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DLT
04-04-2005, 08:51 PM
I had a spare few hours for the first time in ages tonight so I thought I would test out the hightile option.

And just like in duke 3d it worked great.

http://members.lycos.co.uk/rosspolo2/Duke3dnew/Sw/

unzip the lot to your shadow warrior folder.

Ecmaster76
04-04-2005, 09:01 PM
...and so it begins again

http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif

TropicalHyena
04-04-2005, 09:11 PM
Excellent. What programs do you use to extract/see the original textures? If I had that program, I'd start making my own. All I need is the numbers of the originals, and what they looked like.

Parkar
04-04-2005, 09:17 PM
Great work, Finaly the sw hrp folder is no longer without textures http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Plagman
04-04-2005, 09:51 PM
Screeeeeeeeenshots please !

Ecmaster76
04-04-2005, 10:00 PM
Inoticed that the uppercase blue letters are the same as in Duke, so I am will go ahead and do high res versions of the lowercase which should be ready in a few days.

Dukeres works, but it displays with inverted colors.

I also found an openGL viewer/extrator but it requires the .art to be extracted and the palette.dat. It displays correctly, but the UI is inferior to dukeres.


http://www.bur.st/~duke3d/files/utility/opengl_editart.zip

drvarek
04-05-2005, 05:37 AM
i was also testing hires tiles & stuff and i found a problem!
skyboxes don't work! after they load into game and show up in level, they disappear and reset a lores sky

Psykomanius
04-05-2005, 07:16 AM
I can't run the High tile.
I only got this error:

Initialising timer
Loading sound and graphics...
initcache(): Initialised with 33554432 bytes
Warning: Failed including DEFS.CON on line sw.def:5
Definitions file loaded.
Setting video mode 1024x768 (32-bit fullscreen)

I do not have a DEFS:CON in my SW dir http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif

drvarek
04-05-2005, 07:29 AM
just remove the line "include DEFS.CON" in your sw.def

Psykomanius
04-05-2005, 07:37 AM
Thanks. It works http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Rider
04-05-2005, 11:20 AM
Where can I find the textures? I want to see if they work properly!

Ras
04-05-2005, 12:58 PM
On the first level, go down the stairs outside and to the end room. There should be some monsters hiding behind boxes with the replaced texture.

Deth
04-05-2005, 03:57 PM
Anime pics on level 1

Clicky (http://www.angelfire.com/music6/nullfansite/Duke.html)

Roma Loom
04-05-2005, 06:52 PM
TropicalHyena said:
Excellent. What programs do you use to extract/see the original textures? If I had that program, I'd start making my own. All I need is the numbers of the originals, and what they looked like.


You may try GRPViewer (click the link in my sig). All You have to do is extract "palette.dat" from "sw.grp", copy it to GRPViewer's directory replacing the existing one. GRPV will load this palette on startup.

Phayzon
04-05-2005, 06:53 PM
You should make Gviewer to support jfDuke and jfSW, Roma Loom.

drvarek
04-05-2005, 07:36 PM
i've made more than 650 highres textures for jfSW. only problem is that i cannot post them because they are modifyed version of original textures! http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif

also, this picture features 1st model for jfSW (model is same as in jfduke, but with different skin)

http://img123.exs.cx/img123/3310/swcp00001uu.jpg

Mod edit: unnecessarily large in-line image changed into a link

Phayzon
04-05-2005, 07:37 PM
Coolness

Damien_Azreal
04-05-2005, 08:03 PM
It would be cool if we could the high res texture a sortof anime look. Add to the style of the game a little bit.

Just a thought.

CorpusC
04-06-2005, 01:11 AM
OMG DLT, those wood textures are sahWEEET!

Psykomanius
04-07-2005, 11:26 AM
OMG. I love the modifyed textures http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif

Geoffrey
04-07-2005, 02:52 PM
Hm this is the first time I've tried to recreate a texture in hi-res.. I haven't made anything for Duke's hi-res pack which I'm ashamed about since I REALLY enjoy playing it, so I'm trying to make myself useful with sw instead http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

http://img.photobucket.com/albums/v693/fakirnogwat/0002.png

I overdid the blur a bit there.. but still I think it's nice for a first try http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Comments and such are welcome! It tiles, btw http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Oh: definetexture 002 0 0 0 -1 -1 highres/textures/0002.png

Parkar
04-07-2005, 03:44 PM
Looks good except like you said its a bit blurry. I think you should try to fix that. A texture like that one almost can't get to sharp. If you made it using layers andhave the bars arounf it on separate layer try to redo them and make them realy sharp. After testing ingame you can add a bit of blurryness to it if it looks so sharp it looks cut together.

TerminX
04-07-2005, 03:52 PM
Just remember guys, the same rules from the Duke retexturing project apply here -- no content from 3DR, period.

Geoffery, that texture looks nice. A bit too blurry as has been noted, however. Nonetheless, keep up the good work!

Ras
04-07-2005, 04:21 PM
It's probably one of those, "If you have to ask, forget it" deals, but is there anywhere to get pointers about making textures to work with the ports? Maybe something in the "sprightly appearance" thread?

Parkar
04-07-2005, 04:33 PM
download that hightile test further up in this thread and stufy how its made. There is probably several posts on it I know I have writen a couple so just search for my name in the duke3dsource forum, and add the key word "duke3d.def". It should not take to long to find this way.

Ecmaster76
04-07-2005, 06:55 PM
Damn, uppercases are slightly different after all.

Will have blue font and small fonts this weekend probably.

Ras
04-07-2005, 07:53 PM
Thanks, Parkar, I'll give that a try.

Geoffrey
04-08-2005, 01:56 AM
Thanks for the advice http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif I've made all the edges sharper, made the 'background' ( everything besides the tubes and the main plate ) a tad darker and I've fixed some tile problems in the corners.

http://img.photobucket.com/albums/v693/fakirnogwat/0002New.png

Dandy! And finally I've resized it to 128X128 because
a) 256 is a bit big for a ventplate
b) it washes away my ****ups http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

http://img.photobucket.com/albums/v693/fakirnogwat/0002128.png

I don't know which size looks better so I posted both http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Parkar
04-08-2005, 02:14 AM
looks better, I think the shading on the bars is still a bit blurry. If you used photoshops bevel layer effect then try to change its mode from soft to chisel hard or chisel soft.

When it comes to size, I asume the original is a 64x64. If we are going by the same quality standard as in duke we would make it a 256x256 image. Resampleing the image down like you did is a pretty coomon practice, Infact I do that on all my textures. On this texture I would have worked 512x512 and then scale down to 256x256 when done.

Geoffrey
04-08-2005, 02:38 AM
I'll start editing again then http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

In the meantime I've made textures #0003 and #0004:

http://img.photobucket.com/albums/v693/fakirnogwat/0003.png

http://img.photobucket.com/albums/v693/fakirnogwat/0004.png

I'll try to make the shading in #0002 sharper, like I did in texture #0004 http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Edit: this is the final version of this texture I'm making; trying to fix things in one place is only making it look faker in other places http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif If anyone wants to re-do this one later that's ok http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

http://img.photobucket.com/albums/v693/fakirnogwat/0002Again.png

I don't even know if the difference is.. visable http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif

Parkar
04-08-2005, 03:03 AM
Good work on the textures.

djimd
04-08-2005, 03:48 AM
Lol with all these textures popping up - be ready for sw_hrp by the weekend. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Geoffrey
04-08-2005, 04:54 AM
0006 - 0009 http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

http://img.photobucket.com/albums/v693/fakirnogwat/0006.png

http://img.photobucket.com/albums/v693/fakirnogwat/0007.png

http://img.photobucket.com/albums/v693/fakirnogwat/0008.png

http://img.photobucket.com/albums/v693/fakirnogwat/0009.png

Btw, just to be sure, using textures/ parts of textures from free texture sites is ok right?

TerminX
04-08-2005, 05:11 AM
Geoffrey said:
0006 - 0009 http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

http://img.photobucket.com/albums/v693/fakirnogwat/0006.png

http://img.photobucket.com/albums/v693/fakirnogwat/0007.png

http://img.photobucket.com/albums/v693/fakirnogwat/0008.png

http://img.photobucket.com/albums/v693/fakirnogwat/0009.png

Btw, just to be sure, using textures/ parts of textures from free texture sites is ok right?


Only if said source textures are explicitly stated to be public domain.

Geoffrey
04-08-2005, 05:13 AM
Just checked and it's ok! Pfew http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

edit: oh and here's texture #0005, it's the same as #0002 only grey:

http://img.photobucket.com/albums/v693/fakirnogwat/0005.png

Parkar
04-08-2005, 05:36 AM
sw_hrp is growing pretty fast.

Geoffrey
04-08-2005, 09:25 AM
Texture #0234, with a little 3dmax help this time:

http://img.photobucket.com/albums/v693/fakirnogwat/0234.png

Now to fill it with books for the other 2 textures http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

Rider
04-08-2005, 10:15 AM
hint: add another dim light from the front so the shadows don't apear completely black...

other then that, looking good!

Geoffrey
04-08-2005, 10:51 AM
Actually the original tile is very dark in those areas as well, some pixels even have the darkest color possible in the sw pal omg eek http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

DLT
04-08-2005, 02:02 PM
Great work Geoffrey! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

TropicalHyena
04-08-2005, 06:23 PM
What does everybody use to view/extract the original textures to look at?

