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Old 11-12-2007, 06:31 AM   #1
ADM

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High Resolution Pack discussion thread.
Thread repost since the other one is getting too large.

High Resolution Pack website located here:
http://hrp.duke4.net/
Last edited by ADM; 11-12-2007 at 01:23 PM. Reason: Added link to old thread.
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Old 11-12-2007, 07:19 AM   #2
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Re: High Resolution Pack discussion thread.
@dood!
I will use your new pal8 defs in duke3d_hrp.def, with the old ones noted in a comment line (for backup purposes). I think it can only be better than the previous tint.
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Old 11-12-2007, 09:36 AM   #3
Piterplus

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Re: High Resolution Pack discussion thread.
Should it look like this:
tint { pal 8 red 199 green 226 blue 113 flags 1 }
or like this:
tint { pal 8 { red 199 green 226 blue 113 flags 1 } } (posted by dood) ?
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Old 11-12-2007, 04:09 PM   #4
NightFright

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Re: High Resolution Pack discussion thread.
Well I entered it into the def like all the other lines above, i.e. the version without the inner brackets. It works.
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Old 11-12-2007, 10:54 PM   #5
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Re: High Resolution Pack discussion thread.
The quick kick/mighty boot is not working properly. I only see one frame, not the full kick.
Code:
// Mighty Boot (2521)
model "highres/sprites/firstperson/2521_mightyboot.md3" {
   scale 9
   skin { pal 0 file "highres/sprites/firstperson/2521_mightyboot.jpg" }
   frame { name "FRAME1" tile 2521 }
   hud { tile 2521 xadd 0.1 yadd 2.0 zadd 2.5 angadd 600 }
   hud { tile 2521 xadd -1.0 yadd 1.8 zadd 2.5 angadd 550 flipped }  // Quick Kick
}

// Mighty Boot (2522)
model "highres/sprites/firstperson/2522_mightyboot.md3" {
   scale 9
   skin { pal 0 file "highres/sprites/firstperson/2521_mightyboot.jpg" }
   frame { name "FRAME1" tile 2522 }
   hud { tile 2522 xadd -0.01 yadd 2.5 zadd 2.5 angadd 550 }
   hud { tile 2522 xadd 0.01 yadd 1.5 zadd 2.5 angadd 600 flipped }  // Quick Kick
}
I haven't touched the firstperson defs since I installed the latest HRP update. Is this a known bug? Or is something not right with me?
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Old 11-13-2007, 12:46 AM   #6
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Re: High Resolution Pack discussion thread.
Here is high-res version of new Duke3D HRP trayler by Alexander Filippov:
http://members.lycos.co.uk/piterplus...ailer_2007.wmv

(Thanks to Lykos for nice surprise, now I have 1gb of space instead of 50 mb )
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Old 11-13-2007, 06:47 AM   #7
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Re: High Resolution Pack discussion thread.
Sometimes in the past I happened to have that problem with the Mighty Boot, too. However it should work now. There's nothing wrong with the def files, even if the model itself could be better, I admit that.
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Old 11-14-2007, 04:09 PM   #8
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Re: High Resolution Pack discussion thread.
So, will the new green tint for that texture in E1L5 be in the next HRP update?
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Old 11-15-2007, 04:27 AM   #9
Ken B.
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Re: High Resolution Pack discussion thread.
Hi guys,

Just so you know, I am completely green from head to toe regarding Duke or this HRP. However, I am in process of building my "vintage" game machine for 90's games. Along with Quake 1 and doom, Duke is on my list of games to try out. Although I played quake and Doom back in the day, I never got around to playing Duk,e so it will be a great first time experience. However, looking around for a cool few mods, I see this HRP. So, my simple and only question is: is this HRP complete and stable? Or is it like, some things are Hi-rez and some are not, sometimes there's glitches and stuff like that.

I like mods, but only if they are complete and stable. I'm not that into beta glitchy stuff.

thanks guys!
 
Old 11-15-2007, 05:23 AM   #10
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Re: High Resolution Pack discussion thread.
1.It is not complete (and will never be, I think), because that kind of work is "neverending story" , but approx. 85-90% is done.
2. I doubt that your "vintage machine" can handle HRP. It's rather resources demanding.
My advice - just try it.
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Old 11-15-2007, 05:23 AM   #11
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Re: High Resolution Pack discussion thread.
If you are concerned about crashes or bugs, there are none, at least not gameplay-related. You might encounter some badly aligned models (such as the floating/flipped slime babe in Ep.3), but it's still quite a joy to play through the whole thing.
I recommend using the EDuke32 music mod executable by Hunter_rus so you can also use the OGG soundtrack. Furthermore, you might want to wait with playing till end of November, for I am planning on releasing another HRP Update Pack with some new textures (e.g. the new water and rock textures gt made recently) by then.

