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Old 10-14-2006, 03:44 PM   #81
Telee

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Re: Nuclear Winter HRP
Crap, I forgot about this thread
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Old 10-15-2006, 02:06 PM   #82
Alexander Filippov

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Arrow Re: Nuclear Winter HRP
ArtTile 3606 was found in:
E2L6.MAP as a wall texture
E2L4.MAP as a wall texture
E2L7.MAP as a wall texture

In-Game:
http://i94.photobucket.com/albums/l8...06-in-game.jpg
Attached Images
File Type: png 3606.png (85.3 KB, 51 views)
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Old 10-15-2006, 05:55 PM   #83
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Re: Nuclear Winter HRP
Another great job, Alexander!

What do you guys think I should do with that one tile in TILES014.ART that has the top half of the front-facing stripper? Should I just define the normal model, but with the appropriate zadd parameters, or should there be a new model?
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Old 10-15-2006, 07:49 PM   #84
Alexander Filippov

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Unhappy Re: Nuclear Winter HRP
Forgive, but in English I cannot speak. Thus I cannot precisely understand, that you ask me. At school a lesson of English language badly taught.

My condolences...

p.s. Even translators all stupid, normally do not translate, eternally a shit give out...
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Last edited by Alexander Filippov; 10-15-2006 at 07:54 PM.
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Old 10-15-2006, 08:07 PM   #85
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Re: Nuclear Winter HRP
No problem, even with a translator we can understand what you're saying...

Man, we need some more people in this HRP or Alexander will end up doing the whole thing!
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Old 10-15-2006, 08:57 PM   #86
Alexander Filippov

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Arrow Re: Nuclear Winter HRP
ArtTile 3726 was found in:
E2L4.MAP as a floor texture

The truth of a framework would be better to clean...
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Old 10-16-2006, 07:03 PM   #87
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Smirk Translation - Перевод
English: I am sorry, Alexander. I managed to translate this at some place on the Internet. Here is a translation of your last post:

Русский язык: Я сожалею, Александр. Я сумел перевести это в некотором месте в Интернете. Вот - перевод вашего сигнала отбоя:

Quote:
Originally Posted by Alexander Filippov - Translated View Post
Простите, но на английском языке я не могу говорить. Таким образом я не могу точно понять, что Вы спрашиваете меня. В школе ужасно преподавал урок английского языка.

Мои соболезнования...

п.с. Даже переводчики все глупый, обычно не переводите, вечно дерьмо выделяет...
English: Here are some of my past posts:

Русский язык: Вот - некоторые из моих прошлых постов:

Quote:
Originally Posted by Hendricks266 - Translated View Post
Александр, Вы знаете, как использовать PNGOUT? Это уменьшает размер .пнг файлов без потерь так, чтобы не требуется как долго к upload\download. Я рекомендую этот параметр линии команды:

Code:
PNGOUT.exe <название файла> /f5 /v /y
Вы можете также использовать IrfanView, потому что это имеет версию встроенного PNGOUT. Это немного быстрее чем DOS версия.
Quote:
Originally Posted by Hendricks266 - Translated View Post
Другая большая работа, Александр!

Что делает Вас, парни думают, что я должен сделать с той одной плиткой в TILES014.ART, который имеет главную половину оказывающего перед фронтом стриппера? Я должен только определить нормальное model, но с соответствующими "zadd" параметрами, или должен там быть новым model?
If this is translated badly, please say so. I translated it here. I do not know how to communicate in the Russian language.
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Old 10-16-2006, 07:08 PM   #88
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Re: Nuclear Winter HRP
He's probably already been using a translator page, Hendricks266. How else do you suppose he came up with a line like " The truth of a framework would be better to clean..."?
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Old 10-16-2006, 07:15 PM   #89
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Re: Nuclear Winter HRP
Oh...

Я не понимаю то, что он сказал так или иначе. Александр, является этим, что Вы пробовали сказать?

I don't understand what he said anyway. Alexander, is this what you were trying to say?

Quote:
Originally Posted by Alexander Filippov - Translated
Правда структуры была бы лучше убрать...
Я спрашиваю, потому что я хотел знать, перевел ли переводчик неправильно это.