Roma Loom
04-08-2005, 06:57 PM
This question is already answered in this thread by few people... I'm personally using GRPViewer:

Geoffrey
04-09-2005, 02:38 AM
Editart! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

edit
#0578 and #0579 - these were by far the hardest so far:

http://img.photobucket.com/albums/v693/fakirnogwat/0578.png

http://img.photobucket.com/albums/v693/fakirnogwat/0579.png

Another Duke Fan
04-09-2005, 04:39 AM
Yeah! And they are looking yummi!! Thanks! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Besli
04-09-2005, 07:36 AM
Wow Geoffrey, you are doing a great job!!

Geoffrey
04-09-2005, 10:46 AM
Thanks to the both of you, and DLT on the previous page http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Filled bookcase #1 ( there are two ) - texture #0235

http://img.photobucket.com/albums/v693/fakirnogwat/0235.png

Don't ask me how many layers I've used http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

CorpusC
04-09-2005, 10:04 PM
Wow Geoffrey, you are shakin' n' bakin'! Hehe
Keep up the great work!

Maren Gnawol
04-09-2005, 10:34 PM
Cute stuff, keep it going http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Ras
04-09-2005, 10:37 PM
Do you know what level has these bookshelves? I'd like to take a look at them in-game.

Eclipse
04-10-2005, 02:26 AM
Geoffrey said:
Don't ask me how many layers I've used http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif



Cool texture. Say, how many layers did you use on that?

http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Rellik66
04-10-2005, 02:45 AM
Ras said:
Do you know what level has these bookshelves? I'd like to take a look at them in-game.



From Roma's GrpViewer:


ArtTile 0234 was found in:
$PLAX1.MAP as a texture
$YAMATO.MAP as a texture


ArtTile 0235 was found in:
$AIRPORT.MAP as a texture
$YAMATO.MAP as a texture

unfortunately I have no idea what level #s those translate into other than $airport.map which is probably level 13 (Unfriendly Skies)

Ras
04-10-2005, 03:46 AM
Thanks. At my skill level, I probably won't be able to get there until the saves are in. I could use a -map command line to get there, but I want to play the game right. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Quakis
04-10-2005, 05:10 AM
These are my first textures. I have some others which I made from scratch (first time making textures from scratch, but pretty good results) but a few errors here and there, so I won't post them yet.

0264

http://img.photobucket.com/albums/v220/deathquakis/0264.png

0265

http://img.photobucket.com/albums/v220/deathquakis/0265.png

GodBlitZor
04-10-2005, 01:38 PM
Good start, but such a simlpe texture so I cnt say much but theyre pwn! http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif

Ecmaster76
04-10-2005, 03:41 PM
Well I'm spent; I finished up the menu stuff finally. Aside from lowercase versions the minifont and alphanum were nearly identical to dukes, but just different enough to be a real pain in the ass. I didn't want to the leave the alphanum stuff flat colored, but every time I tried to add texture or lighting them, they would look like $#!+ in the game (probably the filtering, but Duke didn't do it near as much).

I also made the little yin-yangs and slider bars for the menu.

*Attached* Slider stuff

Ecmaster76
04-10-2005, 03:42 PM
*Attached*minifont

Ecmaster76
04-10-2005, 03:42 PM
*Attached*alphanum

djimd
04-10-2005, 04:53 PM
Nice work Ecmaster - good to see your jfduke talents carried over to jfsw - It will be nice to see the main menu fonts but i guess there's a bit more work involved.

Psykomanius
04-10-2005, 06:13 PM
OMG !!!
This is cool http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif

SamSwashbuckler
04-10-2005, 08:25 PM
Ras, if you'd like to check a certain level, while in-game:

press T (to start talking)
type "SWTREK##"
press <enter>

where ## is the 2 digit level number (01, 05, 14, 21 etc). There MAY be a space between SWTREK and the ##.

Couldn't tell you on which level in-game those textures appear though :P

Ras
04-10-2005, 09:23 PM
Thanks, Sam! That's a really cool cheat! I've been wanting to see the last level of the shareware episode since the source was released, and now I've got a way to do so.

Roma Loom
04-10-2005, 09:47 PM
For those who are using GRPViewer's "Find map by a given TileNumber" tool: the current GRPV version doesn't search for floor and ceiling textures (my fault).

Those who are brave enough may download the fixed version of GRPV - search includes sprites, walls, floors and ceilings. Before You start... copy palette.dat from SW folder (extract from SW.GRP if needed) to GRPViewer's folder replacing the existing palette.dat for Duke3D.
Warning: this is unofficial release for people here reading this topic... It's totally undocumented and untested... The HRTT, model tool and skybox tool are for previewing purposes only.

Gathering Of Bugs Entertainment proudly presents: http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
GRPViewer (unofficial) (http://www.bur.st/~duke3d/cgi-bin/load.cgi?http://www.bur.st/~duke3d/romaloom/grpviewer/grpv_test.zip)

Ecmaster76
04-10-2005, 10:04 PM
Compass thingy. I know the shading is messed up looking but I can't do anything about that. If it used different tiles on the left from the right than I could make a smooth transition, but since it doesn't anything I would do would only make it right on one side.

*Attached* HUD compass thingy

PS Thanks guys

Quakis
04-11-2005, 11:58 AM
Here's another 2 I did, and I was talking about in my last post. Made from scratch, no texture edit here. Not too sure about the size though. Anything you like to say, please say it, because I do want to get better at doing this http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

http://img.photobucket.com/albums/v220/deathquakis/0573.png

http://img.photobucket.com/albums/v220/deathquakis/0574.png

Geoffrey
04-11-2005, 12:06 PM
Awesome work ecmaster, I guess it's a good idea to start on tiles/textures that are in-screen most of the time.. I think I'll take a pop at the statbar really soon http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif The 'Y' in the alphanums is a bit weird though?

^ I can't exactly give you pointers or anything Quakis, I'm a freakin n00b to this http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif The only thing I can think of is making the edges and shadows sharper, to make it more metal-ish http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

edit: fixed a typoo, I typed darker instead of sharper http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

Ras
04-11-2005, 02:52 PM
It looks good. The only thing I would say--without remembering exactly what the original texture looks like--is that the red should maybe be a little dimmer on the second images. That way, you would know it was activated, and the red light was no longer on. Unless, of course, the red light stayed the same on the original texture.

Beyond that, I do think that is something that will eventually be modeled. No harm in making it look good until someone gets around to that, though.

Quakis
04-11-2005, 03:15 PM
Yeah, I said that to Fakir, that it'd probebly be modeled soon. But its good practice though, Thanks for you comment. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif (i'll fix the light and upload again, then it could be used tempory until the model is made.)

GodBlitZor
04-11-2005, 03:19 PM
I think its Qwn4g3 and they might use it for the model skin, never know.

Ras
04-11-2005, 03:22 PM
Oh, I'll definitely use it. You guys are really getting SW HR off to a great start! Wish I could texture and help out. http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif

CorpusC
04-11-2005, 05:23 PM
Quakis said:
Here's another 2 I did, and I was talking about in my last post. Made from scratch, no texture edit here. Not too sure about the size though. Anything you like to say, please say it, because I do want to get better at doing this http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

http://img.photobucket.com/albums/v220/deathquakis/0573.png

http://img.photobucket.com/albums/v220/deathquakis/0574.png



Those look good Quakis. Great to have another SW texturer.

However, those switches will end up being redone as 3D models, so in the future when you choose what textures to do, perhaps think of that.
And choose things that are textures for covering the the whole wall/ceiling, or surface-attached sprites that are INTENDED to be flat (wall murals/graffiti).

But they do look nice and will give people something improved until the 3d models are done. 8)

I would think that some1 might (if it doesnt exist already) make a voxel to .md2 converter so that most of the "3d sprites" (voxels) could be converted right away, and slowly replaced with better handcrafted versions as people get around to finding the time.

Quakis
04-11-2005, 05:48 PM
Thanks, but yeah they'd most likely be made into models, but if they wish to use it for a skin they could, but they could make their own. The practice at it is very useful too.


Those look good Quakis. Great to have another SW texturer.



At first, I never thought I could make such things. Surprised me, so I guess I'll do the best I can do to help out http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif


But they do look nice and will give people something improved until the 3d models are done. 8)



Thanks http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Not so sure if this one has been done yet. But I was kind of bored and decided to make it, heh.
http://img.photobucket.com/albums/v220/deathquakis/0001.png

Parkar
04-11-2005, 06:09 PM
hehe, must start to be more concentrated when updateting the packs now that there are 2 of them or else you may start seeing sw textures in duke and vice versa.

I like how you started working from the begining of the tiles makes it so much easier for me http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif.

Ecmaster76
04-11-2005, 06:45 PM
I am assuming you meant the 'y' and not the 'Y'. But yeah its kind of weird, I know. The original could be interpreted to look at that since its not perfectly symmetric. Anyhow I was getting a little bored with all the stuff, thats why the 'f', 'i','x', and 'y' are all a little funky. I decided to attribute weirdness in the originals to intention rather than low res compromise (since they could have been made symmetric, easily). Thought it would help make things look a bit different than duke.

djimd
04-11-2005, 07:28 PM
A nice little hrp starting now - we just really need the savegame feature.
Jonof - Any idea when a release with this will be out?
Thx

Ecmaster76
04-11-2005, 11:44 PM
Of course I find after I make them that they aren't probably aren't in the game.

*attached*286+287

Ras
04-12-2005, 12:17 AM
Quakis, I just played a little of the second map, and found there is another tile like the one you made with the words On and Off on it. That would be an easy one for you, if you'd like to do it.

