03-10-2008, 04:42 PM | #201 |
Re: High Resolution Pack discussion thread.
I made a few palmaps for simple things (atomic health, keycard (HUD model too), the mighty foot, and the Caribbean folding chair, but I am not done. For several of the models, the skins are too complex to simply erase. Does anyone have the source .psd/.xcf files for:
Also, I revised the HUD keycard skin because the card is backwards when displayed. Here is the new skin (with palmap): link @Hunter_rus: Your lists are slightly out-of-date. For the internally used list... These are done: Code:
1646 SHRINKSPARK 2448 GROWSPARK Code:
2390 SCRAPS 2595 SHOTSPARK1 This is being worked on: Code:
1250 STEAM Code:
1031 GLASSPIECES |
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03-10-2008, 05:04 PM | #202 |
Re: High Resolution Pack discussion thread.
i think the music pack should be a standalone package cause its more flexible
so the package could be easily exchanged or updated |
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03-10-2008, 05:07 PM | #203 |
Re: High Resolution Pack discussion thread.
The Music pack should be put in the HRP. Updates should be put in the HRP Update.
And also, it would be better to have it in the HRP and have updates in the HRP Update because if that happened then we wouldn't have to redownload the whole pack every time there is an update.
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03-10-2008, 05:41 PM | #204 |
Re: High Resolution Pack discussion thread.
Well, for the addon HRPs, they are small enough that an all-in-one is good.
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03-11-2008, 12:09 AM | #205 |
Re: High Resolution Pack discussion thread.
I like things the way they are now. Including the Music Pack with the HRP would require us to download an additional 75mb of stuff we already have each time the pack is updated... I love the HRP update site, along with the small size of each update pack. It's nice only having to download the whole pack after enough content has been released.
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03-11-2008, 01:27 AM | #206 |
Re: High Resolution Pack discussion thread.
Worst idea ever. Theres alot of people still around that use dial up and have download caps. Not to mention other people that only use the HRP and "OTHER" Music. The music pack has nothing to do with textures or models so it should not be included and left as its own seperate download.
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03-11-2008, 05:23 AM | #207 |
Re: High Resolution Pack discussion thread.
Hehe. This is a controversial topic, I see. But I don't want to forget dial-up guys. That's why I made that 20-files split HRP download version.
A final music pack would probably be larger than 75MB because Parkar insists that the music files should at least be 128kbps ones instead of 64kbps like the ones I put into current pack for smaller download size. @Hendricks: What should the defs for that palmapped #2563 stuff look like?
Last edited by NightFright; 03-11-2008 at 05:26 AM.
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03-11-2008, 05:58 AM | #208 |
Re: High Resolution Pack discussion thread.
I dont understand at all why it would have to be included in the HRP. The HRP Zip and Music Pack ZIP should both run seperatly in the autoload folder. I like the setup how it is. Its more flexable and gives more options for people with slow net like me
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03-11-2008, 06:51 AM | #209 |
Re: High Resolution Pack discussion thread.
I was checking up on some stuff in Build ( ) and I noticed that some stuff seemed to be missing.
1225 Bar broke - I don't know if this is actually in game. 579 Reactor - I know someone modeled this. Also, there is a second sprite that looks just like the shower head. I can't remember which tile number it is.
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03-11-2008, 12:15 PM | #210 |
Re: High Resolution Pack discussion thread.
Both tiles you mentioned are not used in any Duke3D episode. #579 (reactor2burnt) is actually broken state of #578 (reactor2). However, this was also never used ingame.
Maybe you mean #572 regarding that shower head. But this one is also unused. |
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03-11-2008, 03:31 PM | #211 | ||
Re: High Resolution Pack discussion thread.
Quote:
Quote:
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03-11-2008, 03:36 PM | #212 | |
Re: High Resolution Pack discussion thread.
