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Old 04-08-2005, 05:23 PM   #41
TropicalHyena
Re: High tile test
What does everybody use to view/extract the original textures to look at?
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Old 04-08-2005, 05:57 PM   #42
Roma Loom

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Re: High tile test
This question is already answered in this thread by few people... I'm personally using GRPViewer:
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File Type: gif 820819-grpv_sw.gif (60.8 KB, 183 views)
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Old 04-09-2005, 01:38 AM   #43
Geoffrey
Re: High tile test
Editart!

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



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Old 04-09-2005, 03:39 AM   #44
Another Duke Fan

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Re: High tile test
Yeah! And they are looking yummi!! Thanks!
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Old 04-09-2005, 06:36 AM   #45
Besli

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Re: High tile test
Wow Geoffrey, you are doing a great job!!
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Old 04-09-2005, 09:46 AM   #46
Geoffrey
Re: High tile test
Thanks to the both of you, and DLT on the previous page

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



Don't ask me how many layers I've used
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Old 04-09-2005, 09:04 PM   #47
CorpusC
Re: High tile test
Wow Geoffrey, you are shakin' n' bakin'! Hehe
Keep up the great work!
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Old 04-09-2005, 09:34 PM   #48
Maren Gnawol
 
Re: High tile test
Cute stuff, keep it going
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Old 04-09-2005, 09:37 PM   #49
Ras

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Re: High tile test
Do you know what level has these bookshelves? I'd like to take a look at them in-game.
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Old 04-10-2005, 01:26 AM   #50
Eclipse
Re: High tile test
Quote:
Geoffrey said:
Don't ask me how many layers I've used
Cool texture. Say, how many layers did you use on that?

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Old 04-10-2005, 01:45 AM   #51
Rellik66

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Re: High tile test
Quote:
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:

Quote:
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)
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Old 04-10-2005, 02:46 AM   #52
Ras

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Re: High tile test
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.
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Old 04-10-2005, 04:10 AM   #53
Quakis

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Re: High tile test
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



0265

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Old 04-10-2005, 12:38 PM   #54
GodBlitZor
 

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Re: High tile test
Good start, but such a simlpe texture so I cnt say much but theyre pwn!
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Old 04-10-2005, 02:41 PM   #55
Ecmaster76

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Re: High tile test
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
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File Type: zip 822319-swslider.zip (5.0 KB, 219 views)
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Old 04-10-2005, 02:42 PM   #56
Ecmaster76

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Re: High tile test
*Attached*minifont
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File Type: zip 822321-minifont.zip (61.1 KB, 188 views)
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Old 04-10-2005, 02:42 PM   #57
Ecmaster76

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Re: High tile test
*Attached*alphanum
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File Type: zip 822323-alphanum.zip (64.4 KB, 160 views)
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Old 04-10-2005, 03:53 PM   #58
djimd
Re: High tile test
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.
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Old 04-10-2005, 05:13 PM   #59
Psykomanius

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Re: High tile test
OMG !!!
This is cool
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Old 04-10-2005, 07:25 PM   #60
SamSwashbuckler
Re: High tile test
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
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Old 04-10-2005, 08:23 PM   #61
Ras

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Re: High tile test
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.
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Old 04-10-2005, 08:47 PM   #62
Roma Loom

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Re: High tile test
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:
GRPViewer (unofficial)
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Old 04-10-2005, 09:04 PM   #63
Ecmaster76

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Re: High tile test
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
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File Type: zip 822643-swcompass.zip (10.6 KB, 169 views)
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Old 04-11-2005, 10:58 AM   #64
Quakis

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Re: High tile test
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



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Old 04-11-2005, 11:06 AM   #65
Geoffrey
Re: High tile test
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 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 The only thing I can think of is making the edges and shadows sharper, to make it more metal-ish

edit: fixed a typoo, I typed darker instead of sharper
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Old 04-11-2005, 01:52 PM   #66
Ras

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Re: High tile test
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.
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Old 04-11-2005, 02:15 PM   #67
Quakis

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Re: High tile test
Yeah, I said that to Fakir, that it'd probebly be modeled soon. But its good practice though, Thanks for you comment. (i'll fix the light and upload again, then it could be used tempory until the model is made.)
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Old 04-11-2005, 02:19 PM   #68
GodBlitZor
 

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Re: High tile test
I think its Qwn4g3 and they might use it for the model skin, never know.
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Old 04-11-2005, 02:22 PM   #69
Ras

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Re: High tile test
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.
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Old 04-11-2005, 04:23 PM   #70
CorpusC
Re: High tile test
Quote:
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




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.
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Old 04-11-2005, 04:48 PM   #71
Quakis

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Re: High tile test
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.

Quote:
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

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

Not so sure if this one has been done yet. But I was kind of bored and decided to make it, heh.
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Old 04-11-2005, 05:09 PM   #72
Parkar

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Re: High tile test
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 .
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Old 04-11-2005, 05:45 PM   #73
Ecmaster76

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Re: High tile test
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.
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Old 04-11-2005, 06:28 PM   #74
djimd
Re: High tile test
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
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Old 04-11-2005, 10:44 PM   #75
Ecmaster76

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Re: High tile test
Of course I find after I make them that they aren't probably aren't in the game.

*attached*286+287
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File Type: zip 823395-doh.zip (3.2 KB, 135 views)
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Old 04-11-2005, 11:17 PM   #76
Ras

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Re: High tile test
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.
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Old 04-11-2005, 11:20 PM   #77
Ras

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Re: High tile test
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
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Old 04-12-2005, 05:58 AM   #78
Geoffrey
Re: High tile test
Yeah sorry I posted the wrong filenames. Take a look in the airport map, entire walls have the switch texture

definetexture 577 0 0 0 -1 -1 highres/textures/0577.png
definetexture 578 0 0 0 -1 -1 highres/textures/0578.png
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Old 04-12-2005, 06:11 AM   #79
Quakis

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Re: High tile test
Ah yes, missed that one. Thanks, I'll do those ones too.
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Old 04-12-2005, 07:30 AM   #80
Eric R.

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Re: High tile test
I've been doing some stuff hope you like it
http://www.geocities.com/bajadordecosas/sw.html
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File Type: png 823557-login.png (63.6 KB, 125 views)
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