005, 06:45 PM
Pro, what was those 2 texture numbers you sent me ? I forgot to add your credit.
Parkar
08-26-2005, 04:10 AM
hitman71 said:
There are many brick wall, cobblestone, tree textures in SW and i was actually contemplating going out and taking some digital photos of things to turn into textures. Tree foliage, tarmac, walls etc. even looking into cars. Is this beyond the call of duty ? Was it done for anything in the Duke HRP ? Am i insane ??
5 mins and its uploaded btw. Then Pro will sort it out his end.
No not realy, my photo source folder has about 10 000 pictures in it (didn't take all the photos my self). Using them directly usualy don't work to well in the case of duke or sw since it looks out of place. Using them as part of making a texture can give great results. It may take some time to learn how to use them properly. Most of the textures I have made for Duke has at least pieces from one photo in it some has a huge bunch.
What they do best is add "texture" to the texture. There is a whole bunch of ways to do it but most of the time it's through extra layers overlaying the textures in different modes.
necroslut
08-26-2005, 04:18 AM
hitman71 said:
There are many brick wall, cobblestone, tree textures in SW and i was actually contemplating going out and taking some digital photos of things to turn into textures. Tree foliage, tarmac, walls etc. even looking into cars. Is this beyond the call of duty ? Was it done for anything in the Duke HRP ? Am i insane ??
It wouldn't look good, at least not without some editing. TekWar had it, and it looked like crap.
On the other hand, you're not restricted to 256 colors... Nevermind.
hitman71
08-26-2005, 06:46 AM
I'm not stupid http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif I know that a bunch of hires full colour photos chopped up and slapped into SW is gonna look stupid. All pictures would be cropped, filtered, recoloured, tweaked etc to MAKE a new texture which would fit in nice amongst the other textures. The real question was do people go to the extreme of taking real photos to make these textures... Which the answer is yes...
I was going to start with a "tree foliage" picture and see what i can come up with http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
ProAsm
08-26-2005, 03:03 PM
Hitman, those 2 textures are not mine.
I took them from the Duke Hrp and modified them to fit so give the original author the credit.
1803 and 2396.
hitman71
08-27-2005, 05:53 PM
a gold star to the first person to tell me where tiles 1990-1999 are used.
i've tried hud, menus, "cool stuff" screens, load and save screens, map info etc etc.
And what font is actually used in the hud, cos it seriously needs changing next. Which tiles are used there ?
Carger2000
08-28-2005, 06:12 PM
Huh? Tiles 1990-1999 are track sprites 90-99 here..what do you mean? It just means you can have up to 100 track based objects (either sectors or sprites)
The font start at 2930 btw.
hitman71
08-28-2005, 07:39 PM
Carger2000 said:
Huh? Tiles 1990-1999 are track sprites 90-99 here..what do you mean? It just means you can have up to 100 track based objects (either sectors or sprites)
I have no idea what you are on about. When i said 1990-1999 i actually meant 1900-1999. They are the numbers 00-99 in gfx form and i wondered where in the game they are used. I'm guessing from what you said though that they are all used to track other things, like markers ?
The font start at 2930 btw.
This for the hud font ? health and ammo counts ?
JonoF
08-28-2005, 08:15 PM
hitman71 said:
I have no idea what you are on about. When i said 1990-1999 i actually meant 1900-1999. They are the numbers 00-99 in gfx form and i wondered where in the game they are used. I'm guessing from what you said though that they are all used to track other things, like markers ?
Tiles 1900 to 1999 are Shadow Warrior's equivalent of Duke's Locator sprites. You never actually see them in normal gameplay.
This for the hud font ? health and ammo counts ?
That is the small font used for stuff like the fortune cookie text and the inventory counts.
Jonathon
Phayzon
08-29-2005, 07:06 AM
JonoF said:
hitman71 said:
I have no idea what you are on about. When i said 1990-1999 i actually meant 1900-1999. They are the numbers 00-99 in gfx form and i wondered where in the game they are used. I'm guessing from what you said though that they are all used to track other things, like markers ?
Tiles 1900 to 1999 are Shadow Warrior's equivalent of Duke's Locator sprites. You never actually see them in normal gameplay.
Thats all you had to sayfor me to go see what im not supposed to :P On my voyage I discovered a rotating shuriken in TILES011, 2850-2864 anyone know what that is? I do http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
JonoF
08-29-2005, 08:28 AM
Phayzon said:
Thats all you had to sayfor me to go see what im not supposed to :P On my voyage I discovered a rotating shuriken in TILES011, 2850-2864 anyone know what that is? I do http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
I think it was used in an old beta of SW as the menu cursor, but it was replaced by the spinning yin-yang disc we have currently.
Jonathon
Phayzon
08-29-2005, 11:15 AM
JonoF said:
Phayzon said:
Thats all you had to sayfor me to go see what im not supposed to :P On my voyage I discovered a rotating shuriken in TILES011, 2850-2864 anyone know what that is? I do http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
I think it was used in an old beta of SW as the menu cursor, but it was replaced by the spinning yin-yang disc we have currently.
Jonathon
Correct.
hitman71
08-29-2005, 01:39 PM
Maybe some sort of list can be made of tiles that are definately NOT required for updating. I spent an age remaking those numbered tiles (1900-1999) only to find they were useless.
Would be a waste of someones time to remake that rotating shuriken too and i've noticed a few tiles that say "mirror" on them or other things.
Thanks for the answers anyhow.
Ryanthelurkster
10-05-2005, 08:05 PM
Wow I just had to stop playing and admire how real this looks http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif
oh yeah Happy Birthday Hitman! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Ryanthelurkster
10-05-2005, 08:06 PM
we'll it looked alot better when it was ingame http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
hitman71
10-06-2005, 06:02 AM
http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Thanks.
Jokke_r
10-07-2005, 04:53 AM
i played around yesterday and remade the menu screen but i think it's already done but whatever.
I resized it to 1024x1024 but when stretched out to the screen at a 4:3 aspect ratio resolution the image should look correct. but i dunno, i might upload another version later after i remake some parts. the blood needs to be fixed and the ying yang overall needs to be fixed cos the borders ***** up a bit and aren't as smooth as i hoped em to be. Well anyways.
http://img43.imageshack.us/img43/3710/swarrior7my.th.png (http://img43.imageshack.us/my.php?image=swarrior7my.png)
Ryanthelurkster
10-07-2005, 02:42 PM
yeah I think the main screen has already been redone but yours looks really good nontheless http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Few tries http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
4874
and a bullet hole... need a few tweaks, it looks a bit strange in game (from a distance)
2151
Phayzon
10-09-2005, 04:51 PM
Hey hitman/Proasm, when will the hrp be updated?
hitman71
10-09-2005, 05:46 PM
Papou's latest version of the rabbit model seems to move around sideways for me... I'll check i didn't make a mistake, but maybe someone else can comment ??
Anyone else tried it yet ?
All his latest models and these few new textures have been added now, but its not much of an update yet http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif
Cage, try to keep to png's, and always scale them to 4x the original. (Or 2x if the originals big) Great job on these so far http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Keep em coming !!
hitman71
10-09-2005, 05:50 PM
Jokke_r said:
i played around yesterday and remade the menu screen but i think it's already done but whatever.
I resized it to 1024x1024 but when stretched out to the screen at a 4:3 aspect ratio resolution the image should look correct. but i dunno, i might upload another version later after i remake some parts. the blood needs to be fixed and the ying yang overall needs to be fixed cos the borders ***** up a bit and aren't as smooth as i hoped em to be. Well anyways.
http://img43.imageshack.us/img43/3710/swarrior7my.th.png (http://img43.imageshack.us/my.php?image=swarrior7my.png)
I've compared this one side by side, and i prefer the first one. The ying yang shape is better, and you have shadows on the inside of the blood, making it look recessed. So, until you improve it (which i hope you will) i will keep the current one in the HRP. But please, do continue to make new stuff http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Jokke_r
10-10-2005, 08:15 AM
iv tweaked it a bit, the overall shape of the ying yang symbol should be much better and better edges and i removed most shading of the blood but left some of it on the drips that go down cos i think it looks better that way. Some of the edges of stuff might seem a bit aliased, but that prolly cos the AA in PSP9 sucks ass imo and i didn't wan to manually try to smooth it out again like i did last time and it didn't work out that well.
http://img419.imageshack.us/img419/2882/swarrior23co.th.png (http://img419.imageshack.us/my.php?image=swarrior23co.png)
hitman71
10-10-2005, 01:40 PM
Much much better. Unfortunately, i just sent HRP v1.4 to proasm. It'll have to wait till v1.5. Sorry. People can slap it into their textures folder if they prefer this version for now as the def stuff is already there.
Phayzon
10-10-2005, 06:44 PM
Cool. New Screen and new HRP.
