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Old 02-28-2007, 06:50 PM   #41
Hellbound
 

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Re: Enhancing Duke's Spritely Apearance part 3
It's pure Satanic!
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Old 02-28-2007, 09:44 PM   #42
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Re: Enhancing Duke's Spritely Apearance part 3
Quote:
Originally Posted by NightFright View Post
Very good job on the mental blast, gt. Very close to original. Looks good as texture as seen on E1L5, too.
I second that !!!
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Old 03-01-2007, 04:59 AM   #43
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Re: Enhancing Duke's Spritely Apearance part 3
Thanks, guys. I'm satisfied with it's in-game look, too
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Old 03-01-2007, 08:28 AM   #44
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Re: Enhancing Duke's Spritely Apearance part 3
Amazing job gt, we need more of such well done things in the HRP.
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Old 03-01-2007, 02:19 PM   #45
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Re: Enhancing Duke's Spritely Apearance part 3
Here's my try to improve Yatta's #1298 FEMPIC3. I have taken the border frame from #1289 and added the TV interlace effect to make it look more similar.
BTW this goes to the highres\textures subdir. Definitions are not included.

#1298 FEMPI3 (0.98 MB):
http://files.to/get/381630/22228/1298-1305.zip

It's not gonna make it into HRP in this form anyway since no video material can be included.
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File Type: jpg 1298_improved.jpg (116.3 KB, 292 views)
Last edited by NightFright; 03-01-2007 at 02:47 PM.
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Old 03-01-2007, 02:51 PM   #46
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Re: Enhancing Duke's Spritely Apearance part 3
Quote:
Originally Posted by NightFright View Post
Definitions are not included.
are they just not written yet, or are they someplace else at this time? or just so simple to put in that it would be pointless to include?

p.s. did you ever get my PM?
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Old 03-01-2007, 03:00 PM   #47
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Re: Enhancing Duke's Spritely Apearance part 3
I did not include definitions because this is stuff that won't be added. It's just something to get work started on the real version.

However, after adding this to highres\textures, you would have to add following lines to textures.def:

texture 1298 { pal 0 { file "highres/textures/1289.png" } }
texture 1299 { pal 0 { file "highres/textures/1298.png" } }
texture 1300 { pal 0 { file "highres/textures/1300.png" } }
texture 1301 { pal 0 { file "highres/textures/1301.png" } }
texture 1302 { pal 0 { file "highres/textures/1302.png" } }
texture 1303 { pal 0 { file "highres/textures/1303.png" } }
texture 1304 { pal 0 { file "highres/textures/1304.png" } }
texture 1305 { pal 0 { file "highres/textures/1305.png" } }

And I did get your PM. To be frank I would rather wait for someone who can do this the real way. I appreciate the effort, but XXX contents has low priority right now, anyway.
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Old 03-01-2007, 04:00 PM   #48
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Re: Enhancing Duke's Spritely Apearance part 3
i understand completely. i just got bored and decided to dick around with it, getting a feel for stuff. maybe soon i can get a little more free time, a few programs, and actually contribute something meaningful to this project. in the mean time, i will enjoy every last thing put out by all you skilled modelers and renderers and what-have-yous, and merely offer my praise or criticism.
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Old 03-04-2007, 06:43 PM   #49
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Re: Enhancing Duke's Spritely Apearance part 3
GT1750, those new psych blast tiles are absolutely kick-ass!
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Old 03-05-2007, 01:40 AM   #50
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Re: Enhancing Duke's Spritely Apearance part 3
GT1750... when you mean we won't notice it, I presume you mean - It IS cut off at the bottom but hopefully people won't notice or that it should be fixed in the download???
 
Old 03-05-2007, 04:27 AM   #51
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Re: Enhancing Duke's Spritely Apearance part 3
It's not noticeable in the game (the frame lasts ~0.1s). I regret posting this exact frame because the others are alright... I just forgot to erase the bottom to make it perfect, but I believe no one is using these as static sprites (except that one in E1L5 which is not cut off)
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Old 03-07-2007, 02:57 PM   #52
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Re: Enhancing Duke's Spritely Apearance part 3
Well, it is slightly noticeable in game... I got a huge arse monitor and could spot it easily.... just letting you know.

Would it honestly be that hard to fix???
 
