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Old 06-06-2005, 02:08 PM   #161
hitman71

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Re: High tile test
Thanks Ecmaster. I'll stick to PNG unless its wise to use JPG on occasion. The pallette shifting stuff i understand, obviously means the 2 sets are needed. I'll stick with xxxx for the texture numbering and i'll try to install the model lightswitch by including it in the textures.def file and see how it goes.

Parkar. Do you just build the pack up from what people post in this thread ? Are there other forums where people are working on this stuff where i could pick up more textures ?
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Old 06-06-2005, 04:10 PM   #162
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Re: High tile test
This thread, on the duke project a few textures was sent to me over email.

If you want to keep the same structure as I am using you can download the light version of the duke hrp and look inside the duke_hrp.zip file. I am using the same structure for the sw HRP. Everyting that replaces sprites ges into a subfolder called sprites (with subgroups for the diffrent kinds of sprites like mosnters, pickups, props etc) and diffrent def files for each group. The only thing that goes into textures is textures used on sector ceilings, floors and walls.
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Old 06-07-2005, 05:54 AM   #163
Geoffrey
Re: High tile test
Quote:
Some notes:
- I am workig on a sw HRP.
- It's a long time until its even close to a first release.
- It's probably a good idea fo others to put out collections so people don't have to wait until my HRP is released or download every texture.
Duh, my point, and I don't see the point after only 4 pages But that's just me
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Old 06-07-2005, 06:02 AM   #164
Parkar

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Re: High tile test
Don't expect any SW HRP until we are past like 50 pages though so I expect people would appreciate someone collecting and uploading it in packs.
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Old 06-07-2005, 09:32 AM   #165
Carger2000
Re: High tile test
Im 'getting better' with PS so I might do some textures later.
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Old 06-07-2005, 06:03 PM   #166
Ecmaster76

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Re: High tile test
Add this line to the sw.def file to fix the red colored sectors with hi res stuff.

The values are from the #2 palette of duke, which is kinda close to 14 in SW. It may need a little twekin but it looks okay.

definetint 14 255 110 80 0

589
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Old 06-07-2005, 06:04 PM   #167
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Re: High tile test
595
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Old 06-07-2005, 06:06 PM   #168
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Re: High tile test
I made these in GIMP 2. Its powerful, but it also seems pretty unstable. Maybe I got something screwed up but whatver. Also I think the coders would have been better off making a window system more like the one in PS. Alt tabbing sucks. I guess they must have had a multi monitor setup in mind.

596
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Old 06-07-2005, 06:23 PM   #169
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Re: High tile test
looking good!
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Old 06-10-2005, 04:28 AM   #170
motionblur

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Re: High tile test
Darn ... didn't know we had those two already. Well - I was bored and made 'em. So I guess I could still post my work - so everybody can decide themselves which one to use.

Here goes No.1 ...
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Old 06-10-2005, 04:33 AM   #171
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Re: High tile test
...and No.2
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Old 06-10-2005, 08:52 AM   #172
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Re: High tile test
no offence to the previous posters versions, but they look supercool. Nice work. More more more.
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Old 06-11-2005, 02:20 AM   #173
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Re: High tile test
Quote:
Parkar said:
sw_hrp is growing pretty fast.
Parkar, when you finally release a pack (hope soon) please add a include User.def to the sw.def like you did in Duke.
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Old 06-13-2005, 06:29 PM   #174
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Re: High tile test
For those who are working on SW enhancing and use GRPViewer to view/extract art tiles I've updated GRPV in the way it can auto-detect both DN3D and SW and load the apropriate palette file and names.h for both of the games, so you don't need to put palette.dat and names.h into GRPV's dir until it's strictly needed.

The link. Or use "Unofficial Test Release" link in my sig.

The MD3 support is coming soon.
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Old 06-13-2005, 06:31 PM   #175
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Re: High tile test
Thanks
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Old 06-14-2005, 11:25 PM   #176
Ras

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Re: High tile test
The red and green buttons need to be renamed 0577 for the red and 0578 for the green.
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Old 06-15-2005, 07:58 AM   #177
hitman71

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Re: High tile test
Yes, i did this myself. Not loaded game with textures installed yet, but they look great. Any more on the way ?
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Old 06-16-2005, 05:44 AM   #178
WarHammer

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Re: High tile test
Quote:
hitman71 said:Any more on the way ?
You might say that.

First of all I decided 0015 looked a little blurry so here is a sharper version.
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Old 06-16-2005, 06:37 AM   #179
WarHammer

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Re: High tile test
Next is 0016. I made this one right after 0015 so I was still getting used to texture work. These are among the first actual textures I've made. Although I know and have used many of the techniques before this is the first time I have actually applied them to making textures and thus use so many at once and deal with the conflicts that arise. As a result this ended up taking way too long to make, got almost entirely redone at one point and burned me out on making textures for a while...and I'm still not completely happy with it. I'm planning on redoing from scratch eventually. I think I can do better now and at 2x it's a bit low res still in some places in the game. Most of my textures are 3x now. Anyway, I think it's looks fairly good so I'm posting it for use in the mean time.