Ras
04-12-2005, 12:20 AM
For some reason, your buttons aren't performing as expected in the game. When I approach the stamping machines, they have the original low-quality red off button texture showing. When I push the button, with power off, it goes to your high-quality red button. With power on, I believe it did the same. Am I using the wrong lines in textures.def? I have:

definetexture 578 0 0 0 -1 -1 highres/textures/0578.png
definetexture 579 0 0 0 -1 -1 highres/textures/0579.png

Geoffrey
04-12-2005, 06:58 AM
Yeah sorry I posted the wrong filenames. Take a look in the airport map, entire walls have the switch texture http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

definetexture 577 0 0 0 -1 -1 highres/textures/0577.png
definetexture 578 0 0 0 -1 -1 highres/textures/0578.png

Quakis
04-12-2005, 07:11 AM
Ah yes, missed that one. Thanks, I'll do those ones too.

Eric R.
04-12-2005, 08:30 AM
I've been doing some stuff hope you like it
http://www.geocities.com/bajadordecosas/sw.html

Jokke_r
04-12-2005, 09:29 AM
site temporarily unavailable

Besli
04-12-2005, 09:30 AM
Wow, nice work!!
But i think the red border of the rotating ying yang is a bit overdrawn!

Eric R.
04-12-2005, 09:52 AM
Jokke_r said:
site temporarily unavailable



it's online now

Quakis
04-12-2005, 10:16 AM
Some fixes:

0573

http://img.photobucket.com/albums/v220/deathquakis/0573.png

0574

http://img.photobucket.com/albums/v220/deathquakis/0574FIX.png

0001

http://img.photobucket.com/albums/v220/deathquakis/0001FIX.png

New ones:

0583

http://img.photobucket.com/albums/v220/deathquakis/0583.png

0584

http://img.photobucket.com/albums/v220/deathquakis/0584.png

0000

http://img.photobucket.com/albums/v220/deathquakis/0000.png

(not really sure about texture 0000)

Ras
04-12-2005, 03:06 PM
Looking good! I can't wait to add those to my game later tonight.

Geoffrey, thanks for the corrected defines. That's another thing I'm looking forward to seeing in the game. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Quakis
04-12-2005, 03:26 PM
Hmm, I need to fix my ON and OFF switched, since "OFF" is "off" on mine, which I didn't spot. (Fakir and Daedolon did) so 'll fix them with a more bold lettering too.

EDIT: Fixed that switch

0583

http://img.photobucket.com/albums/v220/deathquakis/0583FIX.png

0584

http://img.photobucket.com/albums/v220/deathquakis/0584FIX.png

djimd
04-12-2005, 06:37 PM
Eric R. said:
I've been doing some stuff hope you like it
http://www.geocities.com/bajadordecosas/sw.html



Very nice set Eric. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
In your defines you have 2366 listed but it is not in the textures. Also your 2324 would be good for the intro pic ( with "warning mature content" at the bottom ) - i have looked through all the tilesarts but cannot find this one tho - anyone know the tile no. for it?

Deth
04-12-2005, 07:48 PM
A work in progress. Any pointers?


EDIT: BTW tile #80

Eric R.
04-13-2005, 07:36 AM
djimd said:

Eric R. said:
I've been doing some stuff hope you like it
http://www.geocities.com/bajadordecosas/sw.html



Very nice set Eric. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
In your defines you have 2366 listed but it is not in the textures. Also your 2324 would be good for the intro pic ( with "warning mature content" at the bottom ) - i have looked through all the tilesarts but cannot find this one tho - anyone know the tile no. for it?



I deleted the 2366 because it didn't look good about the intro pic "warning mature content" I think it's an animation and not a pic

Carger2000
04-14-2005, 02:30 PM
Im willing to do some textures. What programs do most of you use? Photoshop? (haven't got that)

Any alternatives?

Plagman
04-14-2005, 02:45 PM
The Gimp.

Geoffrey
04-24-2005, 05:04 AM
What happen? http://forums.3drealms.com/ubbthreads/images/graemlins/redface.gif

definetexture 0297 0 0 0 -1 -1 highres/textures/0297.png

Not as many layers as the bookcase but it's close:

http://img.photobucket.com/albums/v693/fakirnogwat/0297.png

The 3 colored bars look a bit cheesy though, sorry about that. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Ras
04-24-2005, 05:24 AM
Yay, Geoffrey's back on the job! http://forums.3drealms.com/ubbthreads/images/graemlins/cool.gif

Carger2000
04-24-2005, 05:05 PM
Not bad, not bad at all http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

SamSwashbuckler
04-24-2005, 05:11 PM
I like it. If I wasn't such a disaster waiting to happen whenever I do artsy stuff, I'd do some too http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Plagman
04-24-2005, 06:59 PM
Geoffrey said:
What happen?



Somebody set up us the bomb !

shiranui
04-24-2005, 08:12 PM
Ok, when I have got a moment I'll get to work on the Chinese and Japanese signs and posters and the pachinko machines.

Can someone tell me how big to make them? 4 or 5 times the original size?



Also, what exactly constitutes 3dr content, simply taking an original tile, stretching it and filtering it to make it hig-rez?

Anyway, the 3dr ripped the anime posters off.

Ecmaster76
04-24-2005, 09:28 PM
4 times the original is what we have been using for duke. Use whatever you want though.

Some advice:
No such thing as too big. It can be shrunk easily enough.

Stick to integer size multiples. Preferably powers of two, though as long as it works it doesn't really matter.

Stick to the original ratio!

Don't use the original texture. Start from a blank. Now, if you happen to be looking really closely at the original while you are doing it...

As far as ripped Anime goes, if you can find what they ripped, go for it. I think just putting in an ad type poster or a cover isn't that big a deal. Probably get chewed on for saying this, but whatever.

Though if you know anyone who can draw Anime style that would be awesome. I know a guy whos damn good, but I don't know if he would be interested or have the time. Finals are a week a way here (though not for me http://forums.3drealms.com/ubbthreads/images/graemlins/cool.gif [co-op])

WarHammer
04-24-2005, 11:48 PM
I'm working on redoing the anime posters. So far I've been able to identify all of the series except for one and match up about half of them with the exact image used (including the magazines on tile 3476).

The only series I can't identify is this one:
http://members.cox.net/catgirls/3340.gif

Also I can draw anime cel style. You can check out my deviantART gallery (http://megadeus.deviantart.com/) for some examples of my work.

By the way, I did 0015:
http://members.cox.net/catgirls/0015.png
Unfortunately right after completing it I got the bright idea to actually check to see where it was used in GRP Viewer...


ArtTile 0015 was found in:
None maps

http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

Ras
04-24-2005, 11:56 PM
I know I'm going to get a big "NO!" for this, but is there any way the bushido artwork on the wall (you can see it in a couple of places in level one, including the room with the anime posters) could be modeled? It would be cool to actually have it as a bas-relief. I thought of it when looking at the thin keycard model in Duke highres, but of course, that would require fewer surfaces. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Rellik66
04-25-2005, 12:11 AM
WarHammer said:
By the way, I did 0015:
http://members.cox.net/catgirls/0015.png
Unfortunately right after completing it I got the bright idea to actually check to see where it was used in GRP Viewer...


ArtTile 0015 was found in:
None maps

http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

Your'e using a older version of grpviewer that does not find ceiling and floortiles, so you might want to get the most recent build (1.1c) from [edit] correction, here (http://www.bur.st/~duke3d/cgi-bin/load.cgi?http://www.bur.st/%7Eduke3d/romaloom/grpviewer/grpv_test.zip)

Here's what the latest version of grp viewer finds:

ArtTile 0015 was found in:
$WOODS.MAP as a ceiling texture <- There are 2 instances that I could not find
$WHIRL.MAP as a floor texture <- 3 Instances, 1 of which is the bottom of the boat you start in

shiranui
04-25-2005, 12:34 AM
I went to Roma's site; no sign of 1.1c

Rellik66
04-25-2005, 12:47 AM
shiranui said:
I went to Roma's site; no sign of 1.1c


Hmm, apparantly it's only avaliable in Roma's sig. Anyway, it's the Unoffical Test release here (http://www.bur.st/~duke3d/cgi-bin/load.cgi?http://www.bur.st/%7Eduke3d/romaloom/grpviewer/grpv_test.zip)

Roma Loom
04-25-2005, 04:32 PM
Unfortunately GRPV 1.1c is untested and undocumented to put it officially on the homepage. Though it has much more advantages than official release it's very insecure in Models Tool section - might start eating RAM and swap file and finally lock up in a matter of few seconds. GRPV is a bad example of porting DOS application onto win32 platform and must be rewritten from the scratch.

LightMaster
04-25-2005, 06:30 PM
bwahahahahah!!!!!!! http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif

djimd
04-29-2005, 02:22 AM
Hopefully this project will gather a bit of momentum with the next jfsw release - A great start on all the intro stuff - it would be nice to see the main fonts done tho. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

jimbob
04-29-2005, 06:17 AM
i think most people are still too busy working on the duke 3d stuff, once that is more complete they might move to SW http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

i still need to buy the full version of SW, i think i might be getting a credit card for buying stuff online

SamSwashbuckler
05-02-2005, 12:40 AM
You've never played the full version of SW?! Man, you missed out. I liked it better than Duke! With the high-res tiles, it should be even better! I don't know about polygon/voxel models though, they tend to be crummy :P

Dr. Kill
05-02-2005, 02:06 PM
I actually don't like SW as much as Duke 3d or Blood. I still like it, but I like Duke and Blood's styles better. I think Duke and Blood are equal, but at times I even think I like Blood better. It's a close one.