Quote:
Code:
// DEMO PALMAPS defineconv 5 253 15 // REDPAL -> brown defineconv 10 252 10 // BLUEPAL -> dark red defineconv 11 252 11 // BLUEPAL -> green defineconv 12 252 12 // BLUEPAL -> gray defineconv 13 252 13 // BLUEPAL -> dark gray defineconv 14 252 14 // BLUEPAL -> dark green defineconv 15 252 15 // BLUEPAL -> brown defineconv 16 252 16 // BLUEPAL -> dark blue defineconv 17 252 11 // BLUEPAL -> green defineconv 18 252 12 // BLUEPAL -> gray defineconv 19 252 12 // BLUEPAL -> gray defineconv 20 252 12 // BLUEPAL -> gray defineconv 21 252 21 // BLUEPAL -> red defineconv 22 252 11 // BLUEPAL -> green defineconv 23 252 23 // BLUEPAL -> yellow defineconv 24 253 12 // REDPAL -> gray defineconv 25 249 21 // GREENPAL -> red defineconv 13 253 12 // REDPAL -> gray defineconv 14 253 11 // REDPAL -> green defineconv 17 249 17 // GREENPAL -> blue defineconv 19 249 21 // GREENPAL -> red defineconv 20 249 17 // GREENPAL -> blue defineconv 24 250 21 // GREYPAL -> red defineconv 17 251 17 // BROWNPAL -> blue defineconv 19 251 21 // BROWNPAL -> red defineconv 20 251 17 // BROWNPAL -> blue defineconv 17 248 17 // SPECPAL -> blue defineconv 19 248 21 // SPECPAL -> red defineconv 20 248 17 // SPECPAL -> blue // tints for the palmaps tint { pal 210 red 255 green 60 blue 60 flags 0 } // 10 = blue dark red tint { pal 211 red 200 green 255 blue 200 flags 0 } // 11 = blue green tint { pal 212 red 200 green 200 blue 200 flags 0 } // 12 = blue gray tint { pal 213 red 100 green 100 blue 100 flags 0 } // 13 = blue dark gray tint { pal 214 red 105 green 225 blue 104 flags 0 } // 14 = blue dark green tint { pal 215 red 160 green 100 blue 14 flags 0 } // 15 = blue brown tint { pal 216 red 30 green 30 blue 140 flags 0 } // 16 = blue dark blue tint { pal 217 red 30 green 30 blue 240 flags 0 } // 17 = brown blue tint { pal 221 red 255 green 20 blue 20 flags 0 } // 21 = blue red tint { pal 223 red 240 green 240 blue 20 flags 0 } // 23 = blue yellow Code:
bluepal { file "highres/sprites/firstperson/2563_tripkeyhand_palmap.png" } |
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03-11-2008, 04:31 PM | #214 |
Re: High Resolution Pack discussion thread.
Well... this only makes sense if memory can be saved, i.e. if some skins/textures can be removed.
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03-12-2008, 01:20 AM | #215 |
Re: High Resolution Pack discussion thread.
The DEF should be like that.
Code:
model "2568_keycardhand.md3" { scale 1.9 shade 0 skin { pal 0 surface 0 file "2563_tripkeyhand_b.png" } skin { pal 0 surface 1 file "2563_tripkeyhand_b.png" } skin { pal 21 surface 0 file "2563_tripkeyhand_b.png" } skin { pal 21 surface 1 file "2563_tripkeyhand_b.png" } skin { pal 23 surface 0 file "2563_tripkeyhand_b.png" } skin { pal 23 surface 1 file "2563_tripkeyhand_b.png" } bluepal { surface 0 file "2563_tripkeyhand_palmap.png" } bluepal { surface 1 file "2563_tripkeyhand_palmap.png" } frame { name "key" tile 2568 } hud { tile 2568 xadd 0.25 yadd 0.24 zadd -0.1 angadd 0 flipped } } The palmap is too dark. The hand should be white in RGP(no shadows) and black in ALPHA(no change). The card should be gray in RGB(little shadows) and white in ALPHA(full colorization). Texcache should be turned off(glusetexcache = 0) and the "texcache" should be removed during working on a palmap. |
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03-12-2008, 03:33 AM | #216 |
Re: High Resolution Pack discussion thread.
Maybe the whole palmap stuff should get sorted out before I start adding anything. In fact, it would be great if someone or a bunch of you guys could make a pack with ALL palmapped tiles in current HRP first so that everything can be replaced at once.
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03-12-2008, 03:04 PM | #217 | |
Re: High Resolution Pack discussion thread.
Quote:
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03-13-2008, 01:53 AM | #218 |
Re: High Resolution Pack discussion thread.
I have PSD file for shrinker/expander but since it was created pretty long time ago when I was just studying PS it uses a shitload of layers so it's size is around 200Mb. I can't upload it because my traffic is pretty expensive. But hey... I don't get why do you need it anyway - the red tint on the expander's crystal is harcoded and anyway the skin for expander differs from shrinker's to use palmaps...
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03-13-2008, 03:36 PM | #219 |
Re: High Resolution Pack discussion thread.
A skybox was made for it, looks like now we need a texture. Not such a big issue, but that shotgun ammo needs a maphack that slants it downwords. This picture was taken from DukeDC Map 4. The satellite thingy needs a render. Also, even though this isn't the intent of that image, when will that sphere by it be modelled? It looks very easy, expecially since all it is is a sphere, and i don't think the texture would be hard to do. EDIT: Tile #1169 and #3396 should get detail textures. Also, i once asked if the switches could get detail textures, but no one said anything. EDIT2: Heh, just noticed this: Why does the clock mess up like that? Is it a modelling error? EDIT3: Deleted EDIT3: Also, i don't think that a detail texture on tile #966 is such a good idea. EDIT4: Also, texture #287 should get a detail texture. Heck, there are a lot of textures in the game that don't have detail textures but SHOULD be getting them.