EDIT: New map packs too??? Ill have to peek in and see.
hitman71
10-10-2005, 07:11 PM
Theres about 20 new maps and ProASM now has them. He is going to try and get them all sorted (including making sure WB and SP are split properly) very soon, and rebuild the 2 packs. Pretty big job loading up every map and checking for monsters etc. so could be a while yet. The HRP could be available much sooner...
Ryanthelurkster
10-10-2005, 07:12 PM
If I make another one word post, I'm going to have to be dealt with! Woohoo!
stucco walls (http://fire.duke.org.pl/textures.rar)
definetexture 4926 0 0 0 -1 -1 highres/textures/4926.png
definetexture 4927 0 0 0 -1 -1 highres/textures/4927.png
definetexture 4928 0 0 0 -1 -1 highres/textures/4928.png
definetexture 4929 0 0 0 -1 -1 highres/textures/4929.png
definetexture 4936 0 0 0 -1 -1 highres/textures/4936.png
definetexture 4937 0 0 0 -1 -1 highres/textures/4937.png
definetexture 4938 0 0 0 -1 -1 highres/textures/4938.png
definetexture 4939 0 0 0 -1 -1 highres/textures/4939.png
Phayzon
10-14-2005, 05:39 PM
Im working on the HUD Invetory
Phayzon
10-15-2005, 08:16 AM
Here they are, all but Caltrops. The Nightvision is from Duke3D HRP, and I'm looking for the # of the pickup nightvision to use as a model. These might look like crap right now but ingame they look a bit better.
hitman71
10-15-2005, 09:25 AM
cool. checking em out now.
Besli
10-22-2005, 03:44 PM
I found a nice toolbox:
http://www.autoworks.com/images/tool_box.jpg
http://www.autoworks.com/html/
Phayzon
10-22-2005, 07:22 PM
I may be able to work with that for a HUD texture, but as a pick up.. the voxel looks ALOT better.
Maybe wait with making the hud item icons until somebody makes a model of them?
Maybe I'll have a try on the gfx of the main hud http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
hitman71
10-23-2005, 05:59 AM
that toolbox is perfect, could at least be used as the texture for a model...
hitman71
10-23-2005, 07:06 AM
very nice. fix up them ying yangs and its good to go i reckon. Be sure to do the reduced hud window too and the enlarged one http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif That'll look great ingame.
SamSwashbuckler
10-23-2005, 07:19 AM
Cage, that's nice work, but have you treid SWP.exe where most of the hud is transparent? I think that's much better.
Phayzon
10-23-2005, 07:34 AM
cage, what texture # is that?
here's the finished standard hud
maybe i'll make the swp-ones later
#2434
Phayzon
10-23-2005, 12:19 PM
Its a bit... dark.
hitman71
10-23-2005, 01:52 PM
Man, what happened !! The font you added is great, the swords are a nice touch too, but the darkness of it all is pretty bad. It was so much cleaner and crisp in that first wip piccy, where did it get so different ? Is the contrast failing on your monitor or something ? http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
uh, it always seemed to me the hud was a lot darker, but I compared it with the orginal in the game and it's really lighter. Here's the lighter version
hud (http://img235.imageshack.us/img235/2514/24340py.png)
ProAsm
10-23-2005, 03:28 PM
Very nice - well done.
The brightness of the first picture is great, maybe about 10-20% more.
The second one is much too bright.
My current settings are in game brightness 50% and my monitor is set at 45%
Phayzon
10-23-2005, 04:13 PM
i like that light one
hitman71
10-23-2005, 06:20 PM
yep, that brighter one is far far better. I can actually see the detail in the swords now, and read the text !!
http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif good job. Now do the rest !! LOL.
Carger2000
10-24-2005, 10:30 AM
Pretty neat! Still not sure about the outlerine of the Yingyangs though.
hitman71
10-24-2005, 12:24 PM
they look fine when you view the pic at actual size http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif i thought the same at first. Its IE's bad resizing.
WarHammer
10-24-2005, 01:11 PM
I finally got an opportunity to work on some textures.
0013 (http://members.cox.net/vector0/tex/0013.png)
0014 (http://members.cox.net/vector0/tex/0014.png)
0026 (http://members.cox.net/vector0/tex/0026.png)
0027 (http://members.cox.net/vector0/tex/0027.png)
0050 (http://members.cox.net/vector0/tex/0050.png)
0113 (http://members.cox.net/vector0/tex/0113.png)
0114 (http://members.cox.net/vector0/tex/0114.png)
2708 (http://members.cox.net/vector0/tex/2708.png)
3485 (http://members.cox.net/vector0/tex/3485.png)
4906 (http://members.cox.net/vector0/tex/4906.png)
4907 (http://members.cox.net/vector0/tex/4907.png)
4908 (http://members.cox.net/vector0/tex/4908.png)
4909 (http://members.cox.net/vector0/tex/4909.png)
and
A reworked 0480 in a more GL friendly scale. (http://members.cox.net/vector0/tex/0480.png)
Whoever edited the version in the HRP destroyed my painstakingly alpha blended cutout. http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
Parkar
10-24-2005, 02:36 PM
Very nice http://forums.3drealms.com/ubbthreads/images/icons/thumbsup.gif
The first 4 look a bit bright and might need a bit more contrast as well. Haven't looked at them in game yet though but usualy they tend to look even brighter in game then in your browser of choice.
Phayzon
10-24-2005, 03:09 PM
They actually look about the same, maybe a little darker/lighter in game.
EDIT: and before I did this i did the steroids and jetpack HUD for Duke3D. I may redo the jetpack though
hitman71
10-24-2005, 03:28 PM
WarHammer said:
I finally got an opportunity to work on some textures.
Excellent. Will add these in now !
A reworked 0480 in a more GL friendly scale. (http://members.cox.net/vector0/tex/0480.png)
Whoever edited the version in the HRP destroyed my painstakingly alpha blended cutout. http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
That would be me probably, sorry... It was too big before, and paintshoppro is shit with alpha transparencies. Glad you redid it.
Carger2000
10-24-2005, 04:48 PM
Great stuff WH http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
WarHammer
10-24-2005, 06:36 PM
They're actually a bit darker than the originals, if anything. Probably right about the lack of contrast, though. In the pursuit of accuracy I tend to over-work my textures until they end up a looking a bit flat.
At first I was going to let someone more skilled attempt the more common textures but seeing the overall lack of progress... Expect more textures sometime soon.
hitman71
10-25-2005, 06:29 AM
WarHammer said:At first I was going to let someone more skilled attempt the more common textures but seeing the overall lack of progress... Expect more textures sometime soon.
COOL http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
May i request, grass, tree trunks, any common wall textures not yet done. Basically things that will make the biggest visual impact ingame, the more common re-used textures.
Parkar
10-25-2005, 07:42 AM
Hehe, that sure is close enough. You sure is more then skilled eough to do the textures so I see no reason waiting for someone more skilled doing them.
A little tip, Once you do a texture look up all the ones that belongs to the same set and do those as well.
ProAsm
10-25-2005, 10:53 AM
As Parkar says http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
You're doing a real fine job http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Parkar
10-25-2005, 10:56 AM
When it comes to staying true to the original the only one that comes close is Piterplus.
Phayzon
10-25-2005, 02:06 PM
Think piterplus will do some work on SW once Duke is (almost) done?
WarHammer
10-27-2005, 08:10 AM
Yes, Piterplus' work is amazing. Wish they would hurry up perfecting human cloning methods. We need an army of Piterpluses to do our retexturing bidding. However, others have the technical skills to match Piterplus. Roma Loom's model skins have always impressed me and yours as well, Parkar.
One thing that might help would be shared resources. Since I had never done any texture work prior to the few D3D and SW textures I worked on thus far I'm having to figure out how to do things as I go and my materials are a bit limited. Finding basic wood images with similar grain to the originals for example has been annoyingly difficult. Google can only help so much...especially when you can't tell apart ash or birch from maple or oak.
Anyway, my current goal is to try to have all of Seppuku Station retextured by the end of the year.
Parkar
10-27-2005, 08:19 AM
WarHammer said:
Yes, Piterplus' work is amazing. Wish they would hurry up perfecting human cloning methods. We need an army of Piterpluses to do our retexturing bidding. However, others have the technical skills to match Piterplus. Roma Loom's model skins have always impressed me and yours as well, Parkar.
One thing that might help would be shared resources. Since I had never done any texture work prior to the few D3D and SW textures I worked on thus far I'm having to figure out how to do things as I go and my materials are a bit limited. Finding basic wood images with similar grain to the originals for example has been annoyingly difficult. Google can only help so much...especially when you can't tell apart ash or birch from maple or oak.
Anyway, my current goal is to try to have all of Seppuku Station retextured by the end of the year.
Awsome goal there http://forums.3drealms.com/ubbthreads/images/icons/thumbsup.gif
When it comes to resources, I have a huge collection of source photos(10 000 or so) just PM, mail, icq, msn or meet me in #jfduke and let me know what you need. Would be cool to make the whole thing avaliable on the net but its over 2 gigs and would need quiet a bit of work just cleaning it up so there is no copyrighted material in it etc.
