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Old 10-31-2007, 12:58 PM   #1081
NightFright

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Re: New Version of High Resolution Pack released!
HRP Update Pack v3.4 has been released. After a long waiting time.
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Old 11-01-2007, 01:44 PM   #1082
Lightning Hunter

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Re: New Version of High Resolution Pack released!
Hey NightFright, I noticed that the fire is now gone on my side... What's with that?
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Old 11-01-2007, 02:48 PM   #1083
Mr.Fibbles

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Re: New Version of High Resolution Pack released!
SD_Duke may have been broken by the install.
Add this line to your duke3d.def file:
include sd_duke.def
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Old 11-01-2007, 06:28 PM   #1084
Lightning Hunter

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Re: New Version of High Resolution Pack released!
Ok, I think I figured out the fire problem... The fire works in the official maps, but doesn't work in some maps I've made in the past. I think it has something to do with the positioning. The original Sprite fire worked just fine in my maps, but the new fire doesn't show up at all. I really am not a fan of the new fire. It doesn't scale like it should. It's always small, regardless of how tall you make it in Build. The fire also looks nothing like the original. No offense to the person who made it, because it does look nice. I just don't think it fits in Duke3d.
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Old 11-02-2007, 02:23 AM   #1085
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Re: New Version of High Resolution Pack released!
Can you post a small test map with the fire?
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Old 11-02-2007, 02:51 AM   #1086
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Re: New Version of High Resolution Pack released!
@josh i like the fire without the special effects :P
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Old 11-02-2007, 04:16 AM   #1087
Lightning Hunter

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Re: New Version of High Resolution Pack released!
I looked at it some more, and I think I know why the fire isn't showing up now. It's not because of the positioning, but because I used tile 2271 rather than 2270 (the first one in the series). With the sprite, this didn't matter, but it appears it won't show up if you use 2271 with the new fire. Maybe this should be fixed, in case more user-maps used the other fire tiles.

I still won't like the new fire, even if that problem is fixed though. Like I said, the fire isn't scaled properly. It makes the tall skinny flames used in some maps look small and wimpy. Just look at E1M5 to see what I mean... The new fire looks like a tiny bonfire compared to the sprite:

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Old 11-02-2007, 08:36 AM   #1088
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Re: New Version of High Resolution Pack released!
L. Hunter: Are you using SD_Duke, or just the HRP by itself?
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Old 11-02-2007, 01:13 PM   #1089
Lightning Hunter

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Re: New Version of High Resolution Pack released!
I'm using both... I have v1.2 of SD_Duke from NightFright's web page, plus the HRP, plus the newest update pack from a few days ago. They are all in the autoload/duke3d.grp folder. Why, does the fire look different for you guys or what?
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Old 11-02-2007, 02:42 PM   #1090
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Re: New Version of High Resolution Pack released!
The fire at the second screenshot is original ART from GRP.
The fire in SD_Duke mod has always been fixed sized. Obviously it doesn't always look good. I can try to do something about it at weekend.

Anyway the problem has nothing to do with HRP.
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Old 11-03-2007, 03:41 AM   #1091
Lightning Hunter

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Re: New Version of High Resolution Pack released!
Quote:
Originally Posted by Hunter_rus View Post
The fire at the second screenshot is original ART from GRP.
The fire in SD_Duke mod has always been fixed sized. Obviously it doesn't always look good. I can try to do something about it at weekend.

Anyway the problem has nothing to do with HRP.
I know the second screenshot is the original ART, but I didn't know that the fire was from SD_Duke. Is there an HRP fire then? I would rather see a high-res sprite fire than a particle fire.
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Old 11-03-2007, 10:30 AM   #1092
lycanox

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Re: New Version of High Resolution Pack released!
There is one that didn't made the legal demands of the HRP that looked nice.

Due to my personal projects I am waiting for the Highness flame as well.
It should be used to jump back to from the SD flames when the game gets too slow.
And there is some stuff i wanna do that wont work with the SD flames.
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Old 11-03-2007, 11:20 PM   #1093
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Re: New Version of High Resolution Pack released!
what kind of fire is that?

Check out mine.


This is particle based.
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Old 11-04-2007, 12:26 AM   #1094
DeeperThought

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Re: New Version of High Resolution Pack released!
Quote:
Originally Posted by josh_sg1 View Post
what kind of fire is that?

Check out mine.


This is particle based.
That looks really good. I hope it is actually yours unlike the model you posted earlier.

