08-18-2005, 07:18 PM | #241 |
Re: SW updates
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 :wtf:
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GRPViewer, DN3D/SW Models |
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08-18-2005, 07:21 PM | #242 |
Re: SW updates
i didn't know your viewer did this...
strange about 0089 ???
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hitm4n |
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08-18-2005, 11:16 PM | #243 |
Re: SW updates
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.
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08-19-2005, 05:12 AM | #244 |
Re: SW updates
ok, so drop my 0089. i've added all these skyboxes and they do look nice ingame
HRP is now at 11mb.
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hitm4n |
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08-19-2005, 01:39 PM | #245 |
Re: SW updates
Nice ones Hitman
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08-19-2005, 02:18 PM | #246 |
Re: SW updates
thanks man... i really need to update those dark wood wall textures though. I'll give it a go now
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hitm4n |
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08-19-2005, 04:13 PM | #247 |
Re: SW updates
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/
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hitm4n |
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08-20-2005, 09:44 AM | #248 |
Re: SW updates
You know...I already did 0053, 0054 and 0055. I thought I posted them but I guess I overlooked them somehow.
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08-20-2005, 12:16 PM | #249 |
Re: SW updates
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...
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hitm4n |
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08-21-2005, 05:09 PM | #250 |
Re: SW updates
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hitm4n |
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08-22-2005, 06:06 AM | #251 |
Re: SW updates
Cool. Good thing you included the defs for them! I wouldnt like typing in more than 5 by hand.
EDIT: Just played level5 (has both water and boss) and I noticed the bars are always blue, what about turning yellow then red at a certain point?
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I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
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08-22-2005, 06:34 AM | #252 |
Re: SW updates
i could do that i think, but the originals stayed blue. Maybe i'll try to make a new set. I've done a few more today. Some of the very inconsequential things like nametags on lockers "c.kirk" etc and the "103" that appears on a submarine (and elsewhere maybe).
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hitm4n |
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08-22-2005, 07:07 AM | #253 |
Re: SW updates
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hitm4n |
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08-22-2005, 07:32 AM | #254 |
Re: SW updates
Warhammer, your 54 is brighter than 53 and 55. Mind if i alter its brightness so they match ? Or could you do it... Its quite noticable in eps 1 lvl 1.
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hitm4n |
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08-22-2005, 10:43 AM | #255 |
Re: SW updates
Forget that last post Warhammer, its all down to lighting ingame.
Anyway, heres those names... 0330 0331 0332 0333 0334 not tested ingame yet...
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hitm4n |
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08-23-2005, 10:26 AM | #256 |
Re: SW updates
no more textures from me just yet but i have written a full credits list and readme for the current hrp. I'm planning on an update today so if anyone has any textures they've done recently, please please upload.
you can also email directly to me on hitt DOT man AT ntlworld DOT com Probably have a new hrp for download by tomorrow
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hitm4n |
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08-23-2005, 02:32 PM | #257 |
Re: SW updates
And now a question. Whats the general concensus on using textures from the duke HRP project ? There are many great textures that will fit into SW perfectly, and many that can be easily tweaked for SW. I have downloaded the latest pack and am planning on going thru the whole lot looking for anything of use. I have 0 knowledge of models and no desire to learn, so it'll be textures only...
One downside is i cannot credit everyone from the duke project unless parkar has a full credits list by texture number. make yourself heard on this subject please. edit// 6 posts in a row - lol
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hitm4n |
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08-23-2005, 03:12 PM | #258 |
Re: SW updates
Credit "The Duke3D HRP Team" or something like that. BTW did you get the latest real release or latest beta release ? (Beta is newer)
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I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
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08-23-2005, 03:24 PM | #259 |
Re: SW updates
Its dated 4/4/05 and i think its the last proper release. I read about the beta but also read that its on a private url so bandwidth isn't maxed out. I didn't want to pester anyone for it. I grabbed the torrent and it downloaded the 75mb in only a few minutes Then i deleted all the junk and left only png and jpg files. Then dumped it all into 1 folder so i can browse thru it.
edit// just noticed you posted the link to the beta. downloading it now thanks. I'd already decided that if i go ahead and use duke stuff that a generic credit could be given. "Many textures taken from the Duke 3D HRP Project, with thanks to all its participators and Parkar, the maintainer." or something like that. The sw texture numbers, where a duke texture is used, would all be listed. Heres the credits part of my current sw hrp credits text... Code:
Credits ******* Pack collected and maintained (currently) by hitm4n ( thats me :-) ) Please note some models or textures may have been originally made for the Duke 3D HRP Project and simply supplied by these people. Textures by... -------------- DLT 0108-0110, Geoffrey 0002-0009, 0234, 0235, 0297, Quakis 0000, 0001, 0264, 0265, 0573, 0574, 0583, 0584, ECMaster 0286, 0287, 0298, 0589, 0595, 0596, 2380-2391, 2816, 2817, 2846-2848, 2930-3024, 3600-3635, 4608-4667, 4669, 4670, 4672-4698, 4700, 4701, 5055-5057, Eric.R 0244, 2324, 2427, 2870-2885, Daniel Wilson 0080, 0389, WarHammer 0015, 0016, 0053-0055, 0108-0110, 0480, 0503, 2530-2533, 3340-3343, 3547, 5051 GodBlitZor 2762-2766, motionblur 0577, 0578, ProAsm 2345, 2347, 2348, 3706-3741, Roma Loom 0389(modified) hitm4n 0040, 0044, 0111, 0113, 0114, 0119, 0281, 0330-0334, 0448, 0480(modified), 3540-3543, 5376-5406 Models by... ------------ Papou008 Evil Ninja V0.1 Suitcase V1.0 Rabbit V1.0 Esslan Punchstick Sergioduke Lightswitch Skyboxes by... -------------- Just_Jim Sky_DarkMount, Sky_Desert, Sky_Frozen, Sky_Grave, Sky_Sea, Sky_Stars, Sky_C_noc
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hitm4n |
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08-23-2005, 03:35 PM | #260 |
Re: SW updates
I am currently redoing tile 0080.
