Duke Nukem 3D: Atomic Reload. "New sprite replacements for characters/weapons. Contains NSFW images."
#4 Posted 30 June 2010 - 05:10 AM
#5 Posted 30 June 2010 - 05:14 AM
#6 Posted 30 June 2010 - 05:23 AM
Spiker, on Jun 30 2010, 06:14 AM, said:
I tried it before. I landed up with shoddy quality sprites even though the resourse files were perfect and there was a pink block around the sprite.
#7 Posted 30 June 2010 - 05:59 AM
#8 Posted 30 June 2010 - 05:59 AM
DISRUPTOR, on Jun 30 2010, 02:23 PM, said:
Um, you don't try to put it into art files? This is pointless! You don't need any pink color at all. Just define them as highres textures.
#9 Posted 30 June 2010 - 06:01 AM
Spiker, on Jun 30 2010, 06:59 AM, said:
And just how do i do that?
#10 Posted 30 June 2010 - 06:10 AM
Look up in your Tiles.art which number the pistol, shotgun, chaingun, etc is. Put the number in the <tilenum> (without the <>).
Give your texture a name and change the name of the .png in the definition.
Now, put this whole definition in Duke3d.def
And you're up to go.
#11 Posted 30 June 2010 - 06:13 AM
Edit: seconded
This post has been edited by Spiker: 30 June 2010 - 06:14 AM
#12 Posted 30 June 2010 - 06:14 AM
This post has been edited by The Commander: 30 June 2010 - 06:16 AM
#13 Posted 30 June 2010 - 06:20 AM
Could someone create a blank .Def already set up for me to just paste in the tile names and replacements?
Also where should the graphics go? I am guessing somewhere in the Autoload folder?
#14 Posted 30 June 2010 - 06:23 AM
Then you would just have in it,
texture <tilenum> { pal 0 { file "nameofyourtexture.png" } }
This example would be if "duke3d.def" was in the same folder as EDUKE32.EXE
EDIT: Have you not bothered to look at how the HRP def files and their structure work? (this is how most people learn to edit things)
This post has been edited by The Commander: 30 June 2010 - 06:25 AM
#15 Posted 30 June 2010 - 06:51 AM
The Commander, on Jun 30 2010, 07:23 AM, said:
Then you would just have in it,
texture <tilenum> { pal 0 { file "nameofyourtexture.png" } }
This example would be if "duke3d.def" was in the same folder as EDUKE32.EXE
EDIT: Have you not bothered to look at how the HRP def files and their structure work? (this is how most people learn to edit things)
I have looked at the structure and have tinkered a little. Making small Cycloid emps for regular enemies etc (This was just for fun mind)
So where should i place my graphics?
#16 Posted 30 June 2010 - 06:58 AM
texture <tilenum> { pal 0 { file "mydir/nameofyourtexture.png" } }
Change the mydir name in the name you gave to your directory.
This post has been edited by insane_metalhead: 30 June 2010 - 07:00 AM
#17 Posted 30 June 2010 - 07:02 AM
insane_metalhead, on Jun 30 2010, 07:58 AM, said:
texture <tilenum> { pal 0 { file "mydir/nameofyourtexture.png" } }
Change the mydir name in the name you gave to your directory.
I tried it in the same directory but i still see either the model or old sprite.
#20 Posted 30 June 2010 - 07:10 AM
include duke3d_hrp.def
texture 2524 { pal 0 { file "Deag1.png" } }
#21 Posted 30 June 2010 - 07:21 AM
If not, are you sure you turned on the highres textures and such in the Video Options in duke3d?
#22 Posted 30 June 2010 - 07:28 AM
insane_metalhead, on Jun 30 2010, 07:21 AM, said:
If not, are you sure you turned on the highres textures and such in the Video Options in duke3d?
Not 100% sure what you mean. Bear in mind before this all i have ever done is retexturing.
#23 Posted 30 June 2010 - 07:28 AM
Btw, here is a new version of your pic. It has now a transparent background, so the white is gone.
texture 2524 { pal 0 { file "Deag1.png" } }
This line of code should work, try not to put anything besides this line in your duke3d.def
#24 Posted 30 June 2010 - 07:32 AM
insane_metalhead, on Jun 30 2010, 07:28 AM, said:
Btw, here is a new version of your pic. It has now a transparent background, so the white is gone.
texture 2524 { pal 0 { file "Deag1.png" } }
This line of code should work, try not to put anything besides this line in your duke3d.def
Ok now with just that line everything is standard with no HRP elements and the Sprite is the same.