I can't tell what kinda machine you should have for running the HRP properly, but minimum should be 2.4-3GHz CPU, 512MB RAM and a decent graphics card (GeForce 5K series with at least 128MB RAM or higher). For comparison, I am running it on a P4/3.0 GHz HT, 2GB RAM, GF 6800 (128MB) in a WinXP SP2 environment. Using Vista will raise requirements, especially concerning graphics card memory (if you use Aero).
Last edited by NightFright; 11-15-2007 at 05:29 AM.
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Old 11-15-2007, 08:24 AM   #12
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Re: High Resolution Pack discussion thread.
I'm not responding to Ken B.
I'm talking about fixing a HRP problem.

Quote:
Originally Posted by DeeperThought
HRP bug -- If you pause the game and then unpause it, dead Enforcers (LIZMAN) will display their death animation again.
The solution for this long known problem had been available long time ago. Solution: that never happens to a new beast because he have already a single frame for dead body. But the other monsters need such a frame too.
Code:
model "highres/sprites/monsters/4610_newbeast.md3" {
...
   anim { frame0 "4681_start" frame1 "4681_end" fps 20 flags 1 }  
   frame { name "4681_start" tile0 4681 tile1 4689 }
   frame { name "4689" tile 4689 }  // dead body
...
}

model "highres/sprites/monsters/2000_pigcop.md3" {
...
   anim { frame0 "DIE2" frame1 "DIE3" fps 20 flags 1 }
   frame { name "DIE2" tile0 2056 tile1 2060 }
   frame { name "DIE3" tile 2060 }  // dead body
...
}
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Old 11-15-2007, 12:42 PM   #13
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Re: High Resolution Pack discussion thread.
I guess it isn't safe to say that Quake 3 system specs are enough to run the HRP?
Is that because we use more polys or because of the engine itself?
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Old 11-15-2007, 01:23 PM   #14
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Re: High Resolution Pack discussion thread.
HRP textures are bigger, polycount is greater + q3 uses LevelOfDetail for models, the shadows in jfduke have the same polycount as the model that casts it... there also could be some engine specific features that makes jfduke slower than q3 but generally HRP > Q3 in terms of system requirements.
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Old 11-15-2007, 01:24 PM   #15
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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Mr.Fibbles View Post
I guess it isn't safe to say that Quake 3 system specs are enough to run the HRP?
Is that because we use more polys or because of the engine itself?
Both, I think. Plus other factors, like the sheer size and number of the textures in the HRP, and let's not forget that most Q3 maps are pretty small without a large number of different textures/model in each map. Not to mentoin that SD_Duke requires resources for all those effects, much more than just for the HRP by itself.
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Old 11-15-2007, 01:52 PM   #16
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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Hunter_rus View Post
I'm not responding to Ken B.
I'm talking about fixing a HRP problem.


The solution for this long known problem had been available long time ago. Solution: that never happens to a new beast because he have already a single frame for dead body. But the other monsters need such a frame too.
Code:
model "highres/sprites/monsters/4610_newbeast.md3" {
...
   anim { frame0 "4681_start" frame1 "4681_end" fps 20 flags 1 }  
   frame { name "4681_start" tile0 4681 tile1 4689 }
   frame { name "4689" tile 4689 }  // dead body
...
}

model "highres/sprites/monsters/2000_pigcop.md3" {
...
   anim { frame0 "DIE2" frame1 "DIE3" fps 20 flags 1 }
   frame { name "DIE2" tile0 2056 tile1 2060 }
   frame { name "DIE3" tile 2060 }  // dead body
...
}
I don't think that helps anything. It's simply a Duke thing. Even in dos, original Duke a decade ago death animations were often repeated for a variety of reasons.
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Old 11-15-2007, 02:39 PM   #17
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Re: High Resolution Pack discussion thread.
@ 3D Master
But it works.
Also I don't believe the original Duke animations were repeated, because there was no death animation after the dying animation.
For example: 5 frames for dying animation,1 frame for dead state.

But the HRP has the same animation for all the frames. So a dead monster is still using the dying animation.
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Old 11-15-2007, 03:05 PM   #18
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Re: High Resolution Pack discussion thread.
@Radar1013:
Yes, the new green tint will be part of next HRP Update.
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Old 11-16-2007, 09:26 PM   #19
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Re: High Resolution Pack discussion thread.
could you give Duke his dual golden Deagles this time? or just one Deagle?

Best regards
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Old 11-17-2007, 01:57 AM   #20
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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by HazMat View Post
could you give Duke his dual golden Deagles this time? or just one Deagle?