Steve
05-02-2005, 06:30 PM
Great work guys. Thanks http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Lt.Phobos
05-05-2005, 04:11 PM
Great work Guys!
I'm sure in time you'll have re-done nearly all the textures in shadow warrior and make it looking great!

GodBlitZor
05-06-2005, 10:58 PM
5 textures from yours truly - 2762 - 2766

http://img.photobucket.com/albums/v311/BlitZnukem/2762.png
http://img.photobucket.com/albums/v311/BlitZnukem/2763.png
http://img.photobucket.com/albums/v311/BlitZnukem/2764.png

http://img.photobucket.com/albums/v311/BlitZnukem/2765.png
http://img.photobucket.com/albums/v311/BlitZnukem/2766.png

Any comments, Im an amateur at making textures, but I think they look pretty good.

Deth
05-06-2005, 11:52 PM
They look awesome but the last one looks kind of blurry in spots

Edit: to be more specific on the metal parts.

GodBlitZor
05-07-2005, 03:38 PM
Yeah, I was kinda rushed a bit. So I might redo them, or people can just use them until someone else makes a better one.

Geoffrey
05-08-2005, 08:22 AM
The black/yellow lines in the top 2 textures don't seem to be of the same width, is it like that in the originals?

Boinky
05-08-2005, 12:05 PM
Geoffrey said:
The black/yellow lines in the top 2 textures don't seem to be of the same width.

GodBlitZor
05-08-2005, 02:30 PM
yeah Ive already noticed that, I did those at like 11:30 and I was sleepy so I couldnt tell the difference, honestly.

hitman71
05-09-2005, 01:39 PM
First of all HI http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif My first post here http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Ita taken me about 4 weeks of applying to get registered here due to not knowing the name rules ! Was trying to reg the username hitm4n (too 1337 i guess) http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

Anyway, all i wanted to say was Fantastic job on the port JonoF (i'm sure you'll spot this message), and i love whats going on in this thread with the gfx updates.

Been a month since JonoF's initial release and was kinda hoping for an update on march 2nd but sadly that day has passed. Any news on how you are getting on JonoF ?

Anyway, the real reason i'm in this thread was actually to be on topic !! Questions, about these gfx addons. Are we supposed to just keep scouring the thread for a few more new tiles each day or is someone compiling these into 1 pack ? Will there be a 1 stop website for this soon ? And is someone here dedicated to going through the entire tileset making them all crispy and nice or is it a free for all ? Free for all to me would mean a large variance in quality and style http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Erm, thats about it. Hope to participate a bit and maybe dabble in some tiles myself http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Ras
05-09-2005, 02:47 PM
Anyone can do it, and you'll have to keep checking this thread for the new tiles for a while. I'm sure they will eventually be collected into a pack, but not until there are more. Most people are focused on the Duke highres project right now, so that pack probably won't happen for a while.

Parkar
05-09-2005, 05:07 PM
hitman71 said:
First of all HI http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif My first post here http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Ita taken me about 4 weeks of applying to get registered here due to not knowing the name rules ! Was trying to reg the username hitm4n (too 1337 i guess) http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

Anyway, all i wanted to say was Fantastic job on the port JonoF (i'm sure you'll spot this message), and i love whats going on in this thread with the gfx updates.

Been a month since JonoF's initial release and was kinda hoping for an update on march 2nd but sadly that day has passed. Any news on how you are getting on JonoF ?

Anyway, the real reason i'm in this thread was actually to be on topic !! Questions, about these gfx addons. Are we supposed to just keep scouring the thread for a few more new tiles each day or is someone compiling these into 1 pack ? Will there be a 1 stop website for this soon ? And is someone here dedicated to going through the entire tileset making them all crispy and nice or is it a free for all ? Free for all to me would mean a large variance in quality and style http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Erm, thats about it. Hope to participate a bit and maybe dabble in some tiles myself http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif



I would say its a free for all kind of deal. It has worked supriseingly well with Duke. I guess the reason for that being a core set of people doing a large part of it and everyone else fitting there work to the "norm" so to speak. I suspect the same thing to happen here.

There will be a HRP for sw just like the duke version as soon as there is enough content but the true enthusiasts that can't wait for it will most likely have to update there sw texture by texture and model by model.

hitman71
05-10-2005, 05:34 AM
ok, thats what i thought... And thats fine. I've been grabbing them as they appear so far and can continue to do that.

My next question http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Duke was ported yonks ago (years?). How come people are still doing textures for that ? If its such a slow task to make it complete are we gonna be waiting months and months for a SW HRP ?

Anyway, good stuff so far. Will keep my eyes peeled.

Eric R.
05-10-2005, 09:56 AM
here is a little pic (244) for you, can we use a model instead of a sprite?
http://ericrevollo.freewebsitehosting.com/244.png
http://ericrevollo.freewebsitehosting.com/244.png
opy and paste the link or it will not work

DLT
05-10-2005, 01:39 PM
hitman71 said:
ok, thats what i thought... And thats fine. I've been grabbing them as they appear so far and can continue to do that.

My next question http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Duke was ported yonks ago (years?). How come people are still doing textures for that ? If its such a slow task to make it complete are we gonna be waiting months and months for a SW HRP ?

Anyway, good stuff so far. Will keep my eyes peeled.



I think the SW stuff will pick up when the duke stuff is done. As for the duke textures duke has over 4000(not sure how many are sprite frames though) of them so you can see why it's taking so long.

hitman71
05-10-2005, 03:23 PM
I understand its a big project, but the win32 port of Duke has been out for ages. Seems odd that its not done yet especially with so many fans and so many working on it. Aren't there people who are fans of SW more than Duke and will invest more time in one or the other... I kinda hoped at least a couple of people would jump into the SW stuff and start churning it out. Initial release rate just seems a little poor IMO. Quality is great though http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif I've added some level 1 textures already and it really spices the game up.

Roma Loom
05-10-2005, 06:12 PM
Source code for Duke3D was released ~2 years ago. jfDuke was born a year ago. The retexturing thread was started 15/01/04.

Ecmaster76
05-10-2005, 11:10 PM
SW work will pick up when a better version of JFSW is out. I really appreciate JonoF's hard work in getting it out five minutes before the source was released, but unfortunately it needs work. Its kind of discouraging not having working saves, ingame level loading, and the build bugs.

djimd
05-10-2005, 11:39 PM
Y - I understand it takes him a bit of time buiding the binaries after each update - otherwise I'm sure he would have got the Savegame fix out sooner - I guess this is probably the most wanted feature to make the game playable.

TerminX
05-11-2005, 04:02 AM
Ecmaster76 said:
SW work will pick up when a better version of JFSW is out. I really appreciate JonoF's hard work in getting it out five minutes before the source was released, but unfortunately it needs work. Its kind of discouraging not having working saves, ingame level loading, and the build bugs.


Would you prefer there be no JFSW at all? I don't really understand how you can complain about the quality of the current build and complain that a new build isn't out yet in the same post. That said, savegame support has been complete for some time, and a beta build with it working was even released to those on IRC who were around at the time the link was posted. A new build will be publically available sometime in the near future.

Until then, I would suggest you stop complaining about what others spend their personal time on when they could be doing something that actually makes them money.

djimd
05-11-2005, 04:48 AM
TerminX said:

Ecmaster76 said:
SW work will pick up when a better version of JFSW is out. I really appreciate JonoF's hard work in getting it out five minutes before the source was released, but unfortunately it needs work. Its kind of discouraging not having working saves, ingame level loading, and the build bugs.


Would you prefer there be no JFSW at all? I don't really understand how you can complain about the quality of the current build and complain that a new build isn't out yet in the same post. That said, savegame support has been complete for some time, and a beta build with it working was even released to those on IRC who were around at the time the link was posted. A new build will be publically available sometime in the near future.

Until then, I would suggest you stop complaining about what others spend their personal time on when they could be doing something that actually makes them money.



I agree Jonof does it all for nothing and does a great job of it too - BTW Terminx is there any chance of getting a copy ( PM or email) of the Beta with savegames working? Thx

GodBlitZor
05-11-2005, 03:00 PM
You just had you ass handed by TerminX

Hes right though. Ive been waiting patiently.... http://forums.3drealms.com/ubbthreads/images/graemlins/dopefish.gif

Ecmaster76
05-11-2005, 06:10 PM
Read the post.


Ecmaster76 said:
I really appreciate JonoF's hard work in getting it out five minutes before the source was released,



My further comments were just to explain why I don't think much high res or modeling has been done.

I did not say JonoF was being too slow, I said it needed work. Just like JFDuke still needs work, even though it is already excellent.

I did not say it sucked, I said it was discouraging. At the moment it lacks some of the functionality of the original version. This makes it difficult to test stuff out and enjoy it general.

You don't have to be harsh all the time TerminX.

TerminX
05-11-2005, 06:24 PM
Ecmaster76 said:
You don't have to be harsh all the time TerminX.


I still maintain that you have never seen "harsh."

GodBlitZor
05-11-2005, 07:50 PM
I agree, I dont wanna see TerminX pissed off.

Dr. Kill
05-11-2005, 08:59 PM
just read his avatar!

Steve
05-11-2005, 09:33 PM
Ecmaster76 said:
SW work will pick up when a better version of JFSW is out. I really appreciate JonoF's hard work in getting it out five minutes before the source was released, but unfortunately it needs work. Its kind of discouraging not having working saves, ingame level loading, and the build bugs.