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Old 06-16-2005, 06:43 AM   #180
WarHammer

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Re: High tile test
Next up I adjusted the colors of 0108, 0109 & 0110 to be closer to the originals, fixed a small shading error and added in the nails (at one pixel big they can be easy to miss in the originals).





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Old 06-16-2005, 06:49 AM   #181
WarHammer

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Re: High tile test
0480 might be a bit too big but I can't remember where it's used so I can't be sure. It's just a substitute until a model is made, in any regard.

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Old 06-16-2005, 07:02 AM   #182
WarHammer

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Re: High tile test
0503 - It slices! It dices! It can cut through this titanium armor plate like it was paper! it's the best knife you will ever own! Call now, operators are waiting to take your order! Also a substitute until a model is made.

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Old 06-16-2005, 07:16 AM   #183
WarHammer

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Re: High tile test
"I'd buy that for a yuan renminbi!" More model stand-ins. But if anyone ever get around to modeling these I can upload my source files. they would work well for making the texture.







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Old 06-16-2005, 07:39 AM   #184
WarHammer

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Re: High tile test
Here are more accurate versions of the anime posters. I'm not sure where 3D Realms got the originals as theirs appear to have been free of text and more complete.


3342 is the cover of the Sorcerer Hunters Vocal Collection Sound Track.


3341 is the cover to the Slayers "Touch Yourself" CD single. I have to wonder if that was intentional or not. I could have edited it out easily enough but I preferred to leave it in. Also I could have erased Nahga from the background to be more like the original but then I would have to completely edit out the text on the right side.


3343 is from Black Jack. It's not the exact image used in the original but at least he is still doing his signature, "I'm an eccentric surgeon!" pose.


3340 I've decided the original is an image from Spaceship Girl Yamamoto Yohko but alas I could not find hardly any images at all, let alone the one used in the original texture. I opted to go with this image from You're Under Arrest! instead. It's the closest substitute I could find that was from the proper period. Most similar images I found were from recent anime. Looks a little bright in game though.
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Old 06-16-2005, 07:46 AM   #185
WarHammer

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Re: High tile test
3547 - It's a tatami mat. Not much else to say about it. It required a bunch of work, yet it took me hardly any time to make. Possibly an indicator that I'm starting to get the hang of making textures efficiently.

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Old 06-16-2005, 07:53 AM   #186
Parkar

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Re: High tile test
Great work. Only problem I see with the wall texture is that the fibbers are going the wrong way on the vertical board.

The best part is not only are they very detailed but the stay very true to the shadow warrior colours.

I think it is important to stay true to the somewhat cartoony look shadow warrior has. I know I am going to have a slight problem with this but should be a great challenge to do more "hand" painted textures and rely less on texture overlays and photo shop tricks.

Edit: Great even more stuff. One question though, is the anime pics ripped or are they free to use by anyone? Asking coz there is a bunch of textures in the duke hrp that's questionable if they are free to use and am going to go through them and remove the ones I can't tell for sure are ok. I my self will probably still use them until something else comes a long but I feel its better to stay away from using "stolen" art since it will look a lot more professional.

I think the anime art in the original is created by someone at 3dr or outsourced to someone, correct me if I am wrong.
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Old 06-16-2005, 08:01 AM   #187
WarHammer

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Re: High tile test
For 5051 I got to use all of my toys. The paper was made in Photoshop, the masking tape from my scanner (the same piece of tape was used for all four corners), and for the "PULL" I got to use my new tablet.

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Old 06-16-2005, 09:12 AM   #188
WarHammer

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Re: High tile test
Quote:
Parkar said:
Great work. Only problem I see with the wall texture is that the fibbers are going the wrong way on the vertical board.
I'm aware of that. Like I said, I plan to redo it. One problem I was having was finding a wood texture that was both polished enough to look good indoors but also weathered enough to be used outdoors since they used the same texture for building interior walls and mine shafts alike.

Quote:
Parkar said:
Edit: Great even more stuff. One question though, is the anime pics ripped or are they free to use by anyone? Asking coz there is a bunch of textures in the duke hrp that's questionable if they are free to use and am going to go through them and remove the ones I can't tell for sure are ok. I my self will probably still use them until something else comes a long but I feel its better to stay away from using "stolen" art since it will look a lot more professional.

I think the anime art in the original is created by someone at 3dr or outsourced to someone, correct me if I am wrong.
The anime girls standing around were definitely done by 3D Realms. Leap's girls are parodies of characters from Tenchi Muyo!, a couple others are parodies of characters from Sailor Moon. The posters, however, are definitely the original artwork. They may have gotten permission from the American licensors to use the artwork since all of them were licensed at the time I believe (would explain where they got better versions), but most likely they just figured that the massive downscaling would absolve them of any potential copyright issue. The original copyright owners being on the other side of the planet probably didn't hurt either.