Now, can you put it into a form that is usable in the HRP?
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Old 11-04-2007, 03:25 PM   #1095
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Re: New Version of High Resolution Pack released!
Yes it is mine 100%, when I say its mine its mine. When i dont then its not.
I am a special effects artist and this is a piece of cake compared to what I can do.

anyways.

Yes I can have it in any format you like. How would you like it? What background do you want? What file format? What size quality?
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Old 11-04-2007, 03:46 PM   #1096
DeeperThought

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Re: New Version of High Resolution Pack released!
Quote:
Originally Posted by josh_sg1 View Post
Yes I can have it in any format you like. How would you like it? What background do you want? What file format? What size quality?
1. Locate the fire tiles in duke3d.grp
2. For each fire tile, create a corresponding hi-res tile of 4X the dimensions (in pixels) of the original tile.
3. Save them as PNG with indexed color (the background is transparent; i.e. no background)
4. Write the definitions using the texture def command (see the defs in the HRP for examples).
5. Put them in the game to see how they look.
6. When they look good, upload them.
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Old 11-04-2007, 04:53 PM   #1097
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Re: New Version of High Resolution Pack released!
Ok soundss good I will work on it thanks.

Yeah I will make a test map with the fire and explosions ex.
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Old 11-05-2007, 01:17 PM   #1098
alandog

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Re: New Version of High Resolution Pack released!
good work, actually the explosions are the weak point, since them are an huge part of the game...

hope to see your work soon
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Old 11-05-2007, 01:55 PM   #1099
josh_sg1

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Re: New Version of High Resolution Pack released!
ok you want to see some of my work look at my Check this out thread.
I have that right now. Still working on allot of other things.
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Old 11-06-2007, 09:49 AM   #1100
3D Master

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Re: New Version of High Resolution Pack released!
The new music with the new music mod is awesome. I have to say though, the difference between the HQ music and the old low quality sound effects is very obvious. Any chance anyone can make new sound effects as well?
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Old 11-08-2007, 06:13 AM   #1101
3D Master

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Re: New Version of High Resolution Pack released!
Okay, a couple of bugs I noticed with screenshots to show them, all by the way in E1L5. (First, I've noticed the fire above as well, but what does it matter if it's that particle fire? It should simply be scaled properly (although the fire itself could look better as well, it's more like spheres instead of flames)).

2. San Andreas fault doesn't seem to be aligned properly:



3. Wait a minute, isn't this door supposed to be green:



Let's check it in 8bit:



Yep, green it is, what gives? Also notice the darkness problem in polymost, 8bit is properly dark, while Polymost is not. Oddly enough, from a distance things seem properly dark, but when you get in the dark area it lights up as if there's no darkness at all. This should definitely be solved, although I suppose this is a eDuke/JFDuke thing and not an HRP thing.

Oh: I'm using HRP v3, the 3.4 update pack, and the latest maphacks in case anyone was wondering.
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Old 11-08-2007, 06:49 AM   #1102
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Re: New Version of High Resolution Pack released!
Well unfortunately, both problems you pointed out cannot be solved so easily.

The E1L5 Andreas Vault sign bug has been there for ages and cannot be fixed by a custom texture. You would have to resize the original texture in the group file for the highres version to be shown correctly.

Regarding #1108 (E1L5 Battlelord chamber entry door) is greyscale, i.e. its color depends on the green tint applied by the game. These are defined in duke3d_hrp.def but should not be altered hastily. While it may look wrong on this door, other places where it is used may be colored just perfectly with that tint.
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Old 11-08-2007, 10:40 AM   #1103
3D Master

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Re: New Version of High Resolution Pack released!
How then did the original do it? It got the right color in all doors. And I have to say, the door to battle lord boss of E1 being silver is a little bit more important that an off green somewhere else.

There has to be a way to do it; maybe some def/maphack like thingy for color correction? But that would have to be added in JFDuke/eDuke32, not doubt.
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Old 11-08-2007, 10:51 AM   #1104
DeeperThought

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Re: New Version of High Resolution Pack released!
Quote:
Originally Posted by NightFright View Post
The E1L5 Andreas Vault sign bug has been there for ages and cannot be fixed by a custom texture. You would have to resize the original texture in the group file for the highres version to be shown correctly.
You could try using a dummytile command in the hrp defs to change the size of the tile, overriding the size in the group file.
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Old 11-08-2007, 11:20 AM   #1105
Parkar

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Re: New Version of High Resolution Pack released!
Quote:
Originally Posted by 3D Master View Post
How then did the original do it? It got the right color in all doors. And I have to say, the door to battle lord boss of E1 being silver is a little bit more important that an off green somewhere else.