WarHammer
10-28-2005, 07:31 PM
Parkar said:
A little tip, Once you do a texture look up all the ones that belongs to the same set and do those as well.
I've been trying to do that. I know there are are damaged versions of the door textures but those are going to require quite a bit more work. If there are any other related textures that I missed I am unaware of it.
However, that does bring me to something that's been bugging me...palette swaps. I can make the color variations easily enough but I need more information on how to find out which variations are used and how the game references them. This room, for example, is starting to look less and less as it should:
Parkar
10-29-2005, 03:51 AM
That pallette should be done with a tint rahter then a special version fo all the textures.
add this to sw.def
definetint 11 174 186 142 0
definetint 13 148 192 255 0
definetint 14 255 0 0 0
these are the basic tints (green, blue, red). 5 minutes of work, so they're not exact as the orginal, but a lot better than no pallette http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
btw. working on the breakable computer textures now
hitman71
10-29-2005, 06:39 AM
the hrp has had one of the tints for a while.
definetint 14 255 110 80 0
i'm guessing its a little closer to a match. So i will add the other 2 for now. Anyone want to offer different values here that are more accurate, i will amend the sw.def
Carger2000
10-29-2005, 07:27 AM
Note that a LOT of the 'broken' textures aren't actually in the game. (They should be done, but have a lower priority, to me at least)
#3350 (http://img460.imageshack.us/img460/5186/33508qv.png)
#3351 (http://img460.imageshack.us/img460/4061/33515to.png)
#3352 (http://img460.imageshack.us/img460/541/33528xn.png)
#3353 (http://img460.imageshack.us/img460/9260/33539ba.png)
broken ones coming soon http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Parkar
10-29-2005, 08:14 AM
cage said:
#3350 (http://img460.imageshack.us/img460/5186/33508qv.png)
#3351 (http://img460.imageshack.us/img460/4061/33515to.png)
#3352 (http://img460.imageshack.us/img460/541/33528xn.png)
#3353 (http://img460.imageshack.us/img460/9260/33539ba.png)
broken ones coming soon http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
You bring back hope that this project might actualy still be alive when I am ready to join in. http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif Those are just perfect.
Besli
10-29-2005, 12:43 PM
Parkar said:
cage said:
#3350 (http://img460.imageshack.us/img460/5186/33508qv.png)
#3351 (http://img460.imageshack.us/img460/4061/33515to.png)
#3352 (http://img460.imageshack.us/img460/541/33528xn.png)
#3353 (http://img460.imageshack.us/img460/9260/33539ba.png)
broken ones coming soon http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
You bring back hope that this project might actualy still be alive when I am ready to join in. http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif Those are just perfect.
Yes they are great!! Here are some real talents working on SW! Keep on working cage!
hitman71
10-29-2005, 09:41 PM
cage said:
#3350 (http://img460.imageshack.us/img460/5186/33508qv.png)
#3351 (http://img460.imageshack.us/img460/4061/33515to.png)
#3352 (http://img460.imageshack.us/img460/541/33528xn.png)
#3353 (http://img460.imageshack.us/img460/9260/33539ba.png)
broken ones coming soon http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
nice. added.
WarHammer
10-30-2005, 02:16 AM
Parkar said:
That pallette should be done with a tint rahter then a special version fo all the textures.
But what about instances where only part of the texture is palette swapped? Such as 4927:
Parkar
10-30-2005, 06:36 AM
WarHammer said:
Parkar said:
That pallette should be done with a tint rahter then a special version fo all the textures.
But what about instances where only part of the texture is palette swapped? Such as 4927:
Tint should naturaly only be used for the full color changes. the ones that replaces blue color etc needs to have the extra colored versions as separate textures. The releasenotes.html explains how to set it up pretty good.
WarHammer
10-30-2005, 04:55 PM
I read the release notes before I posted, of course, but I only found an explanation of the def syntax (which I already knew) but nothing about how to know which palette indexes are what.
Basically, If I have a replacement texture how do I figure out which variations are needed (short of playing the game and comparing each instance it's used) and how do I equate, "this part here should be blue," to a specific palette index?
Parkar
10-31-2005, 12:55 AM
WarHammer said:
I read the release notes before I posted, of course, but I only found an explanation of the def syntax (which I already knew) but nothing about how to know which palette indexes are what.
Basically, If I have a replacement texture how do I figure out which variations are needed (short of playing the game and comparing each instance it's used) and how do I equate, "this part here should be blue," to a specific palette index?
load up build, place a sprite with a texture that has blue in it. change pallette, take screenshot change pallette, take screenshot. then make a smaller image with just the colors blue is replaced with in small boxes and use it as a guide. You might need to do the same for some of the other colors to since I think some pallettes changes more then the blue parts.
If you want them to look exactly like the original you need to export the textures with the different pallettes aplied somewhere.
There is no realy good shortcut I am afraid.
WarHammer
10-31-2005, 04:02 AM
I was afraid of that. I'm probably the only person on earth who never bothered to learn Build.
Phayzon
10-31-2005, 01:54 PM
WarHammer said:
I was afraid of that. I'm probably the only person on earth who never bothered to learn Build.
no your not.
Tea Monster
10-31-2005, 02:06 PM
You are probably only the 3rd, well, maybe the 5th. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Kerber
11-10-2005, 02:10 AM
Your guys work looks great...I was wondering if you guys have ever experinced strange colors when dumping textures with GRP viewer...I get this nice purple artifact on everything..and its quite corrupt any ideas?
hitman71
11-10-2005, 02:35 AM
you need to place sw's pallette file in the grpviewer folder. Or get the latest version which i think supports both duke and sw pallettes.
Kerber
11-10-2005, 04:33 PM
Thnx I just got it to work. Another question whats the max resolution restriction 4X?, and is there a place to download everyones textures or do I need to read through the thread and do my own work. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
WarHammer
11-11-2005, 03:22 AM
For the resolution use 4X as a starting point but adjust when needed. Usually 4x is perfect but sometimes it's too big or too small. It just depends on how it's used in-game. Also you should try to keep the dimensions at a power of 2. For example, if at 4x a texture comes to 272x520 go ahead and make it 256x512.
ProAsm has a pack on his site here: http://www.proasm.com/ (Downloads for JFSW > scroll down to High Resolution Pack). It a bit out of date though, so you will still need to unpack it and manually add in all the models and textures released since Oct. 11.
hitman71
11-12-2005, 06:17 AM
Making a new pack today. Will send over to Proasm later.
Ryanthelurkster
11-12-2005, 10:57 AM
yay! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
WarHammer
11-12-2005, 02:18 PM
And I'll see what I can do about making that pack outmoded by it's release. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
hitman71
11-12-2005, 08:50 PM
That would be great. Always looking forward to more textures. Every time theres new ones it makes me play more custom levels http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Carger2000
11-17-2005, 06:23 PM
Alright. Had a good playthrough..here's some comments on the textures I didn't like. (partially)
*Brick wall texture in Seppuku station doesn't look too convincing.
*Air meter TEXT has coloured outline, doesn't look too good. I'd scrap that.
*The 'Yellow' textures aren't aligning properly & wrong shade of yellow.
*Skyboxes of city (skyscrapers) and mountains feature very nasty jpeg compression and are too low res.
*The wooden mat texture doesn't look very good.
*Round red Button look a little plain and cartoonish.
*Cracks aren't looking very good.
===
And here's some of my favorites:
*Old wooden crates.
*'Night' skybox.
*Locker
*Bathroom tiles
hitman71
11-17-2005, 08:22 PM
Carger2000 said:
Alright. Had a good playthrough..here's some comments on the textures I didn't like. (partially)
*Brick wall texture in Seppuku station doesn't look too convincing.
Wow. I thought this texture was superb. Look at it at the very start of the level. See that big black archway. See how the old bricks used to look ? They were awful compared to the new ones. (yes yes, its one i added http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif )
*Air meter TEXT has coloured outline, doesn't look too good. I'd scrap that.
Another of mine, and i was never happy with it either. Its in till someone makes a nicer one.
*The 'Yellow' textures aren't aligning properly & wrong shade of yellow.
hurrah, not mine. I did clean up some of these textures, but one of them had irregular black stripes and your right, it doesn't match up. One of the set i had to flip completely so it was the right way round !
*Skyboxes of city (skyscrapers) and mountains feature very nasty jpeg compression and are too low res.
OK, read the readme with the HRP. It explains that the 512x512 skyboxes were causing huge framerate drops in usermade outdoor levels. For this reason i converted them (best i could) to 256x256. The initial skyboxes weren't high quality to start with so i couldn't do any better. I have requested the uncompressed originals a long time ago, and i was promised them, but they never arrived http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
*The wooden mat texture doesn't look very good.
Make a new one !! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
*Round red Button look a little plain and cartoonish.
You mean the door switch one ? Its lovely IMO.
*Cracks aren't looking very good.
Yep, you are absolutely right on this one !