I am asking because I wanted to know if the translator incorrectly translated it.
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Old 10-16-2006, 09:36 PM   #90
Alexander Filippov

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Irritated Эх, и почему мы не говорим на одном языке???
Hi! Hendricks266!
Spit on dialogue between us. My business - to draw textures and all.
All equally badly we shall understand each other.

About PNGOUT I have understood all, I shall use... Thanks!

About tiles014 and model of the whore I and have not understood last your post (****ing translator).

"The truth of a framework would be better to clean..." - Here I had in view of: Whether these strips on edges are necessary? Now has looked the original and has understood, that there should be there they... In 3726 them it is necessary to clean only from the middle, but it is lazy

Ah. Yes.. You do not know, when begin to model for NW?
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Old 10-17-2006, 01:02 AM   #91
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Re: Эх, и почему мы не говорим на одном языке???
Ha-ha.. being a russian myself I LMAO at the above posts.. those translators do nothing in reality. Alexander, why don't you catch me on ICQ? I rearely see you lately there...
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Old 10-17-2006, 05:52 AM   #92
Alexander Filippov

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Re: Nuclear Winter HRP
Хех... Да, насчёт переводчиков ты прав... Однако-же мне иногда удаётся уловить основной смысл переведённого факинг переводчиком текста...
А насчёт аськи, у меня просто щас времени нету в ней зависать, но в скором, я там появлюсь.
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Old 10-17-2006, 03:26 PM   #93
Hendricks266

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The title I want won't work!
Quote:
Originally Posted by Alexander Filippov View Post
About tiles014 and model of the whore I and have not understood last your post (****ing translator).
That was more of a question to our fellow members with experience with ".def" file syntax. They have much experience with models.

Anyway, we now have eight (8) pieces of artwork in the NWHRP. Great job so far!

I have an idea for all the enemies\characters that are only slightly modified (e.g. Trooper, Pig Cop, Enforcer, Octabrain, babes). If the only change is a Santa hat or some antlers, then the hat\antlers will be added, with the skin for them as a seperate surface. A bone will be added connecting the head and hat\antlers so that animation will be correct. The pigcop will need a new skin altogether, though. The babes will also need a ribbon.
Last edited by Hendricks266; 10-17-2006 at 03:33 PM. Reason: This won't work either!
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Old 10-20-2006, 06:52 AM   #94
Alexander Filippov

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Arrow Re: Nuclear Winter HRP
Hi!

New Textures: 3607-3612.
3607:

3608:

3609:
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Old 10-20-2006, 06:54 AM   #95
Alexander Filippov

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Arrow Re: Nuclear Winter HRP
3610:

3611:

3612:

In-Game screenshot:
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Last edited by Alexander Filippov; 10-20-2006 at 08:36 PM.
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Old 10-20-2006, 07:08 AM   #96
Alexander Filippov

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Re: Nuclear Winter HRP
Hi, Hendricks266.
I have understood your post.
But among other things, it is necessary to model still and elf, feminists, different snowballs-killers and other things.
Not small work! Most likely...
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Old 10-20-2006, 08:09 AM   #97
Roma Loom

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Re: Nuclear Winter HRP
Hey there Alexander.
Try using miscellaneous filters, noise and bump to make your wood texture look more realistic and not so blurry...

in russian: Юзай побольше фильтров чтобы не была такая пластиковая текстура - она слишком заблюрена. Добавляй нойз и бамп...

example:
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Old 10-20-2006, 08:40 PM   #98
Alexander Filippov

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Post Re: Nuclear Winter HRP
*It is updated*
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Old 10-28-2006, 02:19 PM   #99
Hendricks266

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Cool Re: Nuclear Winter HRP
If anybody thinks that the level design is not on par with the other Duke3D add-ons (*looks at NightFright*), check out this screenshot of the third level.

NWL3B1.jpg

That is a sprite bridge. But not just any sprite bridge. Most sprite bridges just have one flat sprite, giving the illusion of a 2-D plane. This one is a 3-D sprite bridge. Here is a screenshot of it with all the sprites deleted:

NWL3B2.jpg

See what I mean?
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Old 10-30-2006, 08:39 AM   #100
gt1750

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Re: Nuclear Winter HRP
Honestly one bridge doesn't make the level design interesting. I played trough this mod once and it sucked, compared to DC or Caribbean.
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Old 10-30-2006, 04:29 PM   #101
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Re: Nuclear Winter HRP
That's just one example. Maybe it's just the Christmas feel that you don't like. I think the level that is in the screenshots above is better than that one in Duke Caribbean where you go through the jungle to reach the helicopter or whatever that was. The "Hmm, I've just got to get over there!" and "Hmm, maybe there's a clue here…" lines simply sucked.