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08-23-2005, 04:56 PM | #261 |
Re: SW updates
Yeah, i think it would be okay to use any duke textures that would work. A lot of the SW stuff is identical or nearly the same as some in Duke.
So why not reuse the Duke HRP? You can certainly use anything I made for Duke. I think there are a few that might apply but I've been too lazy to check.
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Chicken McNuggets are 26 Percent Disobedient Robots. |
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08-23-2005, 06:52 PM | #262 |
Re: SW updates
well, i'm not lazy so heres some more...
2570 2573 3422 3501 3503 3561 4710 4998 Once again, anyone wants to replace these with something better, feel free. I don't profess to being good at this, just keen.
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hitm4n |
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08-24-2005, 01:15 AM | #263 |
Re: SW updates
hrp_beta_050831.zip - A beta before its time ?
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http://www.proasm.com |
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08-24-2005, 05:25 AM | #264 |
Re: SW updates
Lol, yeah. In the thread it was all explained . Should i bother adding those few new thing or is the new hrp just gonna be out later today?
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I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
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08-24-2005, 06:02 AM | #265 |
Re: SW updates
i'm waiting on some models and textures from a couple of chaps. Both via email... was hoping to have them by now
I'll wait a bit longer and do the new hrp for tomorrow. Wether i have the stuff or not.
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hitm4n |
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08-24-2005, 02:46 PM | #266 |
Re: SW updates
5407
5408
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hitm4n |
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08-25-2005, 06:48 AM | #267 |
Re: SW updates
Daniel, no offence, but i think the first version of 0080 was much better than this new one. It was also much closer to the original. I'm going to leave the older one in for now.
If you have another go, please also make 0188 I've received a healthkit model, a few new skyboxes and a player crosshair for inclusion. I'm now going to compile a full new pack. Future versions will likely be small updates, with every 5th or 10th update making a new full pack. Or, go monthly ?? Anyway, new version later.
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hitm4n |
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08-25-2005, 11:19 AM | #268 |
Re: SW updates
This one fits in really nice. Tiles great too... Pack is ready, but i'm having trouble getting it to proasms ftp at the mo. When he gets back to me i guess it'll be available.
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hitm4n |
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08-25-2005, 04:37 PM | #269 |
Re: SW updates
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http://www.proasm.com |
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08-25-2005, 04:57 PM | #270 |
Re: SW updates
link is dead...
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08-25-2005, 05:07 PM | #271 |
Re: SW updates
Link is not dead, I deleted the file as we are having some problems and it has to be redone.
Hitman is sending me the file atm and should be up in about 20 minutes or so.
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http://www.proasm.com |
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08-25-2005, 05:15 PM | #272 |
Re: SW updates
There are many brick wall, cobblestone, tree textures in SW and i was actually contemplating going out and taking some digital photos of things to turn into textures. Tree foliage, tarmac, walls etc. even looking into cars. Is this beyond the call of duty ? Was it done for anything in the Duke HRP ? Am i insane ??
5 mins and its uploaded btw. Then Pro will sort it out his end.
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hitm4n |
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08-25-2005, 05:43 PM | #273 |
Re: SW updates
Ok its up.
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08-25-2005, 05:45 PM | #274 |
Re: SW updates
Pro, what was those 2 texture numbers you sent me ? I forgot to add your credit.
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hitm4n |
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08-26-2005, 03:10 AM | #275 | |
Re: SW updates
Quote:
What they do best is add "texture" to the texture. There is a whole bunch of ways to do it but most of the time it's through extra layers overlaying the textures in different modes. |
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08-26-2005, 03:18 AM | #276 | |
Re: SW updates
Quote:
On the other hand, you're not restricted to 256 colors... Nevermind.
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08-26-2005, 05:46 AM | #277 |
Re: SW updates
I'm not stupid I know that a bunch of hires full colour photos chopped up and slapped into SW is gonna look stupid. All pictures would be cropped, filtered, recoloured, tweaked etc to MAKE a new texture which would fit in nice amongst the other textures. The real question was do people go to the extreme of taking real photos to make these textures... Which the answer is yes...
I was going to start with a "tree foliage" picture and see what i can come up with
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hitm4n |
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08-26-2005, 02:03 PM | #278 |
Re: SW updates
Hitman, those 2 textures are not mine.
I took them from the Duke Hrp and modified them to fit so give the original author the credit. 1803 and 2396.
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08-27-2005, 04:53 PM | #279 |
Re: SW updates
a gold star to the first person to tell me where tiles 1990-1999 are used.
i've tried hud, menus, "cool stuff" screens, load and save screens, map info etc etc. And what font is actually used in the hud, cos it seriously needs changing next. Which tiles are used there ?
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hitm4n |
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08-28-2005, 05:12 PM | #280 |
Re: SW updates
Huh? Tiles 1990-1999 are track sprites 90-99 here..what do you mean? It just means you can have up to 100 track based objects (either sectors or sprites)
The font start at 2930 btw.
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