was just playing dukeplus with z-pack, and i randomly noticed that with dukeplus-Z the old duke model shows up instead of the new one from TeaMonster?
in standard z-pack the new duke is used but in dukeplus-Z the old duke seems to get used instead.
is there a reason why you made dukeplus-Z use the old duke-model, or is it the old duke still by mistake?
DukePlus has some extra definitions for the DukeBots which are not compatible to the Polymer Duke model. I assume they could be adapted, but then another problem arises: there is no mechanism available for DukePlus to switch between the Polymer and Polymost Duke model based on the used HRP flavour (Polymost/Polymer). Using Polymer models' diffuse maps only looks rather bland in Polymost Renderer/HRP. Therefore I decided in favour of the Polymost model for both HRP flavours in both the DukePlus part of the Z-Pack and the DukePlus NixFIx. The latter might change in the upcoming NixFix release (aka DukePlus 2.40), but I haven't decided about that yet.
This post has been edited by LeoD: 01 September 2016 - 12:11 PM
5.4.674 update
- Z-Pack support for Attrition and Eternity 2.0 may still have issues.
Attrition is not intended to work with the HRP any more. It's a bad mix, in my opinion (compatibility issues, lacking palettes in HRP content, performance issues)
Trooper Dan, on 01 September 2016 - 12:23 PM, said:
Attrition is not intended to work with the HRP any more. It's a bad mix, in my opinion (compatibility issues, lacking palettes in HRP content, performance issues)
I've noticed that the lack of palettes affects only the newer installments of the HRP with the Polymer models, if you're using the Polymost Override there are models which do use palette such as Duke, Protector drones in certain cases, Octabrains and such ... It's actually something that should be brought back on the Polymer models (especially Duke, troopers and 1st person key cards)
TheDragonLiner, on 01 September 2016 - 11:19 PM, said:
I've noticed that the lack of palettes affects only the newer installments of the HRP with the Polymer models, if you're using the Polymost Override there are models which do use palette such as Duke, Protector drones in certain cases, Octabrains and such ... It's actually something that should be brought back on the Polymer models (especially Duke, troopers and 1st person key cards)
I was actually referring to the special palette swaps only available in the modified palette tables from the CLUT pack by Lezing, which Attrition uses. So not only does the HRP not represent the normal palette shifts, it also fails to show all the additional ones. Moreover, an increasing amount of content in Attrition does not have any model counterpart. I have added several enemies and weapons since the initial release that only have 8-bit art for them.
Does anyone have a lick to the Polymost override for HRP 5.3.565? I had this for years but lost it due to a recent drive crash. I cant seem to find an active link anywhere online.
Does anyone have a lick to the Polymost override for HRP 5.3.565? I had this for years but lost it due to a recent drive crash. I cant seem to find an active link anywhere online.
It would be nice include into z-pack or DukePlus addon Hi-Res model of Incinerator (flamethower) from 20th edition as weapon in 2nd slot of freezer, like shotgun/sawn off shotgun or Chaingun cannon/Minigun slots work.
I tried make md3 Incinerator model in Blender but Im not good in graphic work so it looked weird :)
It would be nice include into z-pack or DukePlus addon Hi-Res model of Incinerator (flamethower) from 20th edition as weapon in 2nd slot of freezer, like shotgun/sawn off shotgun or Chaingun cannon/Minigun slots work.
That's veeery unlikely to happen:
- I know nothing about making skins or models.
- The Z-Pack's aim is to offer alternative hi-res content (not made by me) for the HRP and some more or less HRP compatible mods and addons, not being a mod itself or serving as a base for others.
- World Tour brings quite some new ART with zero HRP coverage so far.
- The Incinerator doesn't work in EDuke32 and AFAIK no one plans to fix that.
- I don't have World Tour anyway (license key donations welcome, though :rolleyes: )
DukePlus has some extra definitions for the DukeBots which are not compatible to the Polymer Duke model. I assume they could be adapted, but then another problem arises: there is no mechanism available for DukePlus to switch between the Polymer and Polymost Duke model based on the used HRP flavour (Polymost/Polymer). Using Polymer models' diffuse maps only looks rather bland in Polymost Renderer/HRP. Therefore I decided in favour of the Polymost model for both HRP flavours in both the DukePlus part of the Z-Pack and the DukePlus NixFIx. The latter might change in the upcoming NixFix release (aka DukePlus 2.40), but I haven't decided about that yet.