Anyway, the To-Do list is coming along nicely. The last tile I documented was Tile #3712. TILES014.ART is much more complicated the TILES015.ART because TILES015.ART is all the enemies.

How are those maphack coming along NightFright?
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Old 11-19-2006, 08:53 AM   #102
Hendricks266

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Post Re: Nuclear Winter HRP
Hello all. I have finished the To-Do list. Here it is:

NWinter_HRP_To_Do.txt (7.7 KB)

I plan to release v2.0 once we get some real maphacks. I did a little bit quite a while back, so if it will be any help to NightFright, here they are:

Code:
// Map hack file for JFDuke3D\EDuke32
// Created by Hendricks266 & NightFright
// Level: E2L1.MAP - "Déjà Vu" (Duke: Nuclear Winter)

// Shotguns & Ammo
sprite 765 angoff -1024
sprite 772 angoff -1024
sprite 418 angoff 512 // Dukematch Only // is currently at y-29664, but needs to be at y-29600 for best and most realistic appearance

// RPGs & Ammo
sprite 303 angoff 512
sprite 645 angoff 512

// Pipebombs & Boxes
sprite 300 angoff 512

// Small Medkits
sprite 291 angoff -768
sprite 188 angoff -896

// Holodukes
sprite 313 angoff 384

// Armor
sprite 301 angoff -512
Code:
// Map hack file for JFDuke3D\EDuke32
// Created by Hendricks266 & NightFright
// Level: E2L2.MAP - "Where It All Began" (Duke: Nuclear Winter)

// Shotguns & Ammo
sprite 765 angoff -1024
sprite 766 angoff 512

// Night Vision Goggles
sprite 216 angoff -1024 // Dukematch Only
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Old 12-04-2006, 06:07 PM   #103
Hendricks266

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Re: Nuclear Winter HRP
v1.5 has been released.

Same download link as last time.

My version system is independent from the standard HRP. v1.5 is half of what I wanted v2.0 to be (exempli gratia Maphacks). The only maphacks in there are what little I did and the dummies for others to build off of.

Once I get real maphacks and some more content I will release v2.0. If I still don't get any maphacks I will go to v1.75, then v1.875, then v1.9375, et cetera, et cetera.
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Old 12-05-2006, 07:27 AM   #104
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Re: Nuclear Winter HRP
Since my own maphacks revision for DukeDC is finished now, I guess I can do the same for NW. I will try to finish them until X-Mas, or at least till the end of the year. It should take less time than for DukeDC because there are less levels and level design is somewhat... well... let's say SIMPLER.
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Old 12-06-2006, 04:58 PM   #105
Hendricks266

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Re: Nuclear Winter HRP
NightFright, could you add this to your site somewhere in the NWHRP description please?

HTML Code:
Direct questions to Hendricks266 on his AIM screen name (<a href="aim:goim?screenname=TheHendricks266&amp;message=This+is+a+message+on+the+topic+of+the+Nuclear+Winter+HRP." target="_blank">TheHendricks266</a>) or make a post at the <a href="http://forums.3drealms.com/vb/showthread.php?t=15349" target="_blank">Nuclear Winter HRP Thread on the 3D Realms Forums</a>.
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Old 12-06-2006, 05:38 PM   #106
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Re: Nuclear Winter HRP
Very well. It's done. I changed the text a little bit so it fits better into the text box, but the contents stays intact.
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Old 02-01-2007, 07:29 PM   #107
Hendricks266

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Re: Nuclear Winter HRP
UPDATE: I have been able to get in contact with BlitZ, and he says that he will do tiles #2502/2503, 3594, 3595 (done), 3695 (done by Alexander Filippov), 3661 (done), 3670 (done), 3677, 3678/3679, 3728/3729, 3770, 3771, 3790/3791, and 3795.

