04-04-2005, 07:51 PM | #1 |
Shadow Warrior Re-texturing Project
I had a spare few hours for the first time in ages tonight so I thought I would test out the hightile option.
And just like in duke 3d it worked great. http://members.lycos.co.uk/rosspolo2/Duke3dnew/Sw/ unzip the lot to your shadow warrior folder.
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04-04-2005, 08:01 PM | #2 |
Re: High tile test
...and so it begins again
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04-04-2005, 08:11 PM | #3 |
Re: High tile test
Excellent. What programs do you use to extract/see the original textures? If I had that program, I'd start making my own. All I need is the numbers of the originals, and what they looked like.
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04-04-2005, 08:17 PM | #4 |
Re: High tile test
Great work, Finaly the sw hrp folder is no longer without textures
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04-04-2005, 09:00 PM | #6 |
Re: High tile test
Inoticed that the uppercase blue letters are the same as in Duke, so I am will go ahead and do high res versions of the lowercase which should be ready in a few days.
Dukeres works, but it displays with inverted colors. I also found an openGL viewer/extrator but it requires the .art to be extracted and the palette.dat. It displays correctly, but the UI is inferior to dukeres. http://www.bur.st/~duke3d/files/util...gl_editart.zip
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04-05-2005, 04:37 AM | #7 |
Re: High tile test
i was also testing hires tiles & stuff and i found a problem!
skyboxes don't work! after they load into game and show up in level, they disappear and reset a lores sky
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04-05-2005, 06:16 AM | #8 |
Re: High tile test
I can't run the High tile.
I only got this error: Initialising timer Loading sound and graphics... initcache(): Initialised with 33554432 bytes Warning: Failed including DEFS.CON on line sw.def:5 Definitions file loaded. Setting video mode 1024x768 (32-bit fullscreen) I do not have a DEFS:CON in my SW dir
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04-05-2005, 06:29 AM | #9 |
Re: High tile test
just remove the line "include DEFS.CON" in your sw.def
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04-05-2005, 06:37 AM | #10 |
Re: High tile test
Thanks. It works
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04-05-2005, 10:20 AM | #11 |
Re: High tile test
Where can I find the textures? I want to see if they work properly!
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04-05-2005, 11:58 AM | #12 |
Re: High tile test
On the first level, go down the stairs outside and to the end room. There should be some monsters hiding behind boxes with the replaced texture.
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04-05-2005, 05:52 PM | #14 | |
Re: High tile test
Quote:
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04-05-2005, 05:53 PM | #15 |
Re: High tile test
You should make Gviewer to support jfDuke and jfSW, Roma Loom.
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04-05-2005, 06:36 PM | #16 |
Re: High tile test
i've made more than 650 highres textures for jfSW. only problem is that i cannot post them because they are modifyed version of original textures!
also, this picture features 1st model for jfSW (model is same as in jfduke, but with different skin) http://img123.exs.cx/img123/3310/swcp00001uu.jpg Mod edit: unnecessarily large in-line image changed into a link
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04-05-2005, 06:37 PM | #17 |
Re: High tile test
Coolness
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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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04-05-2005, 07:03 PM | #18 |
Super Moderator
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Re: High tile test
It would be cool if we could the high res texture a sortof anime look. Add to the style of the game a little bit.
Just a thought.
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04-06-2005, 12:11 AM | #19 |
Re: High tile test
OMG DLT, those wood textures are sahWEEET!
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04-07-2005, 10:26 AM | #20 |
Re: High tile test
OMG. I love the modifyed textures
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04-07-2005, 01:52 PM | #21 |
Re: High tile test
Hm this is the first time I've tried to recreate a texture in hi-res.. I haven't made anything for Duke's hi-res pack which I'm ashamed about since I REALLY enjoy playing it, so I'm trying to make myself useful with sw instead
I overdid the blur a bit there.. but still I think it's nice for a first try Comments and such are welcome! It tiles, btw Oh: definetexture 002 0 0 0 -1 -1 highres/textures/0002.png
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"if we fill survival with particles then we can compete with modern games" - James |
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04-07-2005, 02:44 PM | #22 |
Re: High tile test
Looks good except like you said its a bit blurry. I think you should try to fix that. A texture like that one almost can't get to sharp. If you made it using layers andhave the bars arounf it on separate layer try to redo them and make them realy sharp. After testing ingame you can add a bit of blurryness to it if it looks so sharp it looks cut together.