Best regards
I'm afraid this has nothing to do with HRP which just recreates the original art. You have to mod that yourself if you want it in game.
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Old 11-18-2007, 05:35 PM   #21
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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Hunter_rus View Post
@ 3D Master
But it works.
Also I don't believe the original Duke animations were repeated, because there was no death animation after the dying animation.
For example: 5 frames for dying animation,1 frame for dead state.

But the HRP has the same animation for all the frames. So a dead monster is still using the dying animation.
And it worked for me - found the re-animating dead pigcops quite alarming at first then just annoying when I reloaded a saved game. Thanks for the tip.
If I were a better player I wouldn't have to reload saved games quite so often!
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Old 11-19-2007, 04:54 PM   #22
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Re: High Resolution Pack discussion thread.
Does anyone else here use a Razer Gaming mouse? I have confirmed that the Razer gaming drivers are somehow conflicting with the new High-res pack. Whenever I view certain graphics - like another Duke using Steroids in front of me, my mouse barely responds (sometimes it stops responding completely). It has nothing to do with lag, because my fps are always topped out, and my keyboard works just fine during these periods of "non-responsiveness". My mouse has no problems in any other game whatsoever. I noticed that as soon as I turn off 3d models, the problem no longer exists. Perhaps it has something to do with the definitions, or perhaps it has something to do with Eduke and the 3d Models combined. I don't know exactly what causes it; I just know that turning off 3d models fixes the problem.

If anyone has an idea of how to fix this that does not involve me throwing out my $50.00 Razer Copperhead for a piece of crap mouse, I would love to hear it. I'm out of ideas on how to fix this, and am willing to try just about anything that might fix it. All I know is that the High-res pack is completely unplayable for me right now, thanks to this annoying issue.

Edit: I figured out more about this problem. If I use any polling rate above 125Hz, the response problem occurs with 3d models enabled. The problem is almost non-existent if I set it at 125Hz. The higher I set the polling rate, the worse the problem becomes. If I set it at 1000Hz, I can barely move my mouse at all when certain models are visible. My guess is that anyone who uses a gaming mouse that has a polling rate higher than 125Hz will have problems with the High-res pack. I think this needs to be investigated, because I'm sure there are more people than just me who use a mouse that supports something higher than 125Hz. I really don't feel like switching my mouse that low, because I really can tell the difference.

Edit #2: I've been testing various maps with various 3d models now, and I think I've come to the conclusion that this is primarily an Eduke32 issue. Please see my new post in the Eduke32 thread for more information...
Last edited by Lightning Hunter; 11-19-2007 at 07:08 PM.
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Old 11-22-2007, 02:32 PM   #23
Piterplus

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Re: High Resolution Pack discussion thread.
2 NightFright
I have an idea how to enhance textures that wasn't remade yet, here is an example:

texture 4154 { detail { file "highres/detail/metal_worn.png" xscale 0.15 yscale 0.15 } }
texture 4155 { detail { file "highres/detail/metal_worn.png" xscale 0.15 yscale 0.15 } }

Those textures used my son in one of his levels (will be whole 7 map spaсe episode, already beta, will be released soon) and while I tested it I saw those old textures stand out of the bright new hrp surrounding, so I tried to put detail over original textures, without remading it - and it works! Final effect was much better than I expected.
Untill not all of the textures are remade (I think it'll take time) , we can at least put details over originals with good result.
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Last edited by Piterplus; 11-22-2007 at 04:05 PM.
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Old 11-22-2007, 03:38 PM   #24
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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Piterplus View Post
Those textures used my son in one of his levels
:S

Quote:
Originally Posted by Piterplus View Post
so I tried to put detail over original textures, without remading it - and it works! Final effect was much better than I expected.
Untill not all of the textures are remade (I think it'll take time) , we can at least put details over originals with good result.
Illegal. We're not allowed to modify original art; we have to make our own, and make it look as close as possible to the original.
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Old 11-22-2007, 03:45 PM   #25
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Re: High Resolution Pack discussion thread.
I think Piterplus is aware of the limitations: he created most of the textures in the current HRP.
He simply suggested to use the EDuke32 detail texturing feature on top of non-replaced art, which works pretty well in this case.
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Old 11-22-2007, 04:04 PM   #26
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Re: High Resolution Pack discussion thread.
Yes, Plagman is right, sorry that my proposal was not so clear to everyone except to whom it was directed .
We can enhance ingame view of the textures without modifying originals.