There has to be a way to do it; maybe some def/maphack like thingy for color correction? But that would have to be added in JFDuke/eDuke32, not doubt.
A custom texture for that pal would work.
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Old 11-08-2007, 03:09 PM   #1106
NightFright

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Re: New Version of High Resolution Pack released!
You will need two textures with pal 8, #707 and #1108. Try these, name them 0707_8.jpg/1108_8.png and put them into highres\textures:



Together with these definition changes in textures.def (the "pal 8" lines are new):

Code:
texture 707 {
   pal 0 { file "highres/textures/0707.jpg" }
   pal 8 { file "highres/textures/0707_8.jpg" }
   detail { file "highres/detail/metal_fine.png" xscale 0.6 yscale 0.15 }
}

texture 1108 { 
   pal 0 { file "highres/textures/1108.png" }
   pal 8 { file "highres/textures/1108_8.png" } 
}
It will look something like this:



If you like it, it can be included with next HRP Update.
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Old 11-08-2007, 04:36 PM   #1107
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Re: New Version of High Resolution Pack released!
Quote:
Originally Posted by Parkar View Post
A custom texture for that pal would work.
Agree, btw that door made not only with 1108 texture (palette 8), but with:
http://members.lycos.co.uk/piterplus...oad/0442_8.jpg
http://members.lycos.co.uk/piterplus...oad/0707_8.jpg
http://members.lycos.co.uk/piterplus...oad/0708_8.jpg
also.
I didn't recolored door texture because I do not use it.

edit. Nightfright as always was first
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Old 11-10-2007, 05:17 AM   #1108
3D Master

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Re: New Version of High Resolution Pack released!
The new color is going to be added in the next update?
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Old 11-10-2007, 03:14 PM   #1109
NightFright

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Re: New Version of High Resolution Pack released!
Yeah. Scheduled for Dec 31 (that is, if progress remains as slow as in the last few months). The last update of the year.
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Old 11-10-2007, 05:43 PM   #1110
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Re: New Version of High Resolution Pack released!
What is left to do? I feel the need to contribute some.
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Old 11-10-2007, 06:00 PM   #1111
NightFright

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Re: New Version of High Resolution Pack released!
Finishing Ep.1 would still be top priority b4 even thinking of releasing next HRP:

http://hrp.duke4.net/wiki/doku.php?i...xt_hrp_release

It isn't that much actually, and there's other stuff to be done, too, but the sooner it gets done, the better anyway.
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Old 11-10-2007, 07:12 PM   #1112
Mr.Fibbles

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Re: New Version of High Resolution Pack released!
the crane pole is a build item. I can't think of any time it is visible in the game. That said, is it OK to make it four sided?

EDIT: I lie, I made it 6 sided with a top (just in case):
See attached; I put the file in /sprites/build


EDIT2: That jpg is huge.

I mean the one in the zip. use the one on imageshack
Attached Files
File Type: zip 1221_pole.zip (3.3 KB, 10 views)
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Last edited by Mr.Fibbles; 11-10-2007 at 07:30 PM.
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Old 11-11-2007, 11:15 AM   #1113
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Re: New Version of High Resolution Pack released!
Yeah abnormally that large a texture really sets off the lighting in game.

Hey nice catch on the door.
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Old 11-11-2007, 11:52 AM   #1114
Dr. Kylstien
Re: New Version of High Resolution Pack released!
I think the green tint is absolutely ridiculous. I'd like to see even one place that it looks right.
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Old 11-11-2007, 03:52 PM   #1115
NightFright

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Re: New Version of High Resolution Pack released!
Well AFAIK, it´s just used once, i.e. in E1L5.
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Old 11-11-2007, 07:16 PM   #1116
dood!

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Re: New Version of High Resolution Pack released!
I think he means the definition for the green tint in the .def file is not accurate to the original. May I suggest:

Code:
tint { pal 8 { red 199 green 226 blue 113 flags 1 } }
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Old 11-12-2007, 02:27 AM   #1117
Piterplus

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Re: New Version of High Resolution Pack released!
1132 pal 8 also used in e1l5:
http://members.lycos.co.uk/piterplus...oad/1132_8.jpg
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Old 11-12-2007, 06:32 AM   #1118
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Re: New Version of High Resolution Pack released!
Continuation of thread can be found here:
http://forums.3drealms.com/vb/showthread.php?t=29201

Locked.
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