06-19-2005, 09:10 AM | #201 |
Re: High tile test
You have requested the file mountains.rar (1866055 Bytes). This file has been downloaded 2 times already.
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hitm4n |
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06-19-2005, 10:27 AM | #202 | |
Re: High tile test
Quote:
The ones you posted are from duke and they only cover the uppercase (about half the letters) and are the wrong color. Edit: Yeah they are on the second page or they come with that little minipack that got posted.
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Chicken McNuggets are 26 Percent Disobedient Robots. |
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06-19-2005, 10:44 AM | #203 |
Re: High tile test
I incorporated both sets and kept the cleaner (smaller files) from ECMaster for the small fonts. The new large red font for the menus is very nice though.
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hitm4n |
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06-19-2005, 10:57 AM | #204 | |
Re: High tile test
Quote:
Granted my fonts are from Duke but as I said, they are better than nothing.
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06-19-2005, 11:04 AM | #205 |
Re: High tile test
Here
You will see three posts in a row by me. Each one has an attachment. I don't care about you posting my stuff or anything, just it was kinda aggravating that my stuff from the wrong game got posted after I had already adapted it for Shadow Warrior. Sorry I just woke up recently and am usually a little gruff in the morning.
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Chicken McNuggets are 26 Percent Disobedient Robots. |
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06-19-2005, 03:52 PM | #206 |
Re: High tile test
mmm ok I now have them but am I missing something here but the most important big Red fonts are missing or did I miss a download somewhere.
The 3706 to 3741 If these are your fonts that I grabbed then I apologize again but they look just great here and are the right color btw, well close enough
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06-19-2005, 04:01 PM | #207 | |
Re: High tile test
Quote:
It's a free server so it might have some constraints - working now tho. |
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06-19-2005, 04:59 PM | #208 |
Re: High tile test
No I didn't do the large red fonts (at all, the ones you posted were made by someone else).
It was the small blue ones you posted that I made for Duke. I was just saying that they had already been adjusted and expanded for Shadow Warrior because SW uses both upper and lower case as well as having differences in style. Additionally a brown variation is used more often than the default blue, which was included as well. I don't care if you use any of my stuff. This is an open source project, so as long as you aren't claiming someone elses work as your own than I don't see an issue (nobody spam this thread with legal explanations please).
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Chicken McNuggets are 26 Percent Disobedient Robots. |
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06-19-2005, 06:06 PM | #209 |
Re: High tile test
The problem here is that 2 people have now released almost identical font sets. ECMasters is the cleaner set (smaller files too) but the 2nd release has a few extra files and the large Red font - which is lovely btw. Looks great on the main menu.
Hows about taking this 2nd release down, and rebuilding a new zip which just includes the large red font and anything over and above what ecmaster released. Everyones happy then And theres no duplicated stuff. edit// in fact, grab both releases, add em together, keep the cleaner font though, and create a new font.def and re-release. Maybe Ecmaster should do this since he released the fonts first and its mostly his work... ?
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hitm4n |
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06-19-2005, 06:47 PM | #210 |
Re: High tile test
Well, maybe just download that mini pack that has the fonts in it and most of the textures (assuming the link is still good) and just add the big red font to it.
To be honest I am not going to use the red font 'cause I would rather live with the original until a more faithful replacement is created.
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Chicken McNuggets are 26 Percent Disobedient Robots. |
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06-19-2005, 10:54 PM | #211 |
Re: High tile test
Ok I'll change my release to Redfonts only.
Then use ECMasters small fonts as they are superb. Sorry for the mixup but again we need a Sticky with only released stuff in it as like I said judging by the downloads most missed ECMasters release.
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06-20-2005, 05:51 AM | #212 |
Re: High tile test
And this is the reason i'm releasing packs at the mo, so people don't miss stuff or have to compile it all together. A few people have used odd folder naming and hierarchy and some def files have needed editing to get it all working.
In another thread i made (maps and hrp) you can get the HRP (so far) with all the fonts as they should be (in a fonts folder with 2 folders inside for small and large). Once again, when a resolve is found for the HRP method and an initial pack is released i'll discontinue mine I'm only releasing it cos i'm keeping tabs on all releases and getting it working for myself. All i have to do is zip the folder and def and others can use it.
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hitm4n |
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06-20-2005, 07:31 AM | #213 |
Re: High tile test
Your work is much appreciated Warhammer!
(the same goes for everyone else)
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Signature? No not now. |
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07-22-2005, 06:57 PM | #214 |
Super Moderator
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Re: High tile test
Has anyone put these into a texture pack yet? I would love to play the game with these.
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Monolith Fanboy since 1997 Upcoming Anticipated Games: Doom, Shadow Warrior 2, Mafia III, DisHonored 2, Deus Ex: Mankind Divided |
07-25-2005, 03:46 PM | #215 |
Re: High tile test
Blood
Edit: tile #389 |
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07-27-2005, 12:32 PM | #217 |
Re: High tile test
Not bloody enough for you, eh?
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07-27-2005, 02:47 PM | #218 | |
Re: High tile test
Quote:
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07-28-2005, 04:41 PM | #220 |
Re: High tile test
Haven't seen the original - just applied few filters on Daniel's version.
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GRPViewer, DN3D/SW Models |
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07-28-2005, 05:47 PM | #221 |
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Re: High tile test
BONG!!