Duke model sources were released with the Duke model over five years ago now.
At some point in time, I also posted some polymer skins. I can't remember where as it was years ago. All you need to do is to bake out an AO map and overlay it.
Tea Monster, on 28 September 2017 - 04:33 AM, said:
Duke model sources were released with the Duke model over five years ago now.
At some point in time, I also posted some polymer skins. I can't remember where as it was years ago. All you need to do is to bake out an AO map and overlay it.
I wouldn't know how to do any of that. Unless serious new incompatibilities pop up I have no intentions to dive into my stuff again for now. The DukePlus NixFix is obsolete as of DP2.40, so currently that's not my cup of tea. The Z-Pack seems to have no issues either, except for Attrition, which has left behind the HRP some time ago. Plus, despite the quality of the Duke2013 model, especially the animation, the old Polymost version is still 'my' Duke, and will stay in the Z-Pack. Anyway, I kinda feel like retired from Duke stuff. My eduke32.cfg dates from last November, and checking these forums merely seems an ancient habit, tbh.
Hello everyone, I know this topic is a little "dead", but I just want to post that I managed to get the shotgun FOV fix to work, I'm using the polymost override, but I think it should work with polymer Z-pack as well.
(For me, it worked in both polymer and polymost, the only thing that was mentionated by Spiker is that it has the double muzzleflash, for this been solved the shotgun was later remade, but this is a cool little thing)
I assume no one cares any more. But, just because I can (again; thanks for fixing, TerminX): eduke32-nonSDL-r7392
[Edit] Dang. I press "Submit Post" instead of "Insert Link" half of the time. :)
Weird local observation:
Each time my compile run (Win10 64, MSYS2) creates a sub-process with PID 8, no matter what executable or command line, it gets stuck for good and I have to CRTL-C and restart. Won't happen again as long as I do not kill PID 8 manually.
This post has been edited by LeoD: 05 March 2019 - 08:41 AM
Keeping up with the HRP repo. Some more downloads added.
Below is what Post#1 should now look like, if it could be edited. Since I did this offline, better wait until an hour has passed after posting before opening the spoiler tags, until I've cleaned up what's necessary.
Spoiler
So here comes all the stuff I've been fiddling with over the years...
You want to play Duke in high resolution but your PC is too lame for the Polymer renderer/HRP?
Try the Polymost HRP Override Pack!
==========================================
| Polymost HRP Override Pack for EDuke32 |
| by LeoD |
==========================================
| Version: 5.4.674 (2015-06-16) |
==========================================
WHAT THIS IS ABOUT:
-------------------
This file contains updated data for the Duke3D High-Resolution Pack (HRP).
It features an updated Polymost HRP for use with the EDuke32 Polymost renderer
on top of the default Polymer HRP.
Basically, this means: First get the full HRP 5.4 (r5.4.674), the latest update
pack (if available), then this file.
It is possible to run the Polymost HRP without this pack, using the EDuke32
command line option -hduke3d_hrp_polymost.def. But this won't work correctly in
conjunction with mods like DukePlus or Attrition, as well as addons like
DukeDC, NWinter, and Vacation.
"Why still using the Polymost HRP?"
-----------------------------------
The Polymer HRP textures have additional normal and specular maps whereas that
information is already "baked" into the Polymost HRP textures (and therefore
somewhat specific to their occurrence in the original levels).
If you can't run Polymer at all (or have to turn off those features in the
configuration file) then the normal and specular information is lost and the
remaining diffuse textures won't look as intended.
-> You'd be better off using the Polymost HRP.
If Polymer renderer/HRP performance sucks even after tuning the EDuke32
configuration file, try running the Polymer renderer but use the Polymost HRP.
This should run faster and reduce loading times and memory usage, too, while
you might still be able to profit from features like point lights, shadows,
glowing fire/health atoms and, of course, TROR (True Room Over Room).
Quite some of the newer textures which are not only "polymerized" but remade
from scratch have brought some change of style to the HRP IMO. If you can't run
Polymer/Polymer HRP anyway this might be an argument for the Polymost HRP, too.
HOW TO USE IT:
--------------
Drop the HRP Override Pack into the autoload folder within your EDuke32
installation folder like the HRP zipfile itself.