Check out my website (see signature) for further information. (soon)
Last edited by Hendricks266; 02-02-2007 at 11:10 PM.
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Old 02-02-2007, 04:18 AM   #108
Alexander Filippov

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Re: Nuclear Winter HRP
You have forgotten to include in nwinter_hrp.zip tile #3671.
http://forums.3drealms.com/vb/showpo...3&postcount=69
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Old 02-02-2007, 09:02 PM   #109
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Re: Nuclear Winter HRP
Alexander: It is in nwinter\spites\signs.def - nwinter\sprites\signs\3671.png.

So far, BlitZ has released:
#3595
#3659
#3661
#3670
Last edited by Hendricks266; 02-02-2007 at 11:11 PM.
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Old 02-03-2007, 03:29 PM   #110
Hendricks266

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Re: Nuclear Winter HRP
Alrighty, then. Time for v2.0. Link removed; see below.

Although I still don't have sufficient maphacks, I released v2.0 because I now have a steady flow of art from BlitZ. *looks at NightFright* Is anyone interested in modelling some simple props, like a box of cards or a present box? That would really help the project.
Last edited by Hendricks266; 02-04-2007 at 05:11 PM.
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Old 02-03-2007, 06:17 PM   #111
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Re: Nuclear Winter HRP
I haven't forgotten about the maphacks, but I am now also more involved into this greater HRP release thing, ya know. I will try to do them as soon as possible. It is difficult to maintain the hacks after new models get out, for I have to check for changes either in normal HRP, in DC HRP and then even in NW HRP. This can get really confusing.

You must also know it's a time-consuming process. First, you have to play through all the levels, seeing which models look wrong and writing those down. Then, you go into Mapster32 and check the sprite numbers for those models in each level. Third, you make the hacks and check them ingame. If they look like shit, you have to correct the rotation values and load the affected levels again. It's a pain in the ass. However, I am about to face some more hurting!
Last edited by NightFright; 02-03-2007 at 06:20 PM.
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Old 02-03-2007, 08:03 PM   #112
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Re: Nuclear Winter HRP
Have you tried using the Maphack Converter Tool thingy?

BTW, I'll get a new screenshot ready for the websites, since the one you have currently now has a new highres texture in it.
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Old 02-03-2007, 11:48 PM   #113
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Re: Nuclear Winter HRP
Quote:
Originally Posted by NightFright View Post
First, you have to play through all the levels, seeing which models look wrong and writing those down.
Can't you just load the level as a user map, then use DNDEBUG to save it as debug.map? This should save all of the hacked positions. If you then open it in mapster using a directory that has the HRP installed, it should show any faulty positioning.
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Old 02-04-2007, 03:57 AM   #114
Martin Howe

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Question Re: Nuclear Winter HRP
Quote:
Originally Posted by Hendricks266 View Post
there are HRPs for Duke Caribbean
There is? I have only come late to these forums -- in the last month or two after absence of a year or so -- but the impression I got was that there was no Caribbean HRP right now , but that somebody was considering to make one in the future. If there is one now, where is it please?
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Old 02-04-2007, 04:03 AM   #115
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Re: Nuclear Winter HRP
There is no Caribbean HRP right now, as far as I know... But I'd definitely like to contribute in that one someday
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Old 02-04-2007, 04:58 AM   #116
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Re: Nuclear Winter HRP
Hi,

On this web site, you'll find a beginning of a HRP for Caribbean Vacation.
The skyboxes and the sand have been retextured.

http://mitglied.lycos.de/noctrun/duke3d/

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Old 02-04-2007, 11:45 AM   #117
Martin Howe

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Re: Nuclear Winter HRP
Quote:
Originally Posted by Jean View Post
On this web site, you'll find a beginning of a HRP for Caribbean Vacation.
The skyboxes and the sand have been retextured.
Hi and thanks very much; I was sure I'd seen an embryonic CV HRP somewhere, but I could just not remember where
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Old 02-04-2007, 02:35 PM   #118
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Re: Nuclear Winter HRP
I would very much like to do that one also, but I think one HRP is enough, plus since VACA has the most re-done art (weapons), my phone line would burst.
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Old 02-04-2007, 05:17 PM   #119
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Re: Nuclear Winter HRP
FYI, I am organizing my website, so the link for the NWHRP has moved. It is now:

http://www.freewebtown.com/hendricks266/bin/nwinter_hrp.zip

Nothing has changed since v2.0. The link will remain here until further notice.
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Old 02-15-2007, 06:01 PM   #120
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Arrow Update 3695
My Updated 3695:
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