Old 03-08-2007, 09:48 PM   #53
misfitx
Re: Enhancing Duke's Spritely Apearance part 3
hey can anyone fetch me the original duke3d tiles? i do not know their number.. and i want to make a revision of them because i do not like the current high res ones..

oh and if i do, what size should i make the revisions at?
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Old 03-08-2007, 11:29 PM   #54
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Re: Enhancing Duke's Spritely Apearance part 3
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hey can anyone fetch me the original duke3d tiles?
Buy all of them in one most excellent package right here!
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Old 03-09-2007, 08:13 AM   #55
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Re: Enhancing Duke's Spritely Apearance part 3
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haha nice
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Old 03-09-2007, 11:33 AM   #56
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Re: Enhancing Duke's Spritely Apearance part 3
ERR! pardon me! i meant the original duke3d shell casing tiles :Si t was late last night haha
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Old 03-09-2007, 02:04 PM   #57
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Re: Enhancing Duke's Spritely Apearance part 3
Revisions (and highres contents in general) should be 4x the original sprite/tile size. In most cases, that would be 512x512. There can be exceptions for high quality models, such as the bosses or specific textures where you couldn´t read small lines of text otherwise. Those would be 1024x1024.
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Old 03-13-2007, 04:41 AM   #58
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Re: Enhancing Duke's Spritely Apearance part 3
Peakaboo, just dropping by to check up on things, i see the 3 bosses have been finished, gj to all of you.
Sorry that i have been so abcent but life is a big rough around the edges as of latly, hopfully i can return to make some silly props at some point.
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Old 03-13-2007, 06:39 AM   #59
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Re: Enhancing Duke's Spritely Apearance part 3
Welcome back Killd! Glad to see you back. Don't worry, there is plenty to do yet!!
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Old 03-13-2007, 07:58 AM   #60
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Re: Enhancing Duke's Spritely Apearance part 3
Hehe, not much is left on the Ep1. todo list... but you can do anything you like, anyway.

Code:
DUKE3D HRP EPISODE 1 TO-DO-LIST     
March 13, 2007


Fixes
-----
#1323 (paled slime babe) hair clipping bug


Models/Props
------------
991 (shower) - work in progress (Roma Loom)


Characters (babes, monsters)
----------------------------
1317 (FEM2/bar dancer)
1325 (FEM4/cave dancer)
1520/1528/1536 (Duke jibs: torso/gun/leg) - work in progress (Tea Monster)


HUD
--- 
2576 (TIP)
2581 (SCUBAMASK) - highres sprite finished; model needed 


Textures
--------
1298 (FEMPIC3)


Effects
-------
634 (BOLT1)
1255 (CEILING STEAM) 
1656 (SHRINKEREXPLOSION)
2271 (FIRE)
2300 (OOZ)
2309 (OOZ2)
2311 (FIRE2)


Ep.1 Cutscene
-------------
3260 (VICTORY1)



====================
Optional (E1L7/E1L8)
====================


Optional Textures
-----------------
330
1100
1138
1151
1152
3330 (Female Holoframe)
3430-3437, 3440, 3442-3448 (Developer Heads) - work in progress (Parkar/Plagman)
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Old 03-13-2007, 11:44 AM   #61
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Re: Enhancing Duke's Spritely Apearance part 3
So is Roma going to finish the shower or not?
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Old 03-13-2007, 04:47 PM   #62
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Re: Enhancing Duke's Spritely Apearance part 3
I dunno, but it's a really simple model, so I suppose he should be done with it by now. But there are always unpredictable delays...
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Old 03-14-2007, 02:32 AM   #63
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Re: Enhancing Duke's Spritely Apearance part 3
erm... I dunno really when... I'm too busy with the modelling at the office... You may start a new from scratch or I can upload mine (it's without uvw map though)...
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Old 03-14-2007, 12:03 PM   #64
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Re: Enhancing Duke's Spritely Apearance part 3
I'll rather do my own, that model is a few minute job anyway
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Old 03-14-2007, 02:45 PM   #65
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Re: Enhancing Duke's Spritely Apearance part 3
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erm... I dunno really when... I'm too busy with the modelling at the office... You may start a new from scratch or I can upload mine (it's without uvw map though)...
if you upload it, someone could UV map it. OBJ format is universal enough.
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Old 03-15-2007, 02:41 AM   #66
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Re: Enhancing Duke's Spritely Apearance part 3
5char
Attached Files
File Type: zip 0991_shower.zip (3.1 KB, 31 views)
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Old 03-15-2007, 03:29 AM   #67
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Re: Enhancing Duke's Spritely Apearance part 3
yay roma loom finished
oh and while im talking i need a trainer to help me model in blender or ac3d (preferabaly blender)
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Old 03-15-2007, 06:01 AM   #68
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Re: Enhancing Duke's Spritely Apearance part 3
Ugh.. it's not finished •_• ... it's just a mesh for somone who wants to continue on it...
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Old 03-15-2007, 07:09 AM   #69
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Re: Enhancing Duke's Spritely Apearance part 3
@zchri9 - Tutorials and resources thread

@ Roma Loom - Thanks Roma. Hey, at least your getting paid for modelling!

EDIT:
Great Blender "Complete Blender 'How-To' in a PDF" by Jim Chronister.

http://www.cdschools.org/54223045235...BCOB=0&C=55205

This was created for High School Students and takes you through all the basics of Blender. It dosen't cover specific Game-related modelling, but it will get you past the "OMFG- What the Hell is all this for?" when you first start up the program. It will take you past the basics and teach you a few advanced techniques. Great to get started with. The nearest thing at the moment to a "Blender for Dummies" book. For further stuff on game modelling, check out the resources and tuts thread.
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Last edited by Tea Monster; 03-15-2007 at 07:22 AM.
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Old 03-15-2007, 11:50 PM   #70
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Re: Enhancing Duke's Spritely Apearance part 3
thanks tea monster and roma loom that model looks finished because i viewed it but also i think it looks great already im gonna try to colour it lol bibi
(edit) can some one tell me how to set up hrp on a computer that does not support opengl??
Last edited by zchri9; 03-15-2007 at 11:55 PM.
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Old 03-28-2007, 12:16 PM   #71
the S layer
Re: Enhancing Duke's Spritely Apearance part 3
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Originally Posted by zchri9 View Post
(edit) can some one tell me how to set up hrp on a computer that does not support opengl??
Can't be done. OpenGL is a system requirement for the polymost engine.
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Old 03-28-2007, 01:02 PM   #72
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Re: Enhancing Duke's Spritely Apearance part 3
what type of computer doesn't support OpenGL? I know they have at least gotten it working on Vista, if that is what you are talking about.
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Old 03-28-2007, 01:06 PM   #73
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Re: Enhancing Duke's Spritely Apearance part 3
Quote:
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Can't be done. OpenGL is a system requirement for the polymost engine.
Polygonal models support in 8-bit polymost would be fun
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Old 03-28-2007, 01:12 PM   #74
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Re: Enhancing Duke's Spritely Apearance part 3
I think he means his graphics card won't support it. If you check your hardware vendor, they often did 'software wrappers' that emulated Open GL calls through Direct X. Matrox and Voodoo cards had to use these. If you find one, don't expect stellar results.

Even if you have one of these ancient cards, you can get something much better, even PCI for only a few bucks.

I found this too. I have no idea if it works, and it looks like it is for linux computers.

http://sourceforge.net/projects/dxglwrap
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Old 04-01-2007, 07:12 PM   #75
Hendricks266
Re: Enhancing Duke's Spritely Apearance part 3
Here is an updated tile #826 - The Lunar Apocalypse poster. The only change is the addition of the HRP Team logo in place of the empty space supposed to contain the 3D Realms logo.

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Old 04-02-2007, 07:48 AM   #76
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Re: Enhancing Duke's Spritely Apearance part 3
not bad, but isn't possible to apply aliasing to the text?
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Old 04-03-2007, 06:44 PM   #77
Orna fulsamee
Re: Enhancing Duke's Spritely Apearance part 3
I might be ready to submit my muzakspeaker..as soon as I get rid of the white box around it....
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Old 04-11-2007, 12:24 PM   #78
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Re: Enhancing Duke's Spritely Apearance part 3
I've got a window in my schedule... If the todo list is up to date, I may certainly try to redo 640 to 649 (if no one planed to do them). I know it's not that much, but the project seems to chill lately...

Quote:
Originally Posted by Orna fulsamee View Post
I might be ready to submit my muzakspeaker..as soon as I get rid of the white box around it....
What's the problem exactly ?
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Last edited by Conrad Coldwood; 04-11-2007 at 12:25 PM. Reason: (I could try to help with that "white box")
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Old 04-15-2007, 04:12 PM   #79
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Re: Enhancing Duke's Spritely Apearance part 3
Sounds like a problem with PNG transparency, if I had to guess.
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Old 04-16-2007, 04:54 AM   #80
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Re: Enhancing Duke's Spritely Apearance part 3
If you can't figure it out, post it and we'll take a look at it.
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