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Old 03-10-2008, 04:42 PM   #201
Hendricks266
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:
  • Trooper
  • Pig Cop
  • Pig Tank
  • Duke (w/ Gibs)
  • Strippers
  • Alien Queen
  • HoloDuke
  • Mighty Foot
  • Shrinker/Expander
  • Geisha

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Your lists are slightly out-of-date.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
These are in SD_Duke:

Code:
2390 SCRAPS
2595 SHOTSPARK1
^ SHOTSPARK1 has a new skin. I don't know if it has been added or not.

This is being worked on:

Code:
1250 STEAM
This was in the HRP, but was taken out:

Code:
1031 GLASSPIECES
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Old 03-10-2008, 05:04 PM   #202
0815Jack
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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Old 03-10-2008, 05:07 PM   #203
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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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Old 03-10-2008, 05:41 PM   #204
Hendricks266
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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Old 03-11-2008, 12:09 AM   #205
Lightning Hunter

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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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Old 03-11-2008, 01:27 AM   #206
The Commander

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Radar1013 View Post
The Music pack should be put in the HRP.
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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Old 03-11-2008, 05:23 AM   #207
NightFright

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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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Old 03-11-2008, 05:58 AM   #208
The Commander

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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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Old 03-11-2008, 06:51 AM   #209
Tea Monster

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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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Old 03-11-2008, 12:15 PM   #210
NightFright

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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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Old 03-11-2008, 03:31 PM   #211
0815Jack
Re: High Resolution Pack discussion thread.
Quote:
579 Reactor - I know someone modeled this.
are you sure or do you mean #542 (earth globe) ?

Quote:
Also, there is a second sprite that looks just like the shower head. I can't remember which tile number it is.
the second shower head #991 is used in E1L3 and we have a model for that and curiosly it looks like an exact copy of #572 (viewed as sprite)
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Old 03-11-2008, 03:36 PM   #212
Hendricks266
Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by NightFright View Post
@Hendricks:
What should the defs for that palmapped #2563 stuff look like?
in duke3d_hrp.def (this is simply to enable palmaps working at all, to be revised as needed):

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
in the model definition:

Code:
bluepal { file "highres/sprites/firstperson/2563_tripkeyhand_palmap.png" }
I wouldn't recommend completely removing the red and yellow skins, as the palmap is for mods that use green, brown, and other colored keycards. Also, I'm not sure that the current EDuke32 even has palmaps implemented.
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Old 03-11-2008, 03:49 PM   #213
Hunter_rus

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Re: High Resolution Pack discussion thread.
Palmaps are supported.
As for the model definition. Don't forget the "important note" under the third spoiler there.
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Old 03-11-2008, 04:31 PM   #214
NightFright

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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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Old 03-12-2008, 01:20 AM   #215
Hunter_rus

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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 }
}
Notes:
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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Old 03-12-2008, 03:33 AM   #216
NightFright

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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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Old 03-12-2008, 03:04 PM   #217
Hendricks266
Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by NightFright View Post
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.
It's not my fault. I did ask for some sources:

Quote:
Originally Posted by Hendricks266 View Post
Does anyone have the source .psd/.xcf files for:
  • Trooper
  • Pig Cop
  • Pig Tank
  • Duke (w/ Gibs)
  • Strippers
  • Alien Queen
  • HoloDuke
  • Mighty Foot
  • Shrinker/Expander
  • Geisha
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Old 03-13-2008, 01:53 AM   #218
Roma Loom

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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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Old 03-13-2008, 03:36 PM   #219
Radar1013

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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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Old 03-13-2008, 06:05 PM   #220
Plagman

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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:
  • changing the glass part to have the same polygon structure as the part underneath it. This would however require a rework of the UV map of the model.
  • moving the glass part to a second MD3 surface in the same model. That would cause it to be drawn after the opaque polygons and to display correctly.
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Old 03-22-2008, 07:33 PM   #221
NightFright

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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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Old 03-22-2008, 07:55 PM   #222
Radar1013

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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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Old 03-22-2008, 07:57 PM   #223
Mr. Pink

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Re: High Resolution Pack discussion thread.
That's great news, NightFright. No worries about the update pack sizing!
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Old 03-22-2008, 07:59 PM   #224
NightFright

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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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Old 03-22-2008, 08:08 PM   #225
Radar1013

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Re: High Resolution Pack discussion thread.
Is this good enough for 707 pal 2?

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Old 03-23-2008, 03:12 AM   #226
Hunter_rus

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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).
Attached Images
File Type: jpg monsters.jpg (98.2 KB, 47 views)
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Old 03-23-2008, 03:43 AM   #227
The Commander

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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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Old 03-23-2008, 03:57 AM   #228
Hunter_rus

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by The Commander
What happens if enemys step into a blue pal sector and then turn blue? Would they be frozen?
They won't. They do not change their pal when they are in a colorized sector. Hence, they don't become frozen.
Quote:
Originally Posted by The Commander
And im sure a few user maps would have Blue Enemys.
If that's true, I'll add a flag which will disable the frozen skins for monsters which have a pal of 1 initially.
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Old 03-23-2008, 06:45 AM   #229
NightFright

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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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Old 03-23-2008, 06:52 AM   #230
Radar1013

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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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Old 03-23-2008, 07:07 AM   #231
NightFright

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Re: High Resolution Pack discussion thread.
It has been removed.
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Old 03-23-2008, 10:15 AM   #232
Tea Monster

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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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Old 03-23-2008, 10:28 AM   #233
Roma Loom

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Re: High Resolution Pack discussion thread.
LODs are still a dream.
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Old 03-23-2008, 10:33 AM   #234
Hunter_rus

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Tea Monster View Post
Has the wiki been updated to describe how to use palmaps for models?
No, WiKi hasn't been updated. The documentation and an example is here. I'm willing to answer questions.
Quote:
Originally Posted by Tea Monster View Post
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?
No, it hasn't. Also I'm not aware whether somebody is working or planning to do this.
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Old 03-23-2008, 10:44 AM   #235
Roma Loom

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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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Old 03-23-2008, 08:10 PM   #236
Dennis J
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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Old 03-23-2008, 08:59 PM   #237
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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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Old 03-23-2008, 09:03 PM   #238
Dennis J
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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Old 03-23-2008, 09:23 PM   #239
Plagman

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Re: High Resolution Pack discussion thread.
I used to run the HRP on a 945 and it was playable. It was a couple of years ago, though; there's been a lot of new features and content since then.
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Old 03-23-2008, 09:41 PM   #240
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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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