And here's some of my favorites:
*Old wooden crates.
*'Night' skybox.
*Locker
*Bathroom tiles
Some of the crates were my work. The ones with the metal round them. I used someone elses crates, i just added the metal parts. Not too bad a job i think but i'll happily have them replaced by something better. I made the names for the lockers. C.KIRK etc... http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif I think i added the bathroom tiles texture too.
Anyway, pretty much on the money i think with your observations and all we can do is wait for people to step up and make better jobs of them. I never have been a gfx guy but i wanted to give some a go and show willing.
What i don't understand is there must be people more interested in SW HRP than DN HRP. I personally have 0 interest in Duke, there must be others too...
Carger2000
11-18-2005, 05:37 AM
Alright had another look at the brick wall texture and I
like it now, apart from the little 'bullet hole-esque' spot which repeats too often. You might to get rid of that.
Didn't read about the skyboxes. http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif but I think everybody agrees they should be better..someway.
The red button is nice but it's just a little too perfect for my liking. It looks like something out of a futuristic movie.
Note that this criticism was posted to help not to just moan. (I know you know Hitman but for the rest)
I still love your contributions http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
hitman71
11-18-2005, 06:02 AM
Carger2000 said:
Alright had another look at the brick wall texture and I
like it now, apart from the little 'bullet hole-esque' spot which repeats too often. You might to get rid of that.
Anyones welcome to touch it up.... oooer matron.
Didn't read about the skyboxes. http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif but I think everybody agrees they should be better..someway.
Yep, they do look poo, i totally agree, and would love to see new ones or better ones.
The red button is nice but it's just a little too perfect for my liking. It looks like something out of a futuristic movie.
yeah, it is very "precise" compared to everything else. Maybe this is the standard to follow though ?
Note that this criticism was posted to help not to just moan. (I know you know Hitman but for the rest)
:) Stop bloody moaning will ya !!
I still love your contributions http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
hehe
#0145
nothing complicated but common tile
WarHammer
11-18-2005, 07:44 PM
Carger2000 said:
*Brick wall texture in Seppuku station doesn't look too convincing.
Working on a replacement for this one that's much closer to the original. Just trying to get rid of annoying repeating patterns before I post it.
*The 'Yellow' textures aren't aligning properly & wrong shade of yellow.
Planning on doing those soon. I'm not too fond of them either.
*Skyboxes of city (skyscrapers) and mountains feature very nasty jpeg compression and are too low res.
To be perfectly blunt, all of the skyboxes are crap. They're all low res and computer generated looking and none of them are even close to the originals. I've already made a replacement for the dark clouds sky. I just need to conceal the "pinching" effect in the corners.
*The wooden mat texture doesn't look very good.
Not really sure which one you are referring to.
*Round red Button look a little plain and cartoonish.
There was another one posted that had a much nicer looking button than the one in the HRP but the rest of the texture was not as nice. I've been planning on either combining the best of both versions.
*Cracks aren't looking very good.
Might work on the cracks next.
WarHammer
11-18-2005, 07:48 PM
Nice looking textures, cage. Very close to the originals (I like that).
Kev_Hectic
01-16-2006, 10:25 PM
Can someone post the two vending machine tiles (and there smashed states) that can be seen in this screenshot here?...
I don't own Shadow Warrior so I don't have access to these textures (speaking of which, I just remembered that Joe still owes me a copy of Shadow Warrior... http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif). Anyway, I made similar looking textures for the Duke 3D HRP, and I might be able to alter them to look like the two in the screenshot.
http://forums.3drealms.com/ubbthreads/attachments/999251-bug.JPG
Luigi
01-17-2006, 10:47 AM
I attached the textures.
Kev_Hectic
01-17-2006, 11:03 AM
..Eeerm, thanks for the help and all... but I was asking if someone could extract the actual textures from the .grp file, not post some screenshots from a side angle. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Luigi
01-18-2006, 08:18 AM
I attached them to my previous post.
Wouldn't it be illegal to post them, and couldn't you just download the shareware? That's from the first shareware level.
Kev_Hectic
01-18-2006, 11:50 PM
Ras said:
Wouldn't it be illegal to post them, and couldn't you just download the shareware? That's from the first shareware level.
Yeah your right, I guess I could've just grabbed them from the shareware version. But I did manage to snag the ones that Luigi posted before Terminx took 'em down. So thanks. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
WarHammer
01-22-2006, 10:52 AM
Here's a little something to make jfShadow Warrior look a little nicer:
First, a series of replacements for skybox 0184 (Keep the original 0184-6, though - no need to replace that one).
0184-1 (http://members.cox.net/megadeus/0184-1.jpg)
0184-2 (http://members.cox.net/megadeus/0184-2.jpg)
0184-3 (http://members.cox.net/megadeus/0184-3.jpg)
0184-4 (http://members.cox.net/megadeus/0184-4.jpg)
0184-5 (http://members.cox.net/megadeus/0184-5.jpg)
Next, a more accurate 0256. It may look like a simple cropped photo but it is actually the end result of hours of painstaking weathering and adjusting to make it not look like utter crap.
0256.jpg (http://members.cox.net/megadeus/0256.jpg)
Then some carpet (or what ever else the level designers thought they could use them as).
2650.png (http://members.cox.net/megadeus/2650)
2651.png (http://members.cox.net/megadeus/2651)
2652.png (http://members.cox.net/megadeus/2652)
2653.png (http://members.cox.net/megadeus/2653)
2654.png (http://members.cox.net/megadeus/2654)
2655.png (http://members.cox.net/megadeus/2655)
Lastly, some walls. After mulling over the palette problem for a while I hit upon a brute force solution to figure them out. I created a bunch of sequentially numbered textures and defined them all to matching palette entries. Then I just played through the level and the answer was magically revealed. A slow and dumb method but it works. I'm not sure if all of these variations are used or if this is all of the variations that are needed yet but I just wanted to get them posted. any missing variations can easily be made as needed.
4922.png (http://members.cox.net/megadeus/4922)
4926.png (http://members.cox.net/megadeus/4926)
4926_16.png (http://members.cox.net/megadeus/4926_16)
4926_17.png (http://members.cox.net/megadeus/4926_17)
4927.png (http://members.cox.net/megadeus/4927)
4927_16.png (http://members.cox.net/megadeus/4927_16)
4927_17.png (http://members.cox.net/megadeus/4927_17)
4928.png (http://members.cox.net/megadeus/4928)
4928_16.png (http://members.cox.net/megadeus/4928_16)
4928_17.png (http://members.cox.net/megadeus/4928_17)
4936.png (http://members.cox.net/megadeus/4936)
4937.png (http://members.cox.net/megadeus/4937)
One final item. I extracted these voxels from the Tonight Never Ends group file and created defines for them. Simply extract the zip to your highres folder and add include highres/sprites/voxels.def to your sprites.def. These are simply place holders until proper models are made so you don't have to look at quite so many flat, blurry sprites in the meantime.
voxels.zip (http://members.cox.net/megadeus/voxels.zip)
hitman71
01-22-2006, 11:07 AM
the readme in the voxels zip just includes the nuke pickup defs ? Other than that, the walls and carpets look cool. However, i'm not so sure about the bricks. That was a texture i made, and i made sure it tiled nicely. It now looks to have diff colours on the left and right edges, which will probably make it tile very badly. (I will have a peek at this in a min.) Also, i did a side by side comparison of mine v original, and i presonally thought mine was very close. What needed doing was the big black archway in level 1.
Anyway, i need to see them in game before i affirm my judegements.
Thanks !!
hitman71
01-22-2006, 11:14 AM
well, it tiles really well, and it probably is a bit more accurate than mine was. Just seems a little smudgey on each edge, which shows a little ingame...
Gonna add all the rest now. Can you provide all the defs for the kvx files please. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Luigi
01-22-2006, 11:30 AM
Finally some things for SW!
Now we only need Papous new models http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
WarHammer
01-22-2006, 07:18 PM
hitman71 said:
the readme in the voxels zip just includes the nuke pickup defs ?
http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif Packed the wrong file. I've attached the correct defs file and corrected the original zip, as well.
As for your 0256, it was a beautiful texture but the bricks were not quite the right shape and were far too clean and new looking. The original had thin, eroded grout lines and were covered in dark smudges; mine is still too clean, in fact.
For these newer textures I actually did a lot of toggling in-game to get the right look. Which reminds me, I would find the ability to bind a key to toggle 'usemodels 0/1' or 'usehightile 0/1' insanely useful. Um, any possibility of adding those to SWP, ProAsm? Wouldn't even need a menu item, just make it manually configured in the cfg file.
hitman71
01-23-2006, 02:23 AM
good idea. another idea is to play the game in a window and have 2 instances running ?
TerminX
01-23-2006, 01:54 PM
WarHammer said:
I would find the ability to bind a key to toggle 'usemodels 0/1' or 'usehightile 0/1' insanely useful.