Here is few more:
texture 0477 { detail { file "highres/detail/alien.png" xscale 0.15 yscale 0.15 } }
texture 1120 { detail { file "highres/detail/metal_worn.png" xscale 0.3 yscale 0.3 } }
texture 1127 { detail { file "highres/detail/alien.png" xscale 0.3 yscale 0.3 } }

And I think we have to add detail to the existing hrp textures:

texture 1132 { pal 0 { file "highres/textures/1132.jpg" }
pal 0 { file "highres/textures/1132_8.jpg" }
detail { file "highres/detail/alien.png" xscale 0.15 yscale 0.15 } }

texture 1134 { pal 0 { file "highres/textures/1134.jpg" }
detail { file "highres/detail/alien.png" xscale 0.15 yscale 0.15 } }
texture 1135 { pal 0 { file "highres/textures/1135.jpg" }
detail { file "highres/detail/alien.png" xscale 0.15 yscale 0.15 } }
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Last edited by Piterplus; 11-22-2007 at 04:14 PM.
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Old 11-23-2007, 08:21 AM   #27
NightFright

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Re: High Resolution Pack discussion thread.
Thanks for the texture detail defs, Piterplus. Those have been added for upcoming HRP Update.
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Old 11-25-2007, 10:48 AM   #28
Sprite Eater

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Re: High Resolution Pack discussion thread.
I've downloaded the HRP.
Where do i extract it to, and what do i extract?
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Old 11-25-2007, 02:21 PM   #29
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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Sprite Eater View Post
I've downloaded the HRP.
Where do i extract it to, and what do i extract?
You don't extract anything.

1. Download the latest version of eDuke32 from http://wiki.eduke32.com/stuff/eduke3...t_20070901.zip and copy the contents in the .zip file you just downloaded into a folder.

2. Place your DUKE3D.GRP file into that folder

3. In that folder, make a folder named Autoload and in that folder, make a folder named DUKE3D.GRP and place the HRP .zip file in there.

4. Run eDuke32.exe and have fun!!

Any questions you can ask me.
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Old 11-25-2007, 05:11 PM   #30
Sprite Eater

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Re: High Resolution Pack discussion thread.
Thank you!
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Old 11-25-2007, 05:49 PM   #31
Radar1013

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Re: High Resolution Pack discussion thread.
@ nighfright

Will the next HRP update still have to wait until the end of December? A lot has gotten done this month and progress hasn't been as slow as it usually is. So will the next HRP update still be delayed until December?
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Old 11-25-2007, 06:42 PM   #32
Sprite Eater

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Re: High Resolution Pack discussion thread.
That didn't work.

I'm still trying to run the HRP.

I put a folder named 'autoload' in my eduke folder.
Then in 'autoload' i put a folder called 'Duke3D.GRP'.
Then in there i put the .zip file i DOWNLOADED, without doing anything to it at all.
Did i go wrong there?
What did i do wrong?
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Old 11-25-2007, 07:51 PM   #33
NightFright

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Re: High Resolution Pack discussion thread.
I guess I will issue another HRP Update this Friday (Nov 30), all things considered. Enough has been gathered to justify a new release.
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Old 11-25-2007, 08:23 PM   #34
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Re: High Resolution Pack discussion thread.
I hope to be able to add at least one more thing by Friday. Don't hold me to it, but I will get to work on those soon.
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Old 11-25-2007, 08:39 PM   #35
Radar1013

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Sprite Eater View Post
That didn't work.

I'm still trying to run the HRP.

I put a folder named 'autoload' in my eduke folder.
Then in 'autoload' i put a folder called 'Duke3D.GRP'.
Then in there i put the .zip file i DOWNLOADED, without doing anything to it at all.
Did i go wrong there?
What did i do wrong?
When you start eDuke32.exe, go into Options>Video Setup and change Video Mode to 32 - Bit. Also you can change Resolution to 1280 x 1024 for maore detail.
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Old 11-28-2007, 08:47 PM   #36
Radar1013

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Re: High Resolution Pack discussion thread.
What happened to Josh_sg1? He said he was going to do stuff for the HRP and he hasn't done anything and now he hasn't been on the forums lately.
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Old 11-28-2007, 08:52 PM   #37
Mr.Fibbles

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Re: High Resolution Pack discussion thread.
burn out?
There is this thing called real life too. It likes to sneak in every once in a while.
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Old 11-29-2007, 03:29 AM   #38
Hellbound
 

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Re: High Resolution Pack discussion thread.
From my point of view, he just gave up because he thought it would be easier to make HRP stuff
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Old 11-30-2007, 03:28 PM   #39
Radar1013

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Re: High Resolution Pack discussion thread.
Wasn't the next HRP Update supposed to be released today? I checked on NightFright's site and it still had 3.4
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Old 11-30-2007, 03:46 PM   #40
lycanox

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Re: High Resolution Pack discussion thread.
Wasn't that December instead of November?
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