He's doing both the Duke3d port and the SW port. Of course things will be moving slowly. http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

Piterplus
05-12-2005, 03:31 AM
Dr. Kill said:
just read his avatar!


(offtopic)
That slogan on avatar belongs to John Romero...right before release of Daikatana.
After release everybody has has poor Jonny as his bitch http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Dr. Kill
05-12-2005, 02:22 PM
would've never known that

Kristian Joensen
05-13-2005, 08:05 AM
piterplus said:

Dr. Kill said:
just read his avatar!


(offtopic)
That slogan on avatar belongs to John Romero...right before release of Daikatana.
After release everybody has has poor Jonny as his bitch http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif



Actually he said that back when Daikatana was annouced, he promised a release in 7 months and he had an add wich said" John Romero is about to make everyone his bitch".

Eric R.
05-13-2005, 02:00 PM
i think the image wasn't displayed so here is it
/http://ericrevollo.freewebsitehosting.com/244.png

hitman71
05-14-2005, 09:25 AM
Looks cool. You asked if it was ok to use 3D models for textures, well i don't see any reason not to apart from 1. Shadows may look out of place in a specifically lit area. Torches on walls, overhead lights etc. What do others think ?

Ecmaster76
05-14-2005, 10:11 AM
If there were shadows on the original than its cool. Some shadowing is needed anyhow just to give a sense of depth, since sprites are all flat.

hitman71
05-14-2005, 10:54 AM
absolutely, but i meant if there was a light on the left and the shadow was from the top it might look odd. Then again maybe it wouldn't even be noticed ??

TerminX
05-14-2005, 01:58 PM
hitman71 said:
if there was a light on the left and the shadow was from the top


This is Shadow Warrior, not Half-Life 2. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

GodBlitZor
05-14-2005, 02:08 PM
^exactly.

hitman71
05-14-2005, 06:11 PM
Simply stating fact http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Don't pick on me, i'm new - boohoo !! http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif

Another thing that could cause this to be a bad idea (shadows not models) is that 2 diff people make 2 new textures that sit next to each other ingame. Both use models and both shadow them at diff angles. That would definately look odd !!

discuss http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif lol

Tea Monster
05-17-2005, 02:02 PM
Is it possible in JFSW to have any wall texture as a model?

In Duke we ran into problems where certain things that could benefit from being models were actually treated as wall textures rather than sprites. It is possible to makes sprites into models but not wall textures.

Maybe JFSW works differently (or maybe not).

Just think if every texture was a model... now think of how much you would have to spend on a graphics card to render it all.

If you really want to do that sort of thing, rip off some code from one of the Quake I ports and get some bump-mapping in there.

hitman71
05-17-2005, 06:20 PM
hehe - correct me if i'm wrong, but i think its just a texture made from a model, not a texture remade AS a model. Using a model adds realism and depth to the final texture. Like shadows. In the end its still a flat image. Correct ?

Tea Monster
05-25-2005, 02:00 PM
hitman71 said:
hehe - correct me if i'm wrong, but i think its just a texture made from a model, not a texture remade AS a model. Using a model adds realism and depth to the final texture. Like shadows. In the end its still a flat image. Correct ?



Yeah, thats VERY different!

They did a lot of that in Duke. I am not so sure on SW as it looked a lot more "painterly" than Duke. Supposedly most of the monsters in Duke 3D were 3D modelled, rendered and posed - then screen-grabs of those models were used for all the in game 'sprites'.

This was all pre-Quake. If you do it correctly (right number of animation frames and image resolution) it looks just like the "real" thing.

Ecmaster76
06-05-2005, 02:53 PM
298

Ecmaster76
06-05-2005, 02:53 PM
5055

Ecmaster76
06-05-2005, 02:54 PM
5056

Ecmaster76
06-05-2005, 02:54 PM
5057

hitman71
06-05-2005, 04:16 PM
nice http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

tpz
06-05-2005, 04:43 PM
these look very nice.

Good work!

hitman71
06-06-2005, 07:24 AM
SW HRP Addon (http://homepage.ntlworld.com/hitt.man/SW-HRP-Addon.zip)

Everything so far, apart from 1 switch which uses an md2 file. Will add it in next zip when more textures are ready.

I've got the latest version of grp viewer and have started ripping textures to remake some myself too. Just to have a go really http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Another Duke Fan
06-06-2005, 08:27 AM
Cool!! Keep it up to date mate! http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Geoffrey
06-06-2005, 08:53 AM
Cool! A HRP! Saves me from browsing through !4! ( YES 4!!! ) pages! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Side notes:
- it's probably a better idea to use the same directory system Parkar uses for the Duke HRP
- it's probably a good idea to let Parkar do this alltogether?

hitman71
06-06-2005, 12:22 PM
I'm not here to step on toes. If someone else sets up a site and starts to package this properly then great, i will then just concentrate on textures. For now, i just collected whats in this thread, did a little file conversion (some were jpgs) and added all the defines into 1 file so it all works. Simply for newcomers so they can grab it all in one go. I know theres not a massive amount, and only 4 pages, but it does take a fair while to find them all and get all the defines together.

I do however have some questions.

1. Does
definetexture 0000 0 0 0 -1 -1 highres/textures/0000.png
work the same as
definetexture 000 0 0 0 -1 -1 highres/textures/0000.png
(1 less 0) This is simply to make the formatting easier in the textures.def file. btw, i ordered them.

2. Can the defs for the lightswitch go into the same textures.def file ? Baring in mind theres an md2 file included which will need to go in a "models" folder.

definemodel "models/es_0712.md2" 1.1 0
definemodelframe "off" 551 551
definemodelframe "on" 552 552

3. The numerics and letters packs are doubled up. In the defs file they are listed as...
definetexture 2930 0 0 0 -1 -1 highres/textures/2930.png
and
definetexture 2930 17 0 0 -1 -1 highres/textures/2930_17.png
Can someone explain to me why ? Apart from a diff colour are they needed ? does the 17 mean a displacement ?

4. What file formats can textures be in ? PNG can be quite a lot bigger than JPG in some cases. Does GIF work too ?

5. If a new texture is not to scale with the original, is it resized automatically for use ingame. I realise most are 1-2 or 1-3, but there was 1 that was completely different (the crack one).

Thanks for your time.

Ecmaster76
06-06-2005, 12:46 PM
1. It should work the same, but I think you should avoid numbering tiles 0x, where x is any number of one or more digits. I think the parser considers stuff like 01234 to be a hex value, where 1234 would be base ten (normal).

2. I don't know since I don't screw with models

3. '17' is the palette value for the texture. SW uses palettized textures that only have a certain amount of colors. Changing the value rearranges the color order so that the texture looks different (think the different versions of the keys or whatever). However a 32bit OpenGL texture is not palettized. So the preexisting textures are palette shifted before being sent to the rendered (I think). But this won't work with the hightile stuff. So the best solution is just to make a different version of the texture that follows the coloring of the original at a different pallete value.

So say the original texture is blue with palette=0. Palette=17 is a red version or whatever, so I make a red version and change that first number in the definition to '17'. So anytime it comes across that texture with a palette=17 it loads the alternate version. Otherwise it loads the original unless other palette values are defined.

4. Don't use GIF. Ever. PNG or non-progressive JPEG is fine. If the PNG is too big, try saving it as an 8bit PNG with 256 colors. If thats still too big try lower numbers of colors. In effect you keep detail by losing colors. JPEG is better if you are willing to sacrifice detail but maintain color content.

Of course thats color vs detail at the same resolution. You can also drop resolution, but that kinda sucks.

Parkar
06-06-2005, 02:18 PM
Geoffrey said:
Cool! A HRP! Saves me from browsing through !4! ( YES 4!!! ) pages! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Side notes:
- it's probably a better idea to use the same directory system Parkar uses for the Duke HRP
- it's probably a good idea to let Parkar do this alltogether?



Some notes:
- I am workig on a sw HRP.
- It's a long time until its even close to a first release.
- It's probably a good idea fo others to put out collections so people don't have to wait until my HRP is released or download every texture.

hitman71
06-06-2005, 03:08 PM
Thanks Ecmaster. I'll stick to PNG unless its wise to use JPG on occasion. The pallette shifting stuff i understand, obviously means the 2 sets are needed. I'll stick with xxxx for the texture numbering and i'll try to install the model lightswitch by including it in the textures.def file and see how it goes.

Parkar. Do you just build the pack up from what people post in this thread ? Are there other forums where people are working on this stuff where i could pick up more textures ?

Parkar
06-06-2005, 05:10 PM
This thread, on the duke project a few textures was sent to me over email.

If you want to keep the same structure as I am using you can download the light version of the duke hrp and look inside the duke_hrp.zip file. I am using the same structure for the sw HRP. Everyting that replaces sprites ges into a subfolder called sprites (with subgroups for the diffrent kinds of sprites like mosnters, pickups, props etc) and diffrent def files for each group. The only thing that goes into textures is textures used on sector ceilings, floors and walls.

Geoffrey
06-07-2005, 06:54 AM
Some notes:
- I am workig on a sw HRP.
- It's a long time until its even close to a first release.
- It's probably a good idea fo others to put out collections so people don't have to wait until my HRP is released or download every texture.



Duh, my point, and I don't see the point after only 4 pages http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif But that's just me http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Parkar
06-07-2005, 07:02 AM
Don't expect any SW HRP until we are past like 50 pages though so I expect people would appreciate someone collecting and uploading it in packs.

Carger2000
06-07-2005, 10:32 AM
Im 'getting better' with PS so I might do some textures later.