#25 Posted 30 June 2010 - 07:56 AM
- Start Eduke32.exe
- Go to the Options Menu
- Go to Video Options
- Make sure the Renderer is on: 32-bit Opengl
- Go to Renderer setup at the bottom
- Make sure "enable Highres textures" is YES
- And all the other options underneath this should be turned ON as well.
If this still doesn't work I should take a baseballbat and smash your PC to hell.
#26 Posted 30 June 2010 - 08:01 AM
insane_metalhead, on Jun 30 2010, 07:56 AM, said:
- Start Eduke32.exe
- Go to the Options Menu
- Go to Video Options
- Make sure the Renderer is on: 32-bit Opengl
- Go to Renderer setup at the bottom
- Make sure "enable Highres textures" is YES
- And all the other options underneath this should be turned ON as well.
If this still doesn't work I should take a baseballbat and smash your PC to hell.
Surprise Surprise. Nothing.
#28 Posted 30 June 2010 - 08:05 AM
EDuke32 2.0.0devel 20100311
addsearchpath(): Added C:/Users/DISRUPTOR/Desktop/Game - Copy/
OS: Windows Vista (6.0.6001) Service Pack 1
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/Users/DIRUPTOR/Desktop/Game - Copy/autoload/
Using group file 'DUKE3D.GRP' as main group file.
Using group file 'autoload/polymer_hrp.zip'.
Using group file 'autoload/DUKE3D.GRP/DUKE3D.GRP'.
Using group file 'autoload/polymer_hrp.zip'.
Compiling: EDUKE.CON (217587 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
EDUKE.CON: In actor `ORGANTIC':
EDUKE.CON:6226: warning: found `else' with no `if'.
EDUKE.CON: In state `pigshootenemystate':
EDUKE.CON:8149: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 23423*4 bytes
Relocating compiled code from to 0x7f0f0014 to 0x15244b14
Script compiled in 66ms
Compiled code size: 23415*4 bytes, version 1.4+
Pointer bitmap size: 2928 bytes
2023/11264 labels, 396/2048 variables
127/16384 quotes, 0 quote redefinitions
5/88 event definitions, 216 defined actors
Initialized 32.0M cache
Loading 'duke3d.def'
Error: file 'highres/sprites/decals/2298_n' does not exist
Warning: Failed loading MD2/MD3 model "highres/sprites/pickups/0053_firstaid.md3"
Error: file 'highres/textures/0313_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/0313_s.png' does not exist
Error: file 'highres/textures/0313_g.png' does not exist
Error: file 'highres/textures/1024_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/1024_s.png' does not exist
Error: file 'Deag1.png' does not exist
Error: file 'Deag1.png' does not exist
Definitions file 'duke3d.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 00000809 to 00000409
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Keyboard
Executing "eduke32_binds.cfg"
Disabling desktop composition.
Setting video mode 1024x768 (32-bit windowed)
OpenGL Information:
Version: 3.2.0
Vendor: NVIDIA Corporation
Renderer: GeForce 8400 GS/PCI/SSE2/3DNOW!
Initializing music...
Initializing sound...
DirectInput: Mouse thread failed to exit!
Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Uninitializing DirectDraw...
#29 Posted 30 June 2010 - 08:09 AM
Error: file 'highres/sprites/decals/2298_n' does not exist
Warning: Failed loading MD2/MD3 model "highres/sprites/pickups/0053_firstaid.md3"
Error: file 'highres/textures/0313_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/0313_s.png' does not exist
Error: file 'highres/textures/0313_g.png' does not exist
Error: file 'highres/textures/1024_d.png' does not exist
Error: file 'highres/textures/0313_n.png' does not exist
Error: file 'highres/textures/1024_s.png' does not exist
Error: file 'Deag1.png' does not exist
Error: file 'Deag1.png' does not exist
Seems like you got more than only this line of code in your duke3d.def
texture 2524 { pal 0 { file "Deag1.png" } }
Open your duke3d.def file. Delete everything that's inside. And copy the line I gave you, nothing more nothing less.
And BE SURE Deag1.png is in the directory where duke3d.def is.
#30 Posted 30 June 2010 - 08:16 AM
This is not right at all
This post has been edited by DISRUPTOR: 30 June 2010 - 08:16 AM