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Last edited by Radar1013; 03-15-2008 at 12:49 PM.
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03-13-2008, 06:05 PM | #220 |
Re: High Resolution Pack discussion thread.
The clock not displaying correctly is because of the model badly interacting with the polygon sorting technique used in EDuke32. It can be fixed by either:
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03-22-2008, 07:33 PM | #221 |
Re: High Resolution Pack discussion thread.
Thanks to Hunter_rus, next HRP Update will feature full frozen Duke/monsters/babes support, taken from SD_Duke. While this results in the Update Pack growing a few megs, it takes the same amount away from the mod. We have even some more models that can be frozen now (Duke, slime babes, Battlelord & Battlelord sentry).
Unfortunately, this means that with next release, SD_Duke users will have to use latest HRP Update Pack as well if they still want proper ice effects. However, you should always use latest versions for all packs, anyway. And at some point, a new HRP will incorporate the frozen skins, anyway. |
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03-22-2008, 07:55 PM | #222 |
Re: High Resolution Pack discussion thread.
Are the frozen models pal 1? If they are pal 1 than other monsters that are not frozen that are pal 1 will look frozen.
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03-22-2008, 07:57 PM | #223 |
Re: High Resolution Pack discussion thread.
That's great news, NightFright. No worries about the update pack sizing!
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03-22-2008, 07:59 PM | #224 |
Re: High Resolution Pack discussion thread.
It appears they are indeed pal1. However this should not cause any problems, or otherwise Hunter_rus would not have given it to me. Maybe there are no non-frozen pal1 monsters throughout the game?
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03-22-2008, 08:08 PM | #225 |
Re: High Resolution Pack discussion thread.
Is this good enough for 707 pal 2?
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03-23-2008, 03:12 AM | #226 |
Re: High Resolution Pack discussion thread.
Official maps don't have monsters with pal of 1. If you saw a blue monster, it was a monster with pal of 17 or 20(see the picture).
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03-23-2008, 03:43 AM | #227 |
Re: High Resolution Pack discussion thread.
What happens if enemys step into a blue pal sector and then turn blue? Would they be frozen?
And im sure a few user maps would have Blue Enemys.
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03-23-2008, 03:57 AM | #228 | ||
Re: High Resolution Pack discussion thread.
Quote:
Quote:
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03-23-2008, 06:45 AM | #229 |
Re: High Resolution Pack discussion thread.
Trust Hunter, he knows what he's doing. If he says it works with no problems, then it will.
Regarding 707 pal2: I doubt we really need it. We should find better pal2 tint values for duke3d_hrp.def. Plus next EDuke32 snapshot could help.
Last edited by NightFright; 03-23-2008 at 06:49 AM.
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03-23-2008, 06:52 AM | #230 |
Re: High Resolution Pack discussion thread.
Well, the reason i made pal 2 of 707 is because i saw it in the HRP to do list.
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03-23-2008, 07:07 AM | #231 |
Re: High Resolution Pack discussion thread.
It has been removed.
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03-23-2008, 10:15 AM | #232 |
Re: High Resolution Pack discussion thread.
Has the wiki been updated to describe how to use palmaps for models?
Also, there was some talk recently of using LOD models. Has that been implemented? If so, is there a description (for modelers, not for coders) on how to make it work?
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03-23-2008, 10:28 AM | #233 |
Re: High Resolution Pack discussion thread.
LODs are still a dream.
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03-23-2008, 10:33 AM | #234 | |
Re: High Resolution Pack discussion thread.
Quote:
No, it hasn't. Also I'm not aware whether somebody is working or planning to do this. |
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03-23-2008, 10:44 AM | #235 |
Re: High Resolution Pack discussion thread.
Nobody's working on it. And even if someone was, you'd implemented it much more faster anyway
Once the support is done I'll be glad to produce them LODs for all the stuff except characters, since I don't have characters 3ds max rigged sources.
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03-23-2008, 08:10 PM | #236 |
Re: High Resolution Pack discussion thread.
Out of curiosity, Duke3D HRP system requirements? Will it work on a laptop with, say, a Intel 945?
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03-23-2008, 08:59 PM | #237 |
Re: High Resolution Pack discussion thread.
RAM and gpu are usually more so the bottlenecks.
what is the Mhz on an Intel 945?
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03-23-2008, 09:03 PM | #238 |
Re: High Resolution Pack discussion thread.
Intel 945 is a low-end integrated laptop GPU. There is no "MHz" on GPU's.
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03-23-2008, 09:41 PM | #240 |
Re: High Resolution Pack discussion thread.
When I hear 945 I think of the systems we have at school called 945's (MPC desktops, they suck so much).
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