Ecmaster76
06-07-2005, 07:03 PM
Add this line to the sw.def file to fix the red colored sectors with hi res stuff.

The values are from the #2 palette of duke, which is kinda close to 14 in SW. It may need a little twekin but it looks okay.

definetint 14 255 110 80 0

589

Ecmaster76
06-07-2005, 07:04 PM
595

Ecmaster76
06-07-2005, 07:06 PM
I made these in GIMP 2. Its powerful, but it also seems pretty unstable. Maybe I got something screwed up but whatver. Also I think the coders would have been better off making a window system more like the one in PS. Alt tabbing sucks. I guess they must have had a multi monitor setup in mind.

596

GodBlitZor
06-07-2005, 07:23 PM
looking good! http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

motionblur
06-10-2005, 05:28 AM
Darn ... didn't know we had those two already. Well - I was bored and made 'em. So I guess I could still post my work - so everybody can decide themselves which one to use.

Here goes No.1 ...

motionblur
06-10-2005, 05:33 AM
...and No.2

hitman71
06-10-2005, 09:52 AM
no offence to the previous posters versions, but they look supercool. Nice work. More more more.

ProAsm
06-11-2005, 03:20 AM
Parkar said:
sw_hrp is growing pretty fast.



Parkar, when you finally release a pack (hope soon) please add a include User.def to the sw.def like you did in Duke.
http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Roma Loom
06-13-2005, 07:29 PM
For those who are working on SW enhancing and use GRPViewer to view/extract art tiles I've updated GRPV in the way it can auto-detect both DN3D and SW and load the apropriate palette file and names.h for both of the games, so you don't need to put palette.dat and names.h into GRPV's dir until it's strictly needed.

The link (http://www.bur.st/~duke3d/romaloom/grpviewer/grpv_test.zip). Or use "Unofficial Test Release" link in my sig.

The MD3 support is coming soon.

Ecmaster76
06-13-2005, 07:31 PM
Thanks

Ras
06-15-2005, 12:25 AM
The red and green buttons need to be renamed 0577 for the red and 0578 for the green.

hitman71
06-15-2005, 08:58 AM
Yes, i did this myself. Not loaded game with textures installed yet, but they look great. Any more on the way ?

WarHammer
06-16-2005, 06:44 AM
hitman71 said:Any more on the way ?


You might say that.

First of all I decided 0015 looked a little blurry so here is a sharper version.

WarHammer
06-16-2005, 07:37 AM
Next is 0016. I made this one right after 0015 so I was still getting used to texture work. These are among the first actual textures I've made. Although I know and have used many of the techniques before this is the first time I have actually applied them to making textures and thus use so many at once and deal with the conflicts that arise. As a result this ended up taking way too long to make, got almost entirely redone at one point and burned me out on making textures for a while...and I'm still not completely happy with it. I'm planning on redoing from scratch eventually. I think I can do better now and at 2x it's a bit low res still in some places in the game. Most of my textures are 3x now. Anyway, I think it's looks fairly good so I'm posting it for use in the mean time.

http://members.cox.net/megadeus/0016.png

WarHammer
06-16-2005, 07:43 AM
Next up I adjusted the colors of 0108, 0109 & 0110 to be closer to the originals, fixed a small shading error and added in the nails (at one pixel big they can be easy to miss in the originals).

http://members.cox.net/megadeus/0108.png

http://members.cox.net/megadeus/0109.png

http://members.cox.net/megadeus/0110.png

WarHammer
06-16-2005, 07:49 AM
0480 might be a bit too big but I can't remember where it's used so I can't be sure. It's just a substitute until a model is made, in any regard.

http://members.cox.net/megadeus/0480.png

WarHammer
06-16-2005, 08:02 AM
0503 - It slices! It dices! It can cut through this titanium armor plate like it was paper! it's the best knife you will ever own! Call now, operators are waiting to take your order! Also a substitute until a model is made.

http://members.cox.net/vector0/0503.png

WarHammer
06-16-2005, 08:16 AM
"I'd buy that for a yuan renminbi!" More model stand-ins. But if anyone ever get around to modeling these I can upload my source files. they would work well for making the texture.

http://members.cox.net/megadeus/2530.png

http://members.cox.net/megadeus/2531.png

http://members.cox.net/megadeus/2532.png

http://members.cox.net/megadeus/2533.png

WarHammer
06-16-2005, 08:39 AM
Here are more accurate versions of the anime posters. I'm not sure where 3D Realms got the originals as theirs appear to have been free of text and more complete.

http://members.cox.net/megadeus/3342.png
3342 is the cover of the Sorcerer Hunters Vocal Collection Sound Track.

http://members.cox.net/megadeus/3341.png
3341 is the cover to the Slayers "Touch Yourself" http://forums.3drealms.com/ubbthreads/images/graemlins/redface.gif CD single. I have to wonder if that was intentional or not. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif I could have edited it out easily enough but I preferred to leave it in. Also I could have erased Nahga from the background to be more like the original but then I would have to completely edit out the text on the right side.

http://members.cox.net/megadeus/3343.png
3343 is from Black Jack. It's not the exact image used in the original but at least he is still doing his signature, "I'm an eccentric surgeon!" pose.

http://members.cox.net/megadeus/3340.png
3340 I've decided the original is an image from Spaceship Girl Yamamoto Yohko but alas I could not find hardly any images at all, let alone the one used in the original texture. I opted to go with this image from You're Under Arrest! instead. It's the closest substitute I could find that was from the proper period. Most similar images I found were from recent anime. Looks a little bright in game though.

WarHammer
06-16-2005, 08:46 AM
3547 - It's a tatami mat. Not much else to say about it. It required a bunch of work, yet it took me hardly any time to make. Possibly an indicator that I'm starting to get the hang of making textures efficiently.

http://members.cox.net/vector0/3547.png

Parkar
06-16-2005, 08:53 AM
Great work. Only problem I see with the wall texture is that the fibbers are going the wrong way on the vertical board.

The best part is not only are they very detailed but the stay very true to the shadow warrior colours.

I think it is important to stay true to the somewhat cartoony look shadow warrior has. I know I am going to have a slight problem with this but should be a great challenge to do more "hand" painted textures and rely less on texture overlays and photo shop tricks.

Edit: Great even more stuff. One question though, is the anime pics ripped or are they free to use by anyone? Asking coz there is a bunch of textures in the duke hrp that's questionable if they are free to use and am going to go through them and remove the ones I can't tell for sure are ok. I my self will probably still use them until something else comes a long but I feel its better to stay away from using "stolen" art since it will look a lot more professional.

I think the anime art in the original is created by someone at 3dr or outsourced to someone, correct me if I am wrong.

WarHammer
06-16-2005, 09:01 AM
For 5051 I got to use all of my toys. The paper was made in Photoshop, the masking tape from my scanner (the same piece of tape was used for all four corners), and for the "PULL" I got to use my new tablet.

http://members.cox.net/vector0/5051.png

WarHammer
06-16-2005, 10:12 AM
Parkar said:
Great work. Only problem I see with the wall texture is that the fibbers are going the wrong way on the vertical board.


I'm aware of that. Like I said, I plan to redo it. One problem I was having was finding a wood texture that was both polished enough to look good indoors but also weathered enough to be used outdoors since they used the same texture for building interior walls and mine shafts alike.


Parkar said:
Edit: Great even more stuff. One question though, is the anime pics ripped or are they free to use by anyone? Asking coz there is a bunch of textures in the duke hrp that's questionable if they are free to use and am going to go through them and remove the ones I can't tell for sure are ok. I my self will probably still use them until something else comes a long but I feel its better to stay away from using "stolen" art since it will look a lot more professional.

I think the anime art in the original is created by someone at 3dr or outsourced to someone, correct me if I am wrong.


The anime girls standing around were definitely done by 3D Realms. Leap's girls are parodies of characters from Tenchi Muyo!, a couple others are parodies of characters from Sailor Moon. The posters, however, are definitely the original artwork. (http://members.cox.net/catgirls/3476comp.gif) They may have gotten permission from the American licensors to use the artwork since all of them were licensed at the time I believe (would explain where they got better versions), but most likely they just figured that the massive downscaling would absolve them of any potential copyright issue. The original copyright owners being on the other side of the planet probably didn't hurt either.

I would say this falls into a bit of a gray area. They are copyrighted images but they are over ten years old by now and most licensors don't really seem to care too much about images. In all my years as an anime fan I have only heard of one case where Studio Gainax went after images posted on the web. As a general rule the Japanese are not too concerned over minor copyright infringement. Doujinshi are fan created comics, often pornographic in nature, based on existing characters. The sale of these fan comics as big business in Japan and even the plot of a couple anime series, Comic Party, for example.

If you're too concerned you could contact the lincensors and ask permission. I can provide contact info for the companies who hold these licenses.

Ecmaster76
06-16-2005, 11:00 AM
Damn... http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif

Good job

Just_Jim
06-17-2005, 07:18 PM
Here is a skybox for the second map of "Enter the Wang"

http://www.tugr.com/cloudy_night_skybox.zip

How do you use Build to determine the tile number for the sky used in a map?

djimd
06-17-2005, 08:43 PM
Nice one jim - I don'ty know about build but it looks like most of the sky tiles are in tiles000.art - grpviewer shows them up ok - It would be nice to get skies for all the main sw levels - some look a bit harder to find - with volcanoes etc.