Proper key binding is something I've been pushing for to happen in Duke lately (for EDuke32, really). Some of the changes ultimately required to support such a thing have already been made; if/when such a thing is ever done, I suspect applying it to SW would be somewhat easy as most of the changes take place in code that is shared between Duke and SW.
WarHammer
01-28-2006, 12:17 AM
New, more generic versions of 2652 (http://www.members.cox.net/megadeus/2652.png), 2653 (http://www.members.cox.net/megadeus/2653.png) & 2654 (http://www.members.cox.net/megadeus/2654.png). I realized those three are used for just about everything but carpet and shag machinery just didn't look right.
Another palette variation for 4926 (http://www.members.cox.net/megadeus/4926_4.png) I missed.
An lastly, a whole mess of signs (http://www.members.cox.net/megadeus/signs.zip), their palette variations and def file. I'm not sure if all the necessary variations are included or even if all of the ones that are included are used anywhere in the game but these palette variations are a pain in the ass! and damn it, Jim. I'm an artist not an optimizer.
Luigi
01-28-2006, 09:40 AM
Great work on those! I hope you make some more http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Roi de Janeiro
01-30-2006, 08:47 PM
Hi... Im new... but i made a few Texes... hope they are usefull. Most of them are from Lo Wang's Dojo of Death:
here! (http://www.home.pages.at/flsne/stuff/dojoplus.rar)
http://www.home.pages.at/flsne/stuff/smile.gif http://www.home.pages.at/flsne/stuff/smile.gif http://www.home.pages.at/flsne/stuff/smile.gif
Luigi
01-31-2006, 01:01 AM
Those are really great! Can you change the font on the Lo wangs dojo sign?
Roi de Janeiro
01-31-2006, 08:09 PM
I can... look here (http://www.home.pages.at/flsne/stuff/00194949.rar). There is also a new version of the Jolly-Roger-texture in the archive.
http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif
Luigi
02-03-2006, 09:00 AM
Much better! It looks much better now.
Luigi
02-14-2006, 10:40 AM
So anything new anyone?
Antosa
02-24-2006, 09:18 AM
Luigi sei italiano?
Luigi
03-12-2006, 07:09 AM
It's a shame that sw retexturing/remodelling has stopped.
Old Sparky
03-13-2006, 06:59 AM
Luigi said:
It's a shame that sw retexturing/remodelling has stopped.
Yeah, it's strange.. http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
hitman71
03-13-2006, 11:22 AM
The fanbase for SW is smaller than DN3D and the talented texture/model guys are all working on that for now. I saw the slowdown coming and the lack of enthusiasm for the SWHRP from all the gfx peeps didn't give me much impetus to carry on with it. Among other factors of course... I hope it will pick up again soon...
Carger2000
03-16-2006, 03:35 PM
Well I'm looking into texturing the last week (see the Duke souce sprite thread) so it's only natural I'll do some SW work now http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
EDIT: Someone should do a listing with done textures and stuff (like the DN3D one , it would really help me and others out. I'm willing to host it on SW-dojo.
Luigi
03-17-2006, 01:39 PM
After a lot of search thru the sw.grp and the deflines of the finished stuff i completed a list of WIPs and Done stuff. The list misses some stuff that is in the HRP(at least i think becouse i installed everything manually) so fell free to complete it . http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Carger2000
03-17-2006, 06:11 PM
^Nice one
605. 606 & 607 (WIP)
http://www.watluljenou.nl/605.jpg
http://www.watluljenou.nl/606.jpg
http://www.watluljenou.nl/607.jpg
Damien_Azreal
03-19-2006, 11:07 AM
Once the DN3D HRP is finished I expect the SW HRP will start to blow up a bit.
Damn, I was playing around sw.grp with grpviewer and I broke it in some way :doh: I can't find the CD with it, if I'll find it I'll make some textures
Roi de Janeiro
05-22-2006, 12:46 PM
Here are two nex textures. Both are to be found in Sepukko Station!
http://home.pages.at/flsne/stuff/sw-retex4864_4865.rar
Psykomanius
05-23-2006, 06:12 AM
Cool :cool:
Another Duke Fan
05-23-2006, 02:16 PM
Excellent! Pitty, the project moves real slow though.
3D Master
06-18-2006, 04:04 AM
Subscribing to thread.
Conrad Coldwood
08-12-2006, 11:13 AM
I rarely hang around here but the new textures made for Shadow Warrior HRP are just perfect, it's very high quality and I hope you're not going to stop :)
Luigi asked me if I could try to make some blood so here are the four blood spray sprites.
1562 ( http://unproductive-factory.monserveurperso.com/_acc/SwTemp/1562.png)
1563 ( http://unproductive-factory.monserveurperso.com/_acc/SwTemp/1563.png)
1564 ( http://unproductive-factory.monserveurperso.com/_acc/SwTemp/1564.png)
1565 ( http://unproductive-factory.monserveurperso.com/_acc/SwTemp/1565.png)
Hope these are ok (maybe more to come… maybe)
Phayzon
08-12-2006, 11:33 AM
Finally, something new \o/
Luigi
08-12-2006, 02:45 PM
Thanks! If you want to do more here's some stuff:
0080
0188
0384
0389
0597-0598
0650-0655
0659
1710-1715
1718-1721?
2190-2195
2410-2425
2430-2433?
2500-2503
3320-3321
Conrad Coldwood
08-12-2006, 04:33 PM
I've got 0389 (http://unproductive-factory.monserveurperso.com/_acc/SwTemp/0389.png) and I think Shadow Warrior's 0080 is like Duke Nukem's 0546 (http://unproductive-factory.monserveurperso.com/_acc/DukeTemp/0546.png)...
There is plenty to do and I still would like to do a few more things for Duke HRP (because I'm more Duke fan than SW unfortunately :() But I'll be back ^^
Luigi
08-12-2006, 05:03 PM
No problem i can wait :) That looks great
Damien_Azreal
08-13-2006, 06:10 PM
That is the main problem. Everybody is working on the Duke HRp, and only a handful of people are working on the SW HRP.
Phayzon
08-13-2006, 06:53 PM
...if that. :(
Damien_Azreal
08-13-2006, 07:31 PM
Well, by handful I meant about two or three. ;)
Phayzon
08-13-2006, 07:50 PM
...if that ;)
Damien_Azreal
08-15-2006, 12:50 PM
Okay then. :p
Orochi looked at some of my drawings and thinks I should try texture work. What's a good program to use? I could try my hand at a few.
gt1750
08-15-2006, 01:43 PM
Commercial - Photoshop
Free - Gimp
Damien_Azreal
08-15-2006, 02:17 PM
Thanks.
Tile # 362:
http://img167.imageshack.us/img167/1135/0362aj8.png
Tile # 269:
http://img329.imageshack.us/img329/5183/0269mk9.png
All of Warhammers links are dead. I'm planning on doing some more tiles, might have one or two done by tonight or tomorrow.
762:
http://img207.imageshack.us/img207/4098/0762ih8.png
763:
http://img208.imageshack.us/img208/6379/0763mp3.png
Another Duke Fan
12-31-2006, 02:22 AM
All of Warhammers links are dead. I'm planning on doing some more tiles, might have one or two done by tonight or tomorrow.
Could you put a complete pack together? That would really rock. Thank you for the excellent hi-res art refreshment! :)
I was going to, but I could only add so many textures that aren't already put together in the current "pack". We need more, but I guess It wouldn't hurt to put together what I can get now. I'll see about doing that today, since I don't have anything else to do.
WarHammer
01-04-2007, 05:01 AM
All of Warhammers links are dead.Yeah, I'm extremely limited on my available personal webspace. I'm pretty sure all of these are included with the latest pack but, if anyone needs them, I've re-uploaded them for a limited time:
Miscellaneous textures (http://www.members.cox.net/vector0/textures.zip)
Signs pack (http://www.members.cox.net/vector0/signs.zip)
Skybox 184 (http://www.members.cox.net/vector0/skybox-0184.zip)
3448 clock model (with broken state) model taken from Duke HRP but re-skinned for SW (http://www.members.cox.net/vector0/3448_clock.zip)
0712 light switch model - taken from directly Duke HRP with only modification to the defs (http://www.members.cox.net/megadeus/0712_lightswitch.zip)
Voxel model replacement pack (shamelessly ripped and compiled from multiple TC's) (http://www.members.cox.net/megadeus/voxels.zip%22)
Just_Jim
01-05-2007, 11:43 AM
I just uploaded this
http://www-personal.umich.edu/~jimw/sw/sw_highres_1-05-07.zip
29 MB 900 files in 27 folders
Some of the images may be non-canon (skyboxes), but it is what I have
If you download this extract it into a temp directory before you copy it into your game so you can see what is in it. Here is the directory structure:
sw.def
\highres
\fonts
\bigfont 36
\smallfont 405
\screen 3
\skyboxes
\0037
\0088
\0095
\0184
\0189
\Sky_C_noc
\Sky_DarkMount
\Sky_Desert
\Sky_Frozen
\Sky_Grave
\Sky_Sea
\Sky_Stars
\sprites
\firstperson 1
\monsters 20
\pickups 2
\props 47
\signs 34
\switches 2
\voxels 22
firstperson.def
monsters.def
pickups.def
props.def
signs.def
switches.def
voxels.def
\textures 236
fonts.def
screen.def
skyboxes.def
sprites.def
textures.def
Psykomanius
01-05-2007, 06:06 PM
Thanks :cool:
Final all the textures in one big pack :dopefish:
Selbstmord
01-08-2007, 08:32 PM
Just made a few...