I would say this falls into a bit of a gray area. They are copyrighted images but they are over ten years old by now and most licensors don't really seem to care too much about images. In all my years as an anime fan I have only heard of one case where Studio Gainax went after images posted on the web. As a general rule the Japanese are not too concerned over minor copyright infringement. Doujinshi are fan created comics, often pornographic in nature, based on existing characters. The sale of these fan comics as big business in Japan and even the plot of a couple anime series, Comic Party, for example.

If you're too concerned you could contact the lincensors and ask permission. I can provide contact info for the companies who hold these licenses.
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Old 06-16-2005, 10:00 AM   #189
Ecmaster76

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Re: High tile test
Damn...

Good job
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Old 06-17-2005, 06:18 PM   #190
Just_Jim
Re: High tile test
Here is a skybox for the second map of "Enter the Wang"

http://www.tugr.com/cloudy_night_skybox.zip

How do you use Build to determine the tile number for the sky used in a map?
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Old 06-17-2005, 07:43 PM   #191
djimd
Re: High tile test
Nice one jim - I don'ty know about build but it looks like most of the sky tiles are in tiles000.art - grpviewer shows them up ok - It would be nice to get skies for all the main sw levels - some look a bit harder to find - with volcanoes etc.
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Old 06-17-2005, 08:33 PM   #192
Ecmaster76

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Re: High tile test
Point to the sky and hit the 'v' button. You may see a bunch of tiles, or just a few. One will have a box around it. That should look like the sky. The number of that tile is in the lower right coner of the screen. Just to the right of that is the tile dimensions.
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Old 06-18-2005, 03:11 AM   #193
djimd
Re: High tile test
A Hong Kong skyline would be nice as it shows up in quite a few maps - You'd think a HK skybox would be easy to find - a few hours googling with no luck
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Old 06-18-2005, 05:35 AM   #194
hitman71

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Re: High tile test
Can someone explain how to add these skyboxes please. Baring in mind that i already have a textures.def and sw.def file etc. What do i need to add, do i create new def files etc ?
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Old 06-18-2005, 06:52 AM   #195
hitman71

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Re: High tile test
no matter. i sussed it all... just had to get files and folders in the right places

1 thing though, i had to add

//added by me
definemodelskin 0 "highres/sprites/switches/es_0712.png"
//end add

for the lightswitch def. it was missing
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Old 06-18-2005, 10:44 AM   #196
hitman71

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Re: High tile test
Don't jump on me for triple posting please like before. I cannot edit the previous posts. And i have more to say...

Today i added all the new models people have made. The suitcase is a nice model but i think it needs a better texture. Its a bit 1 tone and with lack of detail on the locks and handle.

The lightswitch looks and works really well (after i added the line in my previous post to fix it.)

The ninja model looks great and he moves really well. I especially like the face changes when he's shooting or being shot. However, it is missing the sliced to death anim and wondered if its something i've done wrong. See error below from logfile.

Error on line highres/sprites/monsters.def:29: expecting float, got "definemodelframe"
Error on line highres/sprites/monsters.def:29.
Error on line highres/sprites/monsters.def:29.
Error on line highres/sprites/monsters.def:29.

Also, he seems a bit bright overall and textureless on his legs. I'd love to see an update to this which includes the rest of the anims for him.

Finally, i had to edit the skyboxes.def file to get the path right and in line with the other addons.

defineskybox 184 0 0 highres/skyboxes/Sky_Stars/stars0.png highres/skyboxes/Sky_Stars/stars1.png highres/skyboxes/Sky_Stars/stars2.png highres/skyboxes/Sky_Stars/stars3.png highres/skyboxes/Sky_Stars/stars4.png highres/skyboxes/Sky_Stars/stars5.png

Just wanna say great work from everyone so far. Some cool models, textures, fixed TC's and a nice frontend to use. Been fun playing it all over again

Now come on !! Get some more stuff out !! LOL
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Old 06-19-2005, 03:14 AM   #197
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Re: High tile test
Not sure if anyone has made any fonts yet.
Everytime I run up the game I am presented with the ugly SW fonts.
These will tie you over untill better ones come around.
Fonts.def included
http://www.unreal.co.za/files/temp/Fonts.zip
Just unzip to your Highres folder.
NB. File will be removed within 24 hours of this post.
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Old 06-19-2005, 04:28 AM   #198
djimd
Re: High tile test
Great thx for those - big fonts make a huge improvement - btw didn't you like 3740 and 3741 ( 8 and 9 redfont missing )
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Old 06-19-2005, 05:35 AM   #199
djimd
Re: High tile test
Here's a skybox that i found in my old quake 2 directory -it fits in ok with the rampage warrior mod and a few of the main levels - Sorry i don't know who the original artist was ( had it for a while) Rapidshare keep the files up for about 30 days i believe so get it while it's there :
HERE
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Old 06-19-2005, 09:07 AM   #200
ProAsm

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Re: High tile test
Quote:
btw didn't you like 3740 and 3741 ( 8 and 9 redfont missing
mmm, I been using them all this time and never noticed.
Hehe... thanks, updated download and 8,9 and Fonts.def attached
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