Ecmaster76
06-17-2005, 09:33 PM
Point to the sky and hit the 'v' button. You may see a bunch of tiles, or just a few. One will have a box around it. That should look like the sky. The number of that tile is in the lower right coner of the screen. Just to the right of that is the tile dimensions.

djimd
06-18-2005, 04:11 AM
A Hong Kong skyline would be nice as it shows up in quite a few maps - You'd think a HK skybox would be easy to find - a few hours googling with no luck http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

hitman71
06-18-2005, 06:35 AM
Can someone explain how to add these skyboxes please. Baring in mind that i already have a textures.def and sw.def file etc. What do i need to add, do i create new def files etc ?

hitman71
06-18-2005, 07:52 AM
no matter. i sussed it all... just had to get files and folders in the right places http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

1 thing though, i had to add

//added by me
definemodelskin 0 "highres/sprites/switches/es_0712.png"
//end add

for the lightswitch def. it was missing http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hitman71
06-18-2005, 11:44 AM
Don't jump on me for triple posting please like before. I cannot edit the previous posts. And i have more to say...

Today i added all the new models people have made. The suitcase is a nice model but i think it needs a better texture. Its a bit 1 tone and with lack of detail on the locks and handle.

The lightswitch looks and works really well (after i added the line in my previous post to fix it.)

The ninja model looks great and he moves really well. I especially like the face changes when he's shooting or being shot. However, it is missing the sliced to death anim and wondered if its something i've done wrong. See error below from logfile.

Error on line highres/sprites/monsters.def:29: expecting float, got "definemodelframe"
Error on line highres/sprites/monsters.def:29.
Error on line highres/sprites/monsters.def:29.
Error on line highres/sprites/monsters.def:29.

Also, he seems a bit bright overall and textureless on his legs. I'd love to see an update to this which includes the rest of the anims for him.

Finally, i had to edit the skyboxes.def file to get the path right and in line with the other addons.

defineskybox 184 0 0 highres/skyboxes/Sky_Stars/stars0.png highres/skyboxes/Sky_Stars/stars1.png highres/skyboxes/Sky_Stars/stars2.png highres/skyboxes/Sky_Stars/stars3.png highres/skyboxes/Sky_Stars/stars4.png highres/skyboxes/Sky_Stars/stars5.png

Just wanna say great work from everyone so far. Some cool models, textures, fixed TC's and a nice frontend to use. Been fun playing it all over again http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Now come on !! Get some more stuff out !! LOL

ProAsm
06-19-2005, 04:14 AM
Not sure if anyone has made any fonts yet.
Everytime I run up the game I am presented with the ugly SW fonts.
These will tie you over untill better ones come around.
Fonts.def included
http://www.unreal.co.za/files/temp/Fonts.zip
Just unzip to your Highres folder.
NB. File will be removed within 24 hours of this post.

djimd
06-19-2005, 05:28 AM
Great thx for those - big fonts make a huge improvement - btw didn't you like 3740 and 3741 ( 8 and 9 redfont missing http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif)

djimd
06-19-2005, 06:35 AM
Here's a skybox that i found in my old quake 2 directory -it fits in ok with the rampage warrior mod and a few of the main levels - Sorry i don't know who the original artist was ( had it for a while) Rapidshare keep the files up for about 30 days i believe so get it while it's there :
HERE (http://rapidshare.de/files/2480383/mountains.rar.html)

ProAsm
06-19-2005, 10:07 AM
btw didn't you like 3740 and 3741 ( 8 and 9 redfont missing

mmm, I been using them all this time and never noticed.
Hehe... thanks, updated download and 8,9 and Fonts.def attached http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hitman71
06-19-2005, 10:10 AM
You have requested the file mountains.rar (1866055 Bytes). This file has been downloaded 2 times already.
IMPORTANT: Download-accelerators are only supported with a PREMIUM-Account!

This IP 62.254.0.34 is not allowed to use the free-service anymore today. We detected very extreme downloads. Don't worry! This has not to be your fault.
Maybe you use a proxy-server. Premium-users are not affected by this ban. Maybe you might want to get a PREMIUM-Account, too.
It is just a one-time fee and you will have access instantly. Please see our big FAQ, if you still have questions.

I'm not using a download accelerator, nor a firewall, nor is that my ip addy.

Ecmaster76
06-19-2005, 11:27 AM
ProAsm said:
Not sure if anyone has made any fonts yet.
Everytime I run up the game I am presented with the ugly SW fonts.
These will tie you over untill better ones come around.
Fonts.def included
http://www.unreal.co.za/files/temp/Fonts.zip
Just unzip to your Highres folder.
NB. File will be removed within 24 hours of this post.



Yeah, go back a page or two and you will see where I made what you call 'small font' for Shadow warrior as well as some of the even smaller letters. http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

The ones you posted are from duke and they only cover the uppercase (about half the letters) and are the wrong color.

Edit: Yeah they are on the second page or they come with that little minipack that got posted.

hitman71
06-19-2005, 11:44 AM
I incorporated both sets and kept the cleaner (smaller files) from ECMaster for the small fonts. The new large red font for the menus is very nice though.

ProAsm
06-19-2005, 11:57 AM
Yeah, go back a page or two and you will see where I made what you call 'small font' for Shadow warrior as well as some of the even smaller letters.

The ones you posted are from duke and they only cover the uppercase (about half the letters) and are the wrong color.

Edit: Yeah they are on the second page or they come with that little minipack that got posted.


I apologize if I stole anything here but can you please post again because judging by the downloads, there are no fonts and even looking I cannot find this post you are talking about.
Granted my fonts are from Duke but as I said, they are better than nothing.

Ecmaster76
06-19-2005, 12:04 PM
Here (http://forums.3drealms.com/ubbthreads/showflat.php?Cat=0&Number=817197&page=0&fpart=2&vc=1&nt=6)

You will see three posts in a row by me. Each one has an attachment.

I don't care about you posting my stuff or anything, just it was kinda aggravating that my stuff from the wrong game got posted after I had already adapted it for Shadow Warrior.

Sorry I just woke up recently and am usually a little gruff in the morning.

ProAsm
06-19-2005, 04:52 PM
mmm ok I now have them but am I missing something here but the most important big Red fonts are missing or did I miss a download somewhere.
The 3706 to 3741
If these are your fonts that I grabbed then I apologize again but they look just great here and are the right color btw, well close enough http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

djimd
06-19-2005, 05:01 PM
hitman71 said:
You have requested the file mountains.rar (1866055 Bytes). This file has been downloaded 2 times already.
IMPORTANT: Download-accelerators are only supported with a PREMIUM-Account!

This IP 62.254.0.34 is not allowed to use the free-service anymore today. We detected very extreme downloads. Don't worry! This has not to be your fault.
Maybe you use a proxy-server. Premium-users are not affected by this ban. Maybe you might want to get a PREMIUM-Account, too.
It is just a one-time fee and you will have access instantly. Please see our big FAQ, if you still have questions.

It's a free server so it might have some constraints - working now tho. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

I'm not using a download accelerator, nor a firewall, nor is that my ip addy.




It's a free server so it might have some constraints - working now tho. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Ecmaster76
06-19-2005, 05:59 PM
No I didn't do the large red fonts (at all, the ones you posted were made by someone else).

It was the small blue ones you posted that I made for Duke. I was just saying that they had already been adjusted and expanded for Shadow Warrior because SW uses both upper and lower case as well as having differences in style. Additionally a brown variation is used more often than the default blue, which was included as well.

I don't care if you use any of my stuff. This is an open source project, so as long as you aren't claiming someone elses work as your own than I don't see an issue (nobody spam this thread with legal explanations please).

hitman71
06-19-2005, 07:06 PM
The problem here is that 2 people have now released almost identical font sets. ECMasters is the cleaner set (smaller files too) but the 2nd release has a few extra files and the large Red font - which is lovely btw. Looks great on the main menu.

Hows about taking this 2nd release down, and rebuilding a new zip which just includes the large red font and anything over and above what ecmaster released. Everyones happy then http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif And theres no duplicated stuff.

edit// in fact, grab both releases, add em together, keep the cleaner font though, and create a new font.def and re-release. Maybe Ecmaster should do this since he released the fonts first and its mostly his work... ?

Ecmaster76
06-19-2005, 07:47 PM
Well, maybe just download that mini pack that has the fonts in it and most of the textures (assuming the link is still good) and just add the big red font to it.

To be honest I am not going to use the red font 'cause I would rather live with the original until a more faithful replacement is created.

ProAsm
06-19-2005, 11:54 PM
Ok I'll change my release to Redfonts only.
Then use ECMasters small fonts as they are superb.
Sorry for the mixup but again we need a Sticky with only released stuff in it as like I said judging by the downloads most missed ECMasters release.

hitman71
06-20-2005, 06:51 AM
And this is the reason i'm releasing packs at the mo, so people don't miss stuff or have to compile it all together. A few people have used odd folder naming and hierarchy and some def files have needed editing to get it all working.

In another thread i made (maps and hrp) you can get the HRP (so far) with all the fonts as they should be (in a fonts folder with 2 folders inside for small and large).

Once again, when a resolve is found for the HRP method and an initial pack is released i'll discontinue mine http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif I'm only releasing it cos i'm keeping tabs on all releases and getting it working for myself. All i have to do is zip the folder and def and others can use it.

Carger2000
06-20-2005, 08:31 AM
Your work is much appreciated Warhammer!

(the same goes for everyone else)

Damien_Azreal
07-22-2005, 07:57 PM
Has anyone put these into a texture pack yet? I would love to play the game with these.