It should be loaded automatically, but note that autoload contents is loaded
alphabetically, so check the file names if something seems wrong.
Delete "textures" and "textures.cache" after changes in the autoload folder.
IMPORTANT:
----------
This override pack is meant for the HRP v5.4 (=r5.4.674)!
Download #1 - Polymost HRP Override Pack [3MiB]:
If you already have the normal/full/Polymer HRP v5.4 (r5.4.674) then you can use this pack on top of that to get the Polymost HRP back. duke3d_polymost_hrp_override-5.4.674.zip (2015-06-22)
The Override Pack is made for a dedicated HRP version which means that it might not work correctly if you have any other version than 5.4 (repository revision 674).
Z-Pack - gloves, alternate fonts, skins for strippers, troopers, and more:
==========================================
| LeoD's Z-Pack for use with the |
| High Resolution Pack (HRP) for EDuke32 |
==========================================
| Version: 5.4.674 (2016-09-01) |
==========================================
WHAT THIS IS ABOUT:
-------------------
Based on my personal taste, this pack contains changes, reverts, and alternative
items for the Duke Nukem 3D High-Resolution Pack and (optionally) Attrition and
DukePlus/Eternity/Imperium.
Basically, this means: First get the HRP (and update pack if available), then
this ZIP. The Z-Pack works with both the PolyMER and PolyMOST HRP versions.
Feel free to explore the archive and modify this stuff to meet your personal
preferences. It's not too hard to figure out how it's done. A side-by-side
comparison tool will be helpful for the *.def files.
"Why using the Z-Pack?"
-------------------
If you want to wear some cool gloves while kicking alien asses then this is for
you. In addition I have made a few fixes to improve the overall consistency
of the HRP's look which do not fit into the repository, which is more like a
work in progress. (Disabled unfinished Polymer conversions, added detail maps to
certain textures, ...)
When using the provided batch files the gloves stuff works for Attrition,
DukePlus/Eternity/Imperium, too. Plus there are minor CON and DEF fixes for
these mods which reduce warning messages and add some addtional information to
the eduke32.log file.
If you use the Polymer HRP but need to switch to the Polymost renderer you might
encounter drawing errors on some newer weapon models like the RPG. The Polymer
version of the Z-Pack will 'fix' that by using the old non-Polymer models.
CONTENTS:
---------
-'old' Atomic Edition style red font
-RinyRed's PSX Slightly Higher Quality Sound Pack (customized, needs unpacking)
-customized XXX-pack (mostly lite, brings back the shotgun lady in the E1L1
cinema and the 'Sarah Connor' stripper)
-other reverts of some HRP changes I don't feel comfortable with
(most of them won't affect the Polymost version)
-Duke gloves and more alternate/additional skins from the DNF3D COMMUNITY PACK
by daniel262b, Jaxx, Fantinaikos, and DanM
( http://www.mediafire.com/file/mzmn2znwzoy/DNF3D.rar )
-alternate trooper/pig cop skins from DanM's Duke Nukem Eternity (DNE)
-other stuff I can't remember where it came from (mostly DNE I suppose)
HOW TO USE IT:
--------------
Drop this pack into the autoload folder within your EDuke32 installation folder
where the HRP zipfile[s] are located. It should be loaded automatically.
Delete "textures" and "textures.cache" after changes in the autoload folder.
If you want to see the Z-Pack's 'crosshair' in its intended size and color you
need to put the lines 'CrosshairScale = 100' and 'CrosshairColor = "255,174,0"'
into your eduke32.cfg.
IMPORTANT:
----------
This pack is designed for the HRP v5.4[.674] (same version like this)!
DukePlus 2.40 / Eternity 2.0 / Imperium2011 / Attrition 1.40:
----------
If you want gloves in DukePlus/Attrition you need to use the Z-Pack's
dukeplus-z.bat/attrition-z.bat to start the game.
Or start the game with these or similar command lines:
eduke32 -j DukePlus -x DukePlus/z/EDUKE_DP-z.CON
eduke32 -j attrition -x attrition/z/EDUKE_ATT-z.CON
Note that this involves using patched CON and DEF files.
Therefore this is only compatible to the mod versions mentioned above.