Nothing big, but it'll scratch 2 off the list...
I also made the main menu titlebar ("Shadow Warrior")
Just a quick one, it'd be great if anyone had a vectorized logo (or the original font that was used...), so we could do an almost 100% replica, I think this'll do for now.
0309 - vertical "vehicle barrel"
0328 - horizontal "vehicle barrel"
2366 - main menu logo (stored under "screen" for me.)
edit: I'll probably do a larger revised version for the "barrels" later, but they're more like placeholders, since the original textures look so goddamn awful...
Selbstmord
01-08-2007, 11:00 PM
Made some more...
Nothing special, they need a lot of work, they do look nicer ingame though...
0295 - vertical spike
0361 - horizontal bloody spike
0373 - diagonal bloody spike
0378 - vertical bloody spike
Luigi
01-10-2007, 06:33 AM
Good work! I think the spikes and the turret needs to be modeled, but your textures should be used for them.
Scarred Bushido
01-10-2007, 07:13 AM
help i dont understand this fourm like isnt there alrdy sourse code and that and how would i applie these files im sorry im new to this fourm and i really wanna play shadow warrior
Dead Meat
01-10-2007, 09:44 AM
help i dont understand this fourm like isnt there alrdy sourse code and that and how would i applie these files im sorry im new to this fourm and i really wanna play shadow warrior
Download the JFSW binaries from here: http://files.filefront.com/jfsw%2020051009/;4255417;;/fileinfo.html
When you download them extract it somewhere, then go to the extracted folder, there should be 5-6 files there, copy all the files and paste them into your main Shadow Warrior directory, when asked to overwrite you click 'yes'.
Then go to 'setup.exe' and click 'music, sound and video'. You have to adjust your settings, here's how it should look like:
voices 32
sample size 16-bit
sample rate 48000 Hz
Then you choose the resolution that best suits you, click 'close', click 'save and run SW' and you're done!
When you enter the first level of the game press 'u' in order to activate mouse look.
Scarred Bushido
01-10-2007, 09:54 AM
Thank u so much should i stay here to get more updates on shadow warrrior thingy
Dead Meat
01-10-2007, 11:21 AM
The JFSW port hasn't been updated for more than a year. If you want more info go to http://jonof.edgenetwork.org/index.php?p=jfsw
Selbstmord
01-10-2007, 01:34 PM
Good work! I think the spikes and the turret needs to be modeled, but your textures should be used for them.
I'm modeling the spikes (or arrowheads, as the .grp calls them), but it's proving to be rather difficult, as my Milkshape3D skills aren't what they used to be :/
Oh, and the barrel textures i posted are not for sprites, they are actual textures.
I could post my work so far on the arrowheads, if anyone would like to "finish" it?
Scarred Bushido
01-10-2007, 06:45 PM
Are u guys modifing the game to look better? cuz if u are omfg thanku lol
Scarred Bushido
01-11-2007, 12:04 AM
The JFSW port hasn't been updated for more than a year. If you want more info go to http://jonof.edgenetwork.org/index.php?p=jfsw
um yeh that thing u said i shoulkd use
well it crashs sum times is that normal?
Dead Meat
01-11-2007, 08:31 AM
um yeh that thing u said i shoulkd use
well it crashs sum times is that normal?
It's not normal to crash. Go to http://forums.3drealms.com/vb/showthread.php?t=24609 and consult somebody who knows better.
Scarred Bushido
01-11-2007, 09:05 AM
its all good now thanks btw how do i add these textures u guys are makin?
Kennedy
01-20-2007, 05:15 AM
Here's the anime babe from Master Leap's throne (Edited worksafe version)
I wasn't sure weather to put it in this thread or the 3D model thread, but since it's 2D and she appears in one texture I posted it here. I have another version without the black bars, but still slightly edited but I won't post that one without a mod's approval.
hitman71
01-20-2007, 08:11 AM
post it in zip file instead so people can leech it and add it in.
Scarred Bushido
01-20-2007, 11:56 AM
that is really cool since im a anime fan anyway if u zipped it i would have to leanr were to put it all :)
its all good now thanks btw how do i add these textures u guys are makin?
You have to put the textures in their proper folders, and then add the DEF's for them.
I would say look through some of the threads, check JonoF's sight for DEF explanations, or just wait until we get some more textures and/or models when I will update the current SWHRP.
Link do DEF descriptions. (http://jonof.edgenetwork.org/index.php?p=jfbuild.def)
Kennedy
01-20-2007, 02:56 PM
post it in zip file instead so people can leech it and add it in.
You mean the anime babe picture?
Scarred Bushido
01-20-2007, 02:57 PM
do u have a link plz mate?
hitman71
01-20-2007, 03:42 PM
You mean the anime babe picture?
yes, rather thanpost the actual piccy.
Kennedy
01-20-2007, 07:28 PM
yes, rather thanpost the actual piccy.
OK. Here's the picture zipped up. While the image dimensions are rather large the actual image byte size is quite small becuase it only has 16 colors.
Scarred Bushido
01-21-2007, 11:29 AM
this is great things :) i just hope everyone bands to geather and puts it in one BIG file XD
hitman71
01-21-2007, 06:27 PM
Yeah, something like a pack of high res files. Could call it the "High Res Pack" maybe or HRP for short... Would be real c001.
Yeah, something like a pack of high res files. Could call it the "High Res Pack" maybe or HRP for short... Would be real c001.
It would take some genius to do that! :D
Okay, two new ones kiddies!
0451
http://img143.imageshack.us/img143/2127/0451lp0.png
0452
http://img444.imageshack.us/img444/3719/0452ae2.png
We only need 11 new textures before a new release of the SWHRP, so lets get to work people, we got a job to do and all I see is a bunch of slackers! It ain't that hard to make a texture, so lets get a move on!
*hunts for next texture to work on*
Quicky:
0078
http://img260.imageshack.us/img260/8818/0078yf8.png
Edit: I'll clean off the edges tomorow, I'm tired and it's time for bed.
hitman71
01-26-2007, 02:35 AM
Good stuff. Nice to see some movement here again.
Come on everyone... It really is time to get cracking on this again, its been far too long lying idle. You can't all be working on Duke.... can you ?
Scarred Bushido
01-26-2007, 05:59 AM
ideed i rekon duke dosnt even neeed working on
Actually I think I'd rather see Duke finished sooner than later, though that does not mean I think SW should be put off for it.
Cleaned up 78 a bit:
http://img259.imageshack.us/img259/5015/0078ci2.png
484
http://img95.imageshack.us/img95/5010/484xq4.png
Psykomanius
01-27-2007, 07:26 AM
The Thread is ALIVE !!! :woot:
That it is my friend, that it is.
I feel like Dr. Frankenstein, "It's ALIVE!"
0389, because the other one that some one did just didn't sit right...
http://img247.imageshack.us/img247/9163/0389lk2.png
Hellbound
02-09-2007, 02:43 PM
it should be a bit darker IMHO
hitman71
02-28-2007, 12:59 PM
and lo, the mighty silence doth beckon again on yonder forum
How about this?
http://img340.imageshack.us/img340/8100/389copyju9.png
And I tried to get people to contribute... but it seems I'm all alone...
it looks better , butmaybe the splatter effects from sd_ducke should used ? i think they looks more .. interessting .. :D ..
don't missunderstand me .. the blood looks great, really, but i think the SD blood looks more natural and realistic (the SD 1.1Beta Version!)
hitman71
03-01-2007, 02:12 AM
And I tried to get people to contribute... but it seems I'm all alone...hey its not your fault. this eternal silence is why i gave up updating the HRP. Just not enough to do to keep my interest. The fever seems to get higher when jonof releases new versions of the port and we all know how long its been now...
Yeah, guess I'll just go along as I have been though... might as well get as much done while I still have time to do it.
Hopefully there will be a new update of the port soon, then some more people might work on the HRP.
Vince68
03-02-2007, 03:18 AM
Hello, I've just seen all your works, and I find it's really nice! But , please, can you tell me how to install all those textures in my Shadow Warrior? (sorry for my bad english...)
ThanX^^
Hello, I've just seen all your works, and I find it's really nice! But , please, can you tell me how to install all those textures in my Shadow Warrior? (sorry for my bad english...)
ThanX^^
Look in this (http://opeth.bmlabs.net/other/sw_contrib/) link and there should be a ZIP file you can download. Download it and unzip it into your SW directory and it should work.