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04-07-2005, 02:52 PM | #23 |
Re: High tile test
Just remember guys, the same rules from the Duke retexturing project apply here -- no content from 3DR, period.
Geoffery, that texture looks nice. A bit too blurry as has been noted, however. Nonetheless, keep up the good work! |
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04-07-2005, 03:21 PM | #24 |
Re: High tile test
It's probably one of those, "If you have to ask, forget it" deals, but is there anywhere to get pointers about making textures to work with the ports? Maybe something in the "sprightly appearance" thread?
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04-07-2005, 03:33 PM | #25 |
Re: High tile test
download that hightile test further up in this thread and stufy how its made. There is probably several posts on it I know I have writen a couple so just search for my name in the duke3dsource forum, and add the key word "duke3d.def". It should not take to long to find this way.
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04-07-2005, 05:55 PM | #26 |
Re: High tile test
Damn, uppercases are slightly different after all.
Will have blue font and small fonts this weekend probably.
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04-07-2005, 06:53 PM | #27 |
Re: High tile test
Thanks, Parkar, I'll give that a try.
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04-08-2005, 12:56 AM | #28 |
Re: High tile test
Thanks for the advice I've made all the edges sharper, made the 'background' ( everything besides the tubes and the main plate ) a tad darker and I've fixed some tile problems in the corners.
Dandy! And finally I've resized it to 128X128 because a) 256 is a bit big for a ventplate b) it washes away my ****ups I don't know which size looks better so I posted both
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"if we fill survival with particles then we can compete with modern games" - James |
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04-08-2005, 01:14 AM | #29 |
Re: High tile test
looks better, I think the shading on the bars is still a bit blurry. If you used photoshops bevel layer effect then try to change its mode from soft to chisel hard or chisel soft.
When it comes to size, I asume the original is a 64x64. If we are going by the same quality standard as in duke we would make it a 256x256 image. Resampleing the image down like you did is a pretty coomon practice, Infact I do that on all my textures. On this texture I would have worked 512x512 and then scale down to 256x256 when done. |
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04-08-2005, 01:38 AM | #30 |
Re: High tile test
I'll start editing again then
In the meantime I've made textures #0003 and #0004: I'll try to make the shading in #0002 sharper, like I did in texture #0004 Edit: this is the final version of this texture I'm making; trying to fix things in one place is only making it look faker in other places If anyone wants to re-do this one later that's ok I don't even know if the difference is.. visable
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"if we fill survival with particles then we can compete with modern games" - James |
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04-08-2005, 02:03 AM | #31 |
Re: High tile test
Good work on the textures.
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04-08-2005, 02:48 AM | #32 |
Re: High tile test
Lol with all these textures popping up - be ready for sw_hrp by the weekend.
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04-08-2005, 03:54 AM | #33 |
Re: High tile test
0006 - 0009
Btw, just to be sure, using textures/ parts of textures from free texture sites is ok right?
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"if we fill survival with particles then we can compete with modern games" - James |
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04-08-2005, 04:11 AM | #34 | |
Re: High tile test
Quote:
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04-08-2005, 04:13 AM | #35 |
Re: High tile test
Just checked and it's ok! Pfew
edit: oh and here's texture #0005, it's the same as #0002 only grey:
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"if we fill survival with particles then we can compete with modern games" - James |
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04-08-2005, 04:36 AM | #36 |
Re: High tile test
sw_hrp is growing pretty fast.
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04-08-2005, 08:25 AM | #37 |
Re: High tile test
Texture #0234, with a little 3dmax help this time:
Now to fill it with books for the other 2 textures
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"if we fill survival with particles then we can compete with modern games" - James |
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04-08-2005, 09:15 AM | #38 |
Re: High tile test
hint: add another dim light from the front so the shadows don't apear completely black...
other then that, looking good!
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04-08-2005, 09:51 AM | #39 |
Re: High tile test
Actually the original tile is very dark in those areas as well, some pixels even have the darkest color possible in the sw pal omg eek
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"if we fill survival with particles then we can compete with modern games" - James |
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04-08-2005, 01:02 PM | #40 |
Re: High tile test
Great work Geoffrey!
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