Deth
07-25-2005, 04:46 PM
Blood

Edit: tile #389

Another Duke Fan
07-27-2005, 07:11 AM
C`mon, you call this blood?

Dr. Kill
07-27-2005, 01:32 PM
Not bloody enough for you, eh?

Deth
07-27-2005, 03:47 PM
Another Duke Fan said:
C`mon, you call this blood?



Do it yourself if you don't like it, or at least tell me how I can improve it. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Another Duke Fan
07-28-2005, 08:00 AM
Exactly that would have been my own answer on this http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif. However, it does not look like "blood" to me and I can`t do it much better myself http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif. Dr. Kill, can you? http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif

Roma Loom
07-28-2005, 05:41 PM
Haven't seen the original - just applied few filters on Daniel's version.

GodBlitZor
07-28-2005, 06:47 PM
BONG!!
Much better. Snoochi boochies!

Deth
07-28-2005, 08:48 PM
Sweet.... Thanks Roma Loom

Another Duke Fan
07-29-2005, 12:02 AM
Yes, this is it! Thank you Roma and Daniel!

David_OSU
07-29-2005, 03:52 PM
Here are some Pachinko machine photos that could be cleaned up into textures for SW:

Slots Direct Pachinko Machines (http://slotsdirect.com/pachinko.html)

This one is cool:

http://slotsdirect.com/thunderflash.jpg

David_OSU
07-29-2005, 04:09 PM
...and more Pachinko machines at Slot-Pachinko (http://www.slot-pachinko.com/2004PACHINKO.HTM)

like this:

http://WWW.slot-pachinko.com/2005PACHINKO/NORAKURO/1.jpg

David_OSU
07-29-2005, 04:17 PM
...and some more on eBay:

http://static.zoovy.com/img/slotusa/-/iceparadise.jpg

stilist
08-14-2005, 07:37 PM
Here's something that may or may not help you chaps out with the textures:

http://stilist.visionleague.net/temp.ph_

It's a PHP script, obviously; I use it when I want to generate huge lists of textures. I think the variables are pretty obvious, but here's a quick tutorial on how to use it:

Set your filetype (usually png or jpg), your tilestart & end, and your path. If you need a 0 pal and a single other one (with the way the file's set up, 16), just set the palstart and palend to be the same number. If you have a larger range, like the 10-17 in duke, simply set the range appropriately. Also, since the 21 and 23 aren't connected to the lower ones, just uncomment those as necessary.

All that's left to do now is load it up in your browser, and it'll automatically spit out the list of textures for you.



This all assumes, of course, that you have a PHP server available to you. I'm considering setting it up as a form on a page so anybody can use it. Also, be sure you rename the filetype to php. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Something I forgot to mention originally: If you set palstart to 0, it won't generate the extra palette tables.

hitman71
08-17-2005, 04:44 PM
OK, so i'm now gonna have a go at remaking some textures. I've got grpviewer and grpstudio so far, both are quite nice, and both work quite well... grpstudio was able to unpack all files from the sw.grp, but cannot extract the bmps from the individual .art files. So, i loaded sw.grp into grpviewer instead and this allowed me to open each art file and extract the bmps from within. I now have 21 folders, each with 256 bmp textures in. Great so far...

But why only 21 you may ask, when theres 22 art files? (theres a 000 one) Well, tiles021.art simply won't unpack. Its not corrupt, i've played the game thru 100% and i know its zilla in there as i could view the bmps in grpstudio. Grpviewer just throws an error at me and i don't have anything else to unpack it.

Has anyone else had this problem or know a workaround, or know another tool i can use to unpack art files ? Thanks.

Roma Loom
08-17-2005, 06:03 PM
Sorry for this bug. It also won't allow you to open one of the duke3d.grp ARTs. It's easy to fix by disabling tile naming feature... but I wanted to rewrite the naming proc and still haven't managed to put my hands on it... You may visit my homepage and get the previous GRPV version for extracting from ARTs.

hitman71
08-17-2005, 06:27 PM
ok. i'll grab the older version http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif thanks.

Phayzon
08-17-2005, 07:17 PM
I seem to be a bit late, but Dragon UnPACKer works nicely, 4 works better than 5.

hitman71
08-17-2005, 09:24 PM
1. 3540
http://homepage.ntlworld.com/hitt.man/3540.png

2. 3541
http://homepage.ntlworld.com/hitt.man/3541.png

3. 3542
http://homepage.ntlworld.com/hitt.man/3542.png

4. 3543
http://homepage.ntlworld.com/hitt.man/3543.png

I'm really NOT a gfx guy, but i'm disappointed by the lack of new stuff appearing here so i decided to give it a go. These new crates use someone elses as a base (0108 + 0109), and the new metal sections were also cut, edited, pasted and tweaked from someone elses texture.

Any good ?

Phayzon
08-18-2005, 07:15 AM
Not bad, just added them to my hirghres folder and updated def's so ill try them out in game soon.

Psykomanius
08-18-2005, 07:55 AM
Cool http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif New textures to add.

Iggy
08-18-2005, 08:56 AM
Phayzon said:
Not bad, just added them to my hirghres folder and updated def's so ill try them out in game soon.


Not bad? They look plain wonderfull to me.

Good job mate! http://forums.3drealms.com/ubbthreads/images/graemlins/dopefish.gif

hitman71
08-18-2005, 10:36 AM
Thanks guys. I know there are faults with these textures, i am my own worst critic.

The Wood is more detailed than the metal (cos they are from 2 diff sources), the studs are all shadowed wrong (cos i rotated the corner each time) and all the work was done from other peoples work. The only credit to me is actually cobbling them together. However, i think they look real nice ingame and will easily be good enough until someone else improves on them...

I will try to source many of the brick wall, stone wall and floor tile textures next. These will be sourced from google and heavily edited to match the originals. Hopefully they'll turn out good enough http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif More to come soon...

hitman71
08-18-2005, 12:19 PM
1. 0040
http://homepage.ntlworld.com/hitt.man/0040.png

1. 0111
http://homepage.ntlworld.com/hitt.man/0111.png

1. 0114
http://homepage.ntlworld.com/hitt.man/0114.png

1. 0119
http://homepage.ntlworld.com/hitt.man/0119.png

1. 0448
http://homepage.ntlworld.com/hitt.man/0448.png

5 more http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Again, good till someone does better.

tpz
08-18-2005, 05:51 PM
Very nice textures you have there.

hitman71
08-18-2005, 07:47 PM
1. 0044
http://homepage.ntlworld.com/hitt.man/0044.png

1. 0053
http://homepage.ntlworld.com/hitt.man/0053.png

1. 0054
http://homepage.ntlworld.com/hitt.man/0054.png

1. 0055
http://homepage.ntlworld.com/hitt.man/0055.png

1. 0089
http://homepage.ntlworld.com/hitt.man/0089.png

5 more http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hitman71
08-18-2005, 08:00 PM
Can anyone tell me where textures 44 + 89 are used please.

Also, i told you i wasn't a gfx man http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Ingame my latest 3 wood textures don't look so hot. They are good copies, but they don't tile too well due to the colouring. Anyone fancy tweaking them a bit for me... ?

Roma Loom
08-18-2005, 08:18 PM
Why don't you use GRPV for this?:

ArtTile 0044 was found in:
$SHRINE.MAP as a wall texture
$SHRINE.MAP as a ceiling texture
$WOODS.MAP as a wall texture
$GARDEN.MAP as a floor texture
$OUTPOST.MAP as a wall texture
$AIRPORT.MAP as a floor texture

ArtTile 0089 was found in:
None maps http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif :wtf:

hitman71
08-18-2005, 08:21 PM
i didn't know your viewer did this...

strange about 0089 ???

Just_Jim
08-19-2005, 12:16 AM
Here are the skyboxes I am using ingame http://www.tugr.com/sw/ They do not look like the originals but give a decent feel for the game. Sky_Sea.zip is 0089 and is used in Park as well as several other user maps. If you are looking for skyboxes that look like the originals do not bother downloading these files - they are only fairly close. The defs for each skybox is in a text file in each .zip. The file skyboxes.def is what I am currently using and lists them all.

hitman71
08-19-2005, 06:12 AM
ok, so drop my 0089. i've added all these skyboxes and they do look nice ingame http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

HRP is now at 11mb.

Carger2000
08-19-2005, 02:39 PM
Nice ones Hitman http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hitman71
08-19-2005, 03:18 PM
thanks man... i really need to update those dark wood wall textures though. I'll give it a go now http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hitman71
08-19-2005, 05:13 PM
0053, 0054 and 0055 redone a bit. Also 0480 shrunk by 50% and shadow removed. Its not as good looking as it was but its a much better size ingame. I might go back to that one again...

http://homepage.ntlworld.com/hitt.man/

WarHammer
08-20-2005, 10:44 AM
You know...I already did 0053, 0054 and 0055. I thought I posted them but I guess I overlooked them somehow. http://forums.3drealms.com/ubbthreads/images/graemlins/redface.gif

http://www.members.cox.net/megadeus/0053.png

http://www.members.cox.net/megadeus/0054.png

http://www.members.cox.net/megadeus/0055.png

hitman71
08-20-2005, 01:16 PM
I grab all thats posted and i've not seen those b4. You must've forgotten them. Anyway, its cool they are up now cos they are much much better than mine... http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hitman71
08-21-2005, 06:09 PM
http://homepage.ntlworld.com/hitt.man/5393.png
31 Boss Health Bar replacements (http://homepage.ntlworld.com/hitt.man/BossHealth.zip)

enjoy http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif