04-08-2005, 05:23 PM | #41 |
Re: High tile test
What does everybody use to view/extract the original textures to look at?
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04-08-2005, 05:57 PM | #42 |
Re: High tile test
This question is already answered in this thread by few people... I'm personally using GRPViewer:
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04-09-2005, 01:38 AM | #43 |
Re: High tile test
Editart!
edit #0578 and #0579 - these were by far the hardest so far:
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04-09-2005, 06:36 AM | #45 |
Re: High tile test
Wow Geoffrey, you are doing a great job!!
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04-09-2005, 09:46 AM | #46 |
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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"if we fill survival with particles then we can compete with modern games" - James |
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04-09-2005, 09:04 PM | #47 |
Re: High tile test
Wow Geoffrey, you are shakin' n' bakin'! Hehe
Keep up the great work! |
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04-09-2005, 09:34 PM | #48 |
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Re: High tile test
Cute stuff, keep it going
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04-09-2005, 09:37 PM | #49 |
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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04-10-2005, 01:26 AM | #50 | |
Re: High tile test
Quote:
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PlanetDuke |
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04-10-2005, 01:45 AM | #51 | ||
Re: High tile test
Quote:
Quote:
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04-10-2005, 02:46 AM | #52 |
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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04-10-2005, 04:10 AM | #53 |
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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04-10-2005, 12:38 PM | #54 |
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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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04-10-2005, 02:41 PM | #55 |
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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04-10-2005, 02:42 PM | #56 |
Re: High tile test
*Attached*minifont
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04-10-2005, 02:42 PM | #57 |
Re: High tile test
*Attached*alphanum
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04-10-2005, 03:53 PM | #58 |
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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04-10-2005, 05:13 PM | #59 |
Re: High tile test
OMG !!!
This is cool
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04-10-2005, 07:25 PM | #60 |
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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04-10-2005, 08:23 PM | #61 |
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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04-10-2005, 08:47 PM | #62 |
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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04-10-2005, 09:04 PM | #63 |
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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04-11-2005, 10:58 AM | #64 |
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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04-11-2005, 11:06 AM | #65 |
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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04-11-2005, 01:52 PM | #66 |
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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04-11-2005, 02:15 PM | #67 |
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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04-11-2005, 02:19 PM | #68 |
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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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04-11-2005, 02:22 PM | #69 |
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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04-11-2005, 04:23 PM | #70 | |
Re: High tile test
Quote:
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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04-11-2005, 04:48 PM | #71 | ||
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:
Quote:
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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04-11-2005, 05:09 PM | #72 |
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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04-11-2005, 05:45 PM | #73 |
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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04-11-2005, 06:28 PM | #74 |
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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04-11-2005, 10:44 PM | #75 |
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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04-11-2005, 11:17 PM | #76 |
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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04-11-2005, 11:20 PM | #77 |
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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04-12-2005, 05:58 AM | #78 |
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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04-12-2005, 06:11 AM | #79 |
Re: High tile test
Ah yes, missed that one. Thanks, I'll do those ones too.
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04-12-2005, 07:30 AM | #80 |
Re: High tile test
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Bookmarks |
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