Much better. Snoochi boochies! |
07-28-2005, 07:48 PM | #222 |
Re: High tile test
Sweet.... Thanks Roma Loom
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07-29-2005, 02:52 PM | #224 |
The Pachinko Machines
Here are some Pachinko machine photos that could be cleaned up into textures for SW:
Slots Direct Pachinko Machines This one is cool: |
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07-29-2005, 03:09 PM | #225 |
Re: The Pachinko Machines
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07-29-2005, 03:17 PM | #226 |
Re: The Pachinko Machines
...and some more on eBay:
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08-14-2005, 06:37 PM | #227 |
Guest
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Re: SW updates
Here's something that may or may not help you chaps out with the textures:
http://stilist.visionleague.net/temp.ph_ It's a PHP script, obviously; I use it when I want to generate huge lists of textures. I think the variables are pretty obvious, but here's a quick tutorial on how to use it: Set your filetype (usually png or jpg), your tilestart & end, and your path. If you need a 0 pal and a single other one (with the way the file's set up, 16), just set the palstart and palend to be the same number. If you have a larger range, like the 10-17 in duke, simply set the range appropriately. Also, since the 21 and 23 aren't connected to the lower ones, just uncomment those as necessary. All that's left to do now is load it up in your browser, and it'll automatically spit out the list of textures for you. This all assumes, of course, that you have a PHP server available to you. I'm considering setting it up as a form on a page so anybody can use it. Also, be sure you rename the filetype to php. Something I forgot to mention originally: If you set palstart to 0, it won't generate the extra palette tables. |
08-17-2005, 03:44 PM | #228 |
Re: SW updates
OK, so i'm now gonna have a go at remaking some textures. I've got grpviewer and grpstudio so far, both are quite nice, and both work quite well... grpstudio was able to unpack all files from the sw.grp, but cannot extract the bmps from the individual .art files. So, i loaded sw.grp into grpviewer instead and this allowed me to open each art file and extract the bmps from within. I now have 21 folders, each with 256 bmp textures in. Great so far...
But why only 21 you may ask, when theres 22 art files? (theres a 000 one) Well, tiles021.art simply won't unpack. Its not corrupt, i've played the game thru 100% and i know its zilla in there as i could view the bmps in grpstudio. Grpviewer just throws an error at me and i don't have anything else to unpack it. Has anyone else had this problem or know a workaround, or know another tool i can use to unpack art files ? Thanks.
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hitm4n |
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08-17-2005, 05:03 PM | #229 |
Re: SW updates
Sorry for this bug. It also won't allow you to open one of the duke3d.grp ARTs. It's easy to fix by disabling tile naming feature... but I wanted to rewrite the naming proc and still haven't managed to put my hands on it... You may visit my homepage and get the previous GRPV version for extracting from ARTs.
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GRPViewer, DN3D/SW Models |
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08-17-2005, 05:27 PM | #230 |
Re: SW updates
ok. i'll grab the older version thanks.
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hitm4n |
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08-17-2005, 06:17 PM | #231 |
Re: SW updates
I seem to be a bit late, but Dragon UnPACKer works nicely, 4 works better than 5.
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08-17-2005, 08:24 PM | #232 |
Re: SW updates
1. 3540
2. 3541 3. 3542 4. 3543 I'm really NOT a gfx guy, but i'm disappointed by the lack of new stuff appearing here so i decided to give it a go. These new crates use someone elses as a base (0108 + 0109), and the new metal sections were also cut, edited, pasted and tweaked from someone elses texture. Any good ?
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hitm4n |
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08-18-2005, 06:15 AM | #233 |
Re: SW updates
Not bad, just added them to my hirghres folder and updated def's so ill try them out in game soon.
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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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08-18-2005, 06:55 AM | #234 |
Re: SW updates
Cool New textures to add.
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08-18-2005, 07:56 AM | #235 | |
Re: SW updates
Quote:
Good job mate!
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08-18-2005, 09:36 AM | #236 |
Re: SW updates
Thanks guys. I know there are faults with these textures, i am my own worst critic.
The Wood is more detailed than the metal (cos they are from 2 diff sources), the studs are all shadowed wrong (cos i rotated the corner each time) and all the work was done from other peoples work. The only credit to me is actually cobbling them together. However, i think they look real nice ingame and will easily be good enough until someone else improves on them... I will try to source many of the brick wall, stone wall and floor tile textures next. These will be sourced from google and heavily edited to match the originals. Hopefully they'll turn out good enough More to come soon...
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hitm4n |
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08-18-2005, 11:19 AM | #237 |
Re: SW updates
1. 0040
1. 0111 1. 0114 1. 0119 1. 0448 5 more Again, good till someone does better.
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hitm4n |
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08-18-2005, 04:51 PM | #238 |
Re: SW updates
Very nice textures you have there.
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"A Smith & Wesson beats four aces." |
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08-18-2005, 06:47 PM | #239 |
Re: SW updates
1. 0044
1. 0053 1. 0054 1. 0055 1. 0089 5 more
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hitm4n |
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08-18-2005, 07:00 PM | #240 |
Re: SW updates
Can anyone tell me where textures 44 + 89 are used please.
Also, i told you i wasn't a gfx man Ingame my latest 3 wood textures don't look so hot. They are good copies, but they don't tile too well due to the colouring. Anyone fancy tweaking them a bit for me... ?
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