Shadow Warrior High Resolution Pack
#92 Posted 15 January 2019 - 06:19 PM
The thing that goes over the hinge should probably be rounder but I'm not sure that would look right
This post has been edited by Ninjakitty: 15 January 2019 - 06:21 PM
#93 Posted 16 January 2019 - 06:43 AM
Before releasing, be sure to research how to create the UV map for the model. It will make skinning the model a much easier process for someone else.
Making the geometry is the fun part.
#94 Posted 16 January 2019 - 07:22 AM
There should already be red lines on the model in Blender where the UV seams are. To add seams, highlight the edges you want to be a UV seam. Press Cntrl-E and then highlight 'Mark Seam' (hotkey- 'A') on the pop-up menu. To unwrap, press 'U' then choose 'unwrap'. To get a finer look at UV mapping, here is a good tut:
#96 Posted 16 January 2019 - 07:13 PM
I have managed to edit and rewrap the model to a design I think is slightly more accurate.
https://www.dropbox....20bomb.zip?dl=0
#97 Posted 18 January 2019 - 05:37 PM
#98 Posted 18 January 2019 - 06:51 PM
This post has been edited by Mark: 18 January 2019 - 06:58 PM
#99 Posted 18 January 2019 - 08:22 PM
Mark, on 18 January 2019 - 06:51 PM, said:
Svn stopped working too. I take the "highres" folder in the svn and add it to a zip called "Sw_Hrp", and when I put it in my SWP folder, it still won't use it. I've tried using it with the HRP batch and with sw.def added.
I'm not quite sure what's going on here. Is it possible that my computer could be creating the zip files with settings that are incompatible with SWP?
#100 Posted 18 January 2019 - 08:29 PM
So, basically you need Sw_Hrp.zip
Doesn't matter what's in Sw_Hrp.zip. As long as you have the highres folder set up correctly, it will only pull stuff from the highres folder
Nothing will work without the authentic Sw_Hrp.zip
I don't understand this but I got it working again so it's all good, lol
#101 Posted 19 January 2019 - 01:36 AM
#102 Posted 19 January 2019 - 06:44 AM
AH, the old version of the readme in the Proasm HRP is from 2009 and mentions the zip file. That is outdated info.
I'll clean up my SWP project folder and compare it to a fresh download from the svn.
This post has been edited by Mark: 19 January 2019 - 06:53 AM
#103 Posted 19 January 2019 - 09:57 AM
0815Jack, on 19 January 2019 - 01:36 AM, said:
I can't texture, so I just gave it a scaled up version of part of the original tile as a texture.
I need to scale it down a little, but other than that it looks pretty good.
#105 Posted 19 January 2019 - 02:12 PM
This post has been edited by Mark: 19 January 2019 - 04:00 PM
#106 Posted 19 January 2019 - 03:20 PM
Main difference I see is Sw.def VS sw_hrp.def in the highres folder
The svn comes with sw_hrp.def
This post has been edited by Ninjakitty: 19 January 2019 - 03:20 PM
#107 Posted 19 January 2019 - 03:36 PM
my SWP.exe is 5.29MB your's is 1.4MB
Mine has the texcache and saves folders that your's does not
my sw.def is in the highres folder and not the main folder like yours
So we are still quite different
This post has been edited by Mark: 19 January 2019 - 03:41 PM
#108 Posted 19 January 2019 - 03:47 PM
Ah, I see why our problems. The svn contains ONLY assets. There is no svn for the entire project waiting to drop in only our own sw,grp file. I thought the svn was the whole thing.
So now we are back to why you need the old HRP.zip and I don't. I don't remember if you answered me before if you are running SWP 4.33 beta2, the latest. If you are still using Proasm's earlier versions then that explains your issues
This post has been edited by Mark: 19 January 2019 - 03:58 PM
#109 Posted 19 January 2019 - 04:08 PM
So it looks to me that we install that version.
download and install the HRP content from the svn, not the Proasm site that uses the bat and zip files.
This post has been edited by Mark: 19 January 2019 - 04:12 PM
#110 Posted 19 January 2019 - 04:27 PM
I'm just using the latest version available on Proasm's site.
Edit:
I tried it again, and now it's working. I very vividly remember trying to use it before and it not working, it kept on garbling up the palette more and more as I played. But I think maybe it was beta 1 or 2 that was doing that, so I just thought 3 was going to do the same.
4.33 still requires that there be a Sw_Hrp.zip in the main directory
This post has been edited by Ninjakitty: 19 January 2019 - 04:49 PM
#112 Posted 19 January 2019 - 05:37 PM
I click on SWP.exe to run the game, no bat file. Do you use the HRP bat file? That could be why you are getting directed to assets differently than I am.
I wish 266 were here. I have a feeling he might tell you the same thing. Nothing from Proasm's site should be needed today. Just 266's SWP and the HRP from the svn and of course your own SW.grp file
I don't know if it has changed in your newest setup but it mentions that sw.def is to be in the root folder if using the .zip but if you are not using the zip leave sw.def in the highres folder only. I saw you had the def in both folders. This was from the old Proasm readme. But as I said before, don't use anything from Proasm for HRP
This post has been edited by Mark: 19 January 2019 - 05:54 PM
#113 Posted 25 January 2019 - 10:09 PM
#114 Posted 29 January 2019 - 03:19 PM
(and I noticed that water drops always turned red upon hitting the ground)
So, here's blood with the color corrected: https://www.dropbox....ection.zip?dl=0
(also with water splash sprites)
texture 1710 { pal 0 { file "highres/sprites/decals/1710.png" } } texture 1710 { pal 13 { file "highres/sprites/decals/1710_13.png" } } texture 1711 { pal 0 { file "highres/sprites/decals/1711.png" } } texture 1711 { pal 13 { file "highres/sprites/decals/1711_13.png" } } texture 1712 { pal 0 { file "highres/sprites/decals/1712.png" } } texture 1712 { pal 13 { file "highres/sprites/decals/1712_13.png" } } texture 1713 { pal 0 { file "highres/sprites/decals/1713.png" } } texture 1713 { pal 13 { file "highres/sprites/decals/1713_13.png" } } texture 1714 { pal 0 { file "highres/sprites/decals/1714.png" } } texture 1714 { pal 13 { file "highres/sprites/decals/1714_13.png" } } texture 1715 { pal 0 { file "highres/sprites/decals/1715.png" } } texture 1715 { pal 13 { file "highres/sprites/decals/1715_13.png" } }
(I've also noticed we need highres version of tiles 1566-1568 )
#115 Posted 30 January 2019 - 06:00 AM
#116 Posted 31 January 2019 - 09:42 PM
I'm excited to see an updated SW HRP pack being worked on!
#117 Posted 01 February 2019 - 01:22 PM
#118 Posted 01 February 2019 - 01:41 PM
enderandrew, on 31 January 2019 - 09:42 PM, said:
I'm excited to see an updated SW HRP pack being worked on!
Yeah, me too!
I really wonder what happend to this:
Attached File(s)
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LoWangWIP.jpg (88.4K)
Number of downloads: 26
#119 Posted 01 February 2019 - 03:07 PM
Besli, on 01 February 2019 - 01:41 PM, said:
I really wonder what happend to this:
Looks amazing! I've never seen it before, though. Where'd ya see it?
Reminds me of the E3 Lo Wang statue on Joe Siegler's blog
#120 Posted 01 February 2019 - 04:52 PM
Besli, on 01 February 2019 - 01:41 PM, said:
I really wonder what happend to this:
Find out who made it and PM them.