You will probably see the following message in your eduke32.log file:
Error: file "highres/sprites/firstperson/2532_cliphand.png" does not exist
Invalid frame name on line dukeplus.def:xxx
Removing model yyy due to errors.
If it occurs only _once_ it is harmless and should have no visible impact.
Infestation in Time Revisited v1.5
----------
Similar to DukePlus: use IITTC-z.bat or a command line similar to this:
eduke32 -gIITTC.GRP -xiittc/z/IITGAME-z.CON -gIITTC.ZIP
Download #2 - Z-Pack for both Polymer and Polymost HRP (see post #3, #7, #9 - 136MiB): z_pack-5.4.674.zip (2016-09-01)
The Z-Pack is made for a dedicated HRP version which means that it might not work correctly if you have any other version than 5.4 (r5.4.674).
GreyDuke HRP [r5.1.394, should still work OK, but is not on par with the current HRP 5.4]
==================================================================
| LeoD's GreyDuke |
| |
| based on the Duke Nukem 3D High Resolution pack (HRP) |
==================================================================
| Version 5.1.394 (2012-07-20) |
==================================================================
WHAT THIS IS ABOUT:
-------------------
GreyDuke has most of the HRP textures turned into greyscale images. When using
the Polymost renderer this will put you into some kind of Film Noir. The Polymer
renderer and its lighting effects will turn it more into some kind of Sin City
experience. The current HRP is not complete yet. If you should encounter some
coloured textures they're most likely the original GRP's ART content showing up.
(The GreyDuke Z-pack offers grey ART.)
I have converted the textures using "convert" which is part of ImageMagick.
Unfortunately the current builds yield bad results. Therefore I have included
the version I've used within the GreyDuke Z-Pack. You can get the according full
ImageMagick here:
ImageMagick-6.7.7-2-Q16-windows-static.exe :
https://ftp.icm.edu.pl/pub/graphics/ImageMagick/binaries/
ImageMagick 6.7.7.2-1 Source and Debian packages :
http://snapshot.debian.org/package/imagemagick/8%3A6.7.7.2-1/
You can create GreyDuke versions of your local stuff by running
"hrp_greyduke.sh MY_FOLDER" if you are on Linux or MinGW. Currently the script
omits converting glow and normal maps and some keycard related stuff.
INSTALLATION:
-------------
For a quick glimpse on GreyDuke you won't need to download anything.
Just put the line "tint { pal 0 red 255 green 255 blue 255 flags 1 }" without
the quotes into your duke3d_hrp.def or duke3d.def. The greyscale conversion
isn't identical to GreyDuke's and this doesn't take care of alt-palettes and
some other stuff manually adjusted in the zip, but you get a rough estimate
what to expect. (Thanks to Helixhorned)
Unzip the main file GreyDukeHRP.zip. The folder GreyDuke contains a
ready-to-play game. However, you'll want to replace the shareware version of the
duke3d.grp file with the full version from your Duke Nukem 3D installation CD.
Optionally put GreyDuke Z-Pack into the "autoload" folder without unzipping.
Optionally unzip the GreyDuke DukePlus into the GreyDuke folder.
If you want to use the Polymost renderer instead of Polymer, move the polymost
override zipfile from "autoload_unused" into the "autoload" folder.
No prerequisites needed. Play GreyDuke standalone, or copy the autoload stuff into your existing Duke installation. GreyDuke HRP [403MiB] GreyDuke Z-Pack [63MiB] GreyDuke DukePlus [107MiB]
For a quick glimpse on what GreyDuke has to offer, you may not need to download anything. Just put the line "tint { pal 0 red 255 green 255 blue 255 flags 1 }" without the quotes into your duke3d_hrp.def or duke3d.def. That only covers the default palette textures and model skins, and of course has some other shortcomings compared to the downloadable packages.
NOTE: This post has been edited a gazillion times. If you should feel that any of the replies below are slightly out of context, I'm the one to blame. However, this is more or less the original text of this post:
Last weekend I had some unplanned spare time ...
This update pack is meant for the PolyMOST HRP v4.0 (2009-03-23)!
> Added:
- current maphacks included (upper case)
- Most non-Polymer stuff from the Polymer HRP Subversion repository
- new red font
- 70MB of alt-palettes
> Not added :
- trooper, shotgun, pistol, HUD
This post has been edited by LeoD: 10 May 2020 - 08:36 AM