Vince68
03-03-2007, 09:17 AM
oooooh , thank youu, all textures are modified in this pack? ooh, I'm stupid! I'm going to test it now!
@+
The pack is not completely up to date. It will be updated maybe when there are about 5 new textures.
Tile# 2795
http://img216.imageshack.us/img216/6117/2795px0.png
A bit of a work in progress, I might even just redo the whole thing.
New 2795, I am much more proud of it.
http://img395.imageshack.us/img395/9606/2795ev9.png
heebijeebi
05-21-2007, 11:32 AM
thank god i found this thread!! :)
first of all thanks for all the work so far... but don't stop!! ;)
secondly i did sth. myself :D
1. changed some exisiting
0053, 0054, 0055: changed the colour to fit more to the original
0004: changed the silver part to look better (in my opinion)
0040: looking better (in my opinion)
5407, 5408: a black border looks better i think
0236: next shelf
0501: in the original there is food on the plate so i added some. maybe somebody could do it better/more realistic
2. i made some of my own
3706-3741: the bigfonts in the menu should match better to the game:
http://home.arcor.de/punksk8er/sw/sw_chinese.gif
http://home.arcor.de/punksk8er/sw/sw_unoff.gif
i like the chinese one better...the other one is made with an unofficical SW font...
2435, 2437, 2438: now look better and suit to big HUD view style
5110....: the credits (one missing) ... i'm very proud of 5114 :D...tried to keep it like the originals, but maybe i'll change the fonts to the style of the port credits (last screen of the credits "cool stuff")
2914, 2918, 2919: the load/save screen... 2919 doesn't look like the original but i think it fits in there
http://home.arcor.de/punksk8er/sw/load_save_screen.gif
some textures: 0030, 0031, 0032, 0033, 0056
2795: i think it looks better if you keep it simple Deth ;)
all can be found here: http://home.arcor.de/punksk8er/sw
hitman71
05-22-2007, 11:36 AM
very nice. great job and please don't stop !!
now, thats gotta be enough for a full new release. hurry... sw fans await it !! :)
heebijeebi
05-22-2007, 01:57 PM
here is a pack i made with all the textures so far (last pack + textures posted after it):
http://htown.java-pur.de/SW_HRP-22-05-07_full.rar
i reorganized the defs and folders a bit in the style of the duke3d hrp ... have fun!
Another Duke Fan
05-22-2007, 05:27 PM
here is a pack i made with all the textures so far (last pack + textures posted after it):
http://htown.java-pur.de/SW_HRP-22-05-07_full.rar
i reorganized the defs and folders a bit in the style of the duke3d hrp ... have fun!
Now, this really rocks dude! THANK YOU! :)
Mr.Fibbles
05-22-2007, 05:57 PM
Did you miss my addition (http://forums.3drealms.com/vb/showpost.php?p=536300&postcount=332) in the modelling thread?
I didn't see it in the zip.
Since the pack has not been updated in a while, and he just added his own textures, it's not really a big surprise that your model isn't there. :D
I am going to go through and see what he got added in, see what changes he made, and then go through the modeling thread.
I am going to try and keep the pack more up to date once more textures start rolling in, and I have a place to host things now, though at only 150 megs of bandwidth every 24 hours (updates amount used by the hour). I will put work on the pack a bit tomorow, since I have to go to bed soon, and tomorow is a half day at school for me anyways.
heebijeebi
05-23-2007, 01:59 AM
Did you miss my addition (http://forums.3drealms.com/vb/showpost.php?p=536300&postcount=332) in the modelling thread?
I didn't see it in the zip.
oh sorry i missed it... and even 0484, 0078, 0389 ...strange i downloaded them but forgot to put them in the folders ..sry
EDIT: went through the modelling and texturing thread again and i think i grabbed all the stuff after the last release..i hope :D
http://htown.java-pur.de/SW_HRP-23-05-07.rar
does anyone have the font from the smallfonts?? so i can change the credits..
heebijeebi
05-23-2007, 01:04 PM
if you use proasm's swp.exe there are 2 new HUD views. i made those 2 views in the style of the others i made + the 4 keys. but if you want to use them you have to delete the swp.grp or you replace the files in the grp with "xgroup"...
here are the files you need:
http://home.arcor.de/punksk8er/sw/screen/hud/2448.png
http://home.arcor.de/punksk8er/sw/screen/hud/2459.png
http://home.arcor.de/punksk8er/sw/screen/hud/2472.png
http://home.arcor.de/punksk8er/sw/screen/hud/2458.png
http://home.arcor.de/punksk8er/sw/screen/hud/2473.png
http://home.arcor.de/punksk8er/sw/screen/hud/2402.png
http://home.arcor.de/punksk8er/sw/screen/hud/2449.png
EDIT:
to also use the existing fonts in the "smallfonts"-folder for the bigger numbers (ammo, health) in the HUD add the following lines to the fonts.def:
definetexture 3636 0 0 0 -1 -1 highres/screen/fonts/smallfont/3601.png
definetexture 3637 0 0 0 -1 -1 highres/screen/fonts/smallfont/3602.png
definetexture 3638 0 0 0 -1 -1 highres/screen/fonts/smallfont/3603.png
definetexture 3639 0 0 0 -1 -1 highres/screen/fonts/smallfont/3604.png
definetexture 3640 0 0 0 -1 -1 highres/screen/fonts/smallfont/3605.png
definetexture 3641 0 0 0 -1 -1 highres/screen/fonts/smallfont/3606.png
definetexture 3642 0 0 0 -1 -1 highres/screen/fonts/smallfont/3607.png
definetexture 3643 0 0 0 -1 -1 highres/screen/fonts/smallfont/3608.png
definetexture 3644 0 0 0 -1 -1 highres/screen/fonts/smallfont/3609.png
definetexture 3645 0 0 0 -1 -1 highres/screen/fonts/smallfont/3610.png
definetexture 3646 0 0 0 -1 -1 highres/screen/fonts/smallfont/3613.png
definetexture 3647 0 0 0 -1 -1 highres/screen/fonts/smallfont/3614.png
definetexture 3648 0 0 0 -1 -1 highres/screen/fonts/smallfont/3615.png
definetexture 3649 0 0 0 -1 -1 highres/screen/fonts/smallfont/3616.png
definetexture 3650 0 0 0 -1 -1 highres/screen/fonts/smallfont/3617.png
definetexture 3651 0 0 0 -1 -1 highres/screen/fonts/smallfont/3618.png
definetexture 3652 0 0 0 -1 -1 highres/screen/fonts/smallfont/3619.png
definetexture 3653 0 0 0 -1 -1 highres/screen/fonts/smallfont/3620.png
definetexture 3654 0 0 0 -1 -1 highres/screen/fonts/smallfont/3621.png
definetexture 3655 0 0 0 -1 -1 highres/screen/fonts/smallfont/3622.png
definetexture 3656 0 0 0 -1 -1 highres/screen/fonts/smallfont/3625.png
definetexture 3657 0 0 0 -1 -1 highres/screen/fonts/smallfont/3626.png
definetexture 3658 0 0 0 -1 -1 highres/screen/fonts/smallfont/3627.png
definetexture 3659 0 0 0 -1 -1 highres/screen/fonts/smallfont/3628.png
definetexture 3660 0 0 0 -1 -1 highres/screen/fonts/smallfont/3629.png
definetexture 3661 0 0 0 -1 -1 highres/screen/fonts/smallfont/3630.png
definetexture 3662 0 0 0 -1 -1 highres/screen/fonts/smallfont/3631.png
definetexture 3663 0 0 0 -1 -1 highres/screen/fonts/smallfont/3632.png
definetexture 3664 0 0 0 -1 -1 highres/screen/fonts/smallfont/3633.png
definetexture 3665 0 0 0 -1 -1 highres/screen/fonts/smallfont/3634.png
you may have to change the path if you have a different one...
afterwards it will look like this: http://home.arcor.de/punksk8er/sw/sw_hud.gif
0815Jack
05-27-2007, 10:27 AM
fantastic new textures for sw :)
thx heebijeebi :)
Besli
05-27-2007, 11:46 AM
Yes, nice work heebijeebi!
Besli
05-30-2007, 04:25 AM
There need to be a line added in menu.def:
definetexture 2849 0 0 0 -1 -1 highres/screen/menu/2817.png
heebijeebi
06-05-2007, 04:54 AM
so time for something "new".... i put it in quotation marks because its not exactly new...
i re-did all the fonts...sticking to the originals:
here are the examples:
http://home.arcor.de/punksk8er/sw/hud_2.gif
http://home.arcor.de/punksk8er/sw/menu.gif
i made more (all fonts except the menu ones, which are very tricky to make) but i don't have in-game screens of them...
if you like them i'll upload a updadet HRP... so tell me your opinion!
0815Jack
06-05-2007, 01:38 PM
the new font look awsome and is really close to the original....
with menu ones you mean this "chinese" looking ones?
if you have time for uploading them....go ahead....
Ecmaster76
06-05-2007, 04:32 PM
Good job heebijeebi. I know how much work it is to do all those lil buggers so I guess you must have really wanted a more originalist interpretation of the originals. You should upload them; having a second choice is fine. (although they look so close to the originals that I fear they may have been filtered from the originals, if so please take the time to do them yourself, it will be tedious but the practice will come in handy)
Even if its just revisions its nice to see that someone is still working on this project.
heebijeebi
06-06-2007, 03:17 PM
ok heres th newest stuff i have:
Changes since 23-05-07
New:
2448-2449
2458-2459
2472-2473
2236-2301
3636-3665
0085
2914
0624-0627
1900-1999
2340-2349
2307-2316
5012
5028
5029
5038
5039
5099
5108
added line for 2849
Revised:
3600-3635
2930-3023
4608-4701
0281
5407-5408
4949
4979
5110-5119
5261-5262
http://htown.java-pur.de/SW_HRP-06-06-07.rar
Another Duke Fan
06-06-2007, 10:46 PM
Thank you heebijeebi!
Guys do you know why the following two lines are appearing in SWP.LOG:
Invalid frame name on line highres/sprites/pickups.def:6
Warning: Failed including user.def on line sw.def:26
heebijeebi
06-07-2007, 02:05 AM
Thank you heebijeebi!
Guys do you know why the following two lines are appearing in SWP.LOG:
Invalid frame name on line highres/sprites/pickups.def:6
Warning: Failed including user.def on line sw.def:26
maybe because there is no user.def in your folder (in mine neither)....
Martin Howe
06-07-2007, 02:40 AM
@ProAsm: For the sake of modularity, expecially in the face of various HRPs in Duke, how about the next versions of SWP and DUKE3DW having an option to suppress warnings (important: and suppress the corresponding non-zero program exit status) for optional include files that may correctly not exist?
For example, a conditional_include keyword? (Or something like that)
heebijeebi
06-08-2007, 04:23 PM
Thank you heebijeebi!
Guys do you know why the following two lines are appearing in SWP.LOG:
Invalid frame name on line highres/sprites/pickups.def:6
Warning: Failed including user.def on line sw.def:26
ok now i know why the nuke has an error..because the frame name was wrong ...yes its as easy as that ;D
here is the right code:
//nuke
definemodel "highres/sprites/pickups/nuke.md3" 1 0
definemodelskin 0 "highres/sprites/pickups/nuke.jpg"
definemodelframe "Frame 0" 1809 1809
Another Duke Fan
06-08-2007, 10:49 PM
Thank you so much heebijeebi! Finally some effective contribution here.
heebijeebi
06-09-2007, 03:18 AM
@WarHammer: could you please make 4923, 4930 out of your 4922?? it's the same wood style and can easily be done out of 4922...
ProAsm
06-09-2007, 04:22 PM
@ProAsm: For the sake of modularity, expecially in the face of various HRPs in Duke, how about the next versions of SWP and DUKE3DW having an option to suppress warnings (important: and suppress the corresponding non-zero program exit status) for optional include files that may correctly not exist?
For example, a conditional_include keyword? (Or something like that)Sorry Martin, only just seen this post now, and released Swp37 today, lol.
PM me about more details as I'm not quite with you on this one.
Regarding textures any of these textures from my users any good for the hrp ?
http://www.proasm.com/files/sw/SW_Users.zip
heebijeebi
06-10-2007, 07:45 AM
did something new:
keycards:
1767 (http://home.arcor.de/punksk8er/1767.png)
1771 (http://home.arcor.de/punksk8er/1771.png)
1775 (http://home.arcor.de/punksk8er/1775.png)
1779 (http://home.arcor.de/punksk8er/1779.png)
walls:
0042 (http://home.arcor.de/punksk8er/0042.png)
0043 (http://home.arcor.de/punksk8er/0043.png)
0045 (http://home.arcor.de/punksk8er/0045.png)
2571 (http://home.arcor.de/punksk8er/2571.png)
2572 (http://home.arcor.de/punksk8er/2572.png)
0103 (http://home.arcor.de/punksk8er/0103.png)
marble:
4721 (http://home.arcor.de/punksk8er/4721.png)
signs:
2715 (http://home.arcor.de/punksk8er/2715.png)
5053 (http://home.arcor.de/punksk8er/5053.png)
5075 (http://home.arcor.de/punksk8er/5075.png)
5076 (http://home.arcor.de/punksk8er/5076.png)
4955 (http://home.arcor.de/punksk8er/4955.png)
4958 (http://home.arcor.de/punksk8er/4958.png)
the two other skins for the wooden barrel:
0713 (http://home.arcor.de/punksk8er/0713_barrel.jpg)
0712 (http://home.arcor.de/punksk8er/0712_barrel.jpg)
stone:
4998 (http://home.arcor.de/punksk8er/4998.png) the old 4998 should be used as 3565...that matches better
4999 (http://home.arcor.de/punksk8er/4999.png)
metal:
0078 (http://home.arcor.de/punksk8er/0078.png) changed it a bit ... because it wasn't symetric
glas:
0282 (http://home.arcor.de/punksk8er/0282.png) made it a bit transparent (because it is glas ;) ) .. but i don't know how it looks in the game..
footsteps:
2490 (water) (http://home.arcor.de/punksk8er/2490.png)
2490 (blood) (http://home.arcor.de/punksk8er/2490_19.png)
does anybody know who made the signs 3468, 4978, etc??? i could use the source files for 5078, 5079 & 5098
Another Duke Fan
06-10-2007, 01:17 PM
heebijeebi, these are very good! Unfortunately I do not recall who did these signs. It was such a long time ago. Thank you for the new stuff! Excellent!
Luigi
06-10-2007, 04:30 PM
Warhammer did the signs:
An lastly, a whole mess of signs (http://www.members.cox.net/megadeus/signs.zip), their palette variations and def file. I'm not sure if all the necessary variations are included or even if all of the ones that are included are used anywhere in the game but these palette variations are a pain in the ass! and damn it, Jim. I'm an artist not an optimizer.
Good work on your textures! Finally somebody is taking up the project again.
Yes, very nice job.
Too bad my textures are being put to shame now...
heebijeebi
06-12-2007, 01:39 PM
new switches:
http://home.arcor.de/punksk8er/0567.png
http://home.arcor.de/punksk8er/0568.png
http://home.arcor.de/punksk8er/0575.png
http://home.arcor.de/punksk8er/0576.png
http://home.arcor.de/punksk8er/0579.png
http://home.arcor.de/punksk8er/0580.png
i used #579 & #580 from proasm's users and changed them a bit ...
heebijeebi
06-12-2007, 01:39 PM
http://home.arcor.de/punksk8er/1850.png
http://home.arcor.de/punksk8er/1851.png
http://home.arcor.de/punksk8er/1852.png
http://home.arcor.de/punksk8er/1853.png
http://home.arcor.de/punksk8er/1854.png
supergoofy
06-12-2007, 03:17 PM
ok now i know why the nuke has an error..because the frame name was wrong ...yes its as easy as that ;D
here is the right code:
//nuke
definemodel "highres/sprites/pickups/nuke.md3" 1 0
definemodelskin 0 "highres/sprites/pickups/nuke.jpg"
definemodelframe "Frame 0" 1809 1809
many thanks
here is the fixed
http://rapidshare.com/files/36768685/pickups.rar.html
Another Duke Fan
06-12-2007, 04:13 PM
heebijeebi, what a textures spree man!! Haven`t seen this here in a while... Beautiful! :love:
Kennedy
06-12-2007, 10:52 PM
I've done 3D models for card lock and button if you wish to try texturing either of those. You can get them at:
http://forums.3drealms.com/vb/attachment.php?attachmentid=6371&d=1169084580
http://forums.3drealms.com/vb/attachment.php?attachmentid=6217&d=1164759055
Luigi
06-13-2007, 04:07 AM
The buttons and the keycards/keys and the locks/keycard readers should be done as models. Your textures will be pretty fine textures, that's for sure!
heebijeebi
06-13-2007, 04:44 AM
I've done 3D models for card lock and button if you wish to try texturing either of those. You can get them at:
http://forums.3drealms.com/vb/attachment.php?attachmentid=6371&d=1169084580
http://forums.3drealms.com/vb/attachment.php?attachmentid=6217&d=1164759055
ok tried the button but
http://home.arcor.de/punksk8er/button.gif .. it definately needs a turn
don't know if i can change it in the def... but if you have to change the model .. could you please also change the size of the middle button to the size of my texture .. i tried sticking to the original proportions and i think your middle part of the button is a bit too big.
btw did a small revision of the two buttons ...
Luigi
06-13-2007, 06:24 AM
I wanted to do something for the Hrp, so i collected the stuff from the duke hrp that is used in sw too.
Duke textures to SW (http://luigiba.uw.hu/duketosw.rar)
If someone can host it somewhere else, please do so :)
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