
PolyMOST HRP / Custom Z-Pack (gloves and more...) / GreyDuke "Come get some ... gloves"
#61 Posted 16 February 2012 - 12:41 PM
#62 Posted 17 February 2012 - 04:26 AM
LeoD, on 16 February 2012 - 11:43 AM, said:
Or so, I hope. I'm prepared...
The golden pistol skin is not the default. You need to rename highres/sprites/firstperson/2524_pistol_gold_a/b.png to 2524_pistol.png within the zip. Removing/changing other custom stuff from the pack is not that hard. The XXX-parts have no change in the DEFs so you could simply delete them. The original DEFs and CONs are contained as *.dex/*.COX files. You can figure out my changes easily.
Well, only if someone provides a gloved Polymer arm/hand model. I once tried but gave up (maybe too early). The current Polymer Z-Pack reverts all new Polymer first person weapons to their Polymost predecessors for which the gloved stuff has been made. The 'z' starting the filenames is there for a reason: they need to be loaded at last. Putting that FOV pack on top of that will overwrite a DEF file and therefore indeed screw up some stuff.
Btw, if you want to see the Z-Pack's 'crosshair' in its intended size and color you'd need to put the lines CrosshairScale = 100 and CrosshairColor = "255,174,0" into your eduke32.cfg. The coloring does not work in current EDuke32 builds. I don't want to spread self-compiled stuff freely, so PM me if you'd like to try a patched executable.
PS. I've noticed that the gloved stuff is messed up for some weapons in Attrition. (Did it ever work?) I'm looking into this...
EDIT - supergoofy - link updated in post#1. Thanks.
Thanks for replying.Can you upload this pack,
http://www.mediafire...s0lc0qfvndfdq6d
to some other download site please?Because i think theres something wrong with that link in particular.Its really slow and the download keeps ending prematurely but I tried downloading another file from that exact site and it works fine.
This post has been edited by KareBear: 17 February 2012 - 05:20 AM
#63 Posted 17 February 2012 - 06:17 AM
example:
This post has been edited by Roma Loom: 17 February 2012 - 06:18 AM
#64 Posted 17 February 2012 - 03:32 PM
KareBear, on 17 February 2012 - 04:26 AM, said:
Hm, no idea what happened at Mediafire. I had successfully re-downloaded the pack. New download link in Post #1.
Roma Loom, on 17 February 2012 - 06:17 AM, said:

Yeah, please do it!
This post has been edited by LeoD: 18 February 2012 - 11:35 AM
#65 Posted 18 February 2012 - 04:36 PM
Cool menu fonts, a MUCH saner looking set of crosshairs, better looking security monitors, the gloves are a nice touch (though they don't appear when Duke looks in a mirror). I ended up creating a merged zip, taking what I liked from the (non-lite) xxx_pack HRP and what I liked from the Z-Pack.
What I miss is the Devastator from the HRP, especially the yellow or red "trim" glow to it. I moved the PNG and md3 files relating to the Devastator from the HRP into the "firstperson" section of the zip. I also edited both firstperson.def and firstperson_polymost.def replacing the Devastator sections with the code from the HRP firstperson.def ... However that didn't produce the results I intended. I have a statically bright Devastator weapon now, not the Dark one with glowing ridges like in the HRP. Any clue as to what I did wrong, and how to get the cool looking Devastator into Polymost?
#66 Posted 18 February 2012 - 06:28 PM
GreatSudoku, on 18 February 2012 - 04:36 PM, said:
GreatSudoku, on 18 February 2012 - 04:36 PM, said:
GreatSudoku, on 18 February 2012 - 04:36 PM, said:
GreatSudoku, on 18 February 2012 - 04:36 PM, said:
#67 Posted 18 February 2012 - 08:26 PM
LeoD, on 18 February 2012 - 06:28 PM, said:
To be quite honest, I don't like EITHER cavedancer, and was toying with the idea of replacing her with one of the other girls who ended up on the cutting room floor. I like the "Sarah Connor" stripper, though she looks more like "Priss" from Bladerunner (hmm give her blonde hair and raccoon makeup that would be really interesting). I kept shotgun girl as the lesser of two evils. The loop on both is way too short, but the wtf-factor of a woman in lingerie brandishing a shotgun made it the victor. Z-Pack's "Cucumber 3000" calender was also a bit sharper and more calendar-like, so it made the cut. I pretty much went through every image in each zip file and decided on which one to keep.
Security screens. When viewed from afar on HRP , reading the text that said "SECURITY" looked awful hazy. In Polymost the text is MUCH sharper and better looking.
Screenshots will be forthcoming, stay tunes
#68 Posted 18 February 2012 - 09:06 PM
The top image is my unsuccessful attempt to bring the cool glowing Devastator to Polymost. The bottom image is how it SHOULD look.
The following is the code I ripped out of HRP's firstperson.def and pasted into Polymost's firstperson.def and firstperson_polymost.def
// Devastator (2510) model "highres/sprites/firstperson/2510_devastator.md3" { scale 1.5 skin { pal 0 file "highres/sprites/firstperson/2510_devastator.png" specfactor 0.5 specpower 35 } // normal { file "highres/sprites/firstperson/2510_devastator_n.png" parallaxbias 0.0 parallaxscale 0.0 } specular { file "highres/sprites/firstperson/2510_devastator_s.png" } frame { name "Frame0" tile 2510 } glow { file "highres/sprites/firstperson/2510_devastator_g.png" } frame { name "Frame0" tile 2511 } hud { tile0 2510 tile1 2511 xadd -0.38 yadd -0.70 zadd 1.42 angadd 1024 flipped } //left devastator hud { tile0 2510 tile1 2511 xadd 0.38 yadd 0.18 zadd 1.42 angadd 1024 } //right devastator }
I removed Polymost's Devastator images, and placed the following images from the HRP into Polymost's hires/sprites/firstperson
2510_devastator.md3 2510_devastator.png 2510_devastator_g.png 2510_devastator_n.png 2510_devastator_s,png
#70 Posted 19 February 2012 - 09:20 AM
LeoD, on 19 February 2012 - 08:40 AM, said:
Yes indeed :lol: I replaced the images and md3 and firstperson.def code right in polymost_hrp-5.1.292.zip with their counterparts from the PolyMER 5.1 full HRP zip.
So what you're saying then is to leave the polymost_hrp-5.1.292.zip alone completely?
And any code/images/etc I drop into z_pack_polymost-5.1.292.zip will override what's in polymost_hrp-5.1.292.zip?
Also an unrelated Polymost question, the cavegirl.
- I noticed there are two cavegirl entries in Z-pack's characters_polymost.def. The first entry is commented out. What's the difference/use between these two entries?
- The xxx_pack differs from the z_pack in that the xxx_pack contains only 1325_cavedancer.png. z_pack contains the .png, but also a 1325_cavedancer.md3 and an entry in characters_polymost.def. Just swapping the png files doesn't work (I'm guessing the xxx_pack cavegirl doesn't conform to the z_pack md3). commenting out both entries in character_polymost.def and replacing the .png with the xxx_pack one had a very peculiar result of reverting the cavegirl back to the low-res one found in tiles05.art There must be something I am missing, how can I replace the cavegirl in z_pack?
[edit]: The Devastator in your modified z_pack works like a charm. Merged in my previous z_pack changes and I'm good to go! Thanks! you rock! Can you tell me what I was doing wrong?
This post has been edited by GreatSudoku: 19 February 2012 - 10:24 AM
#71 Posted 19 February 2012 - 12:31 PM
GreatSudoku, on 19 February 2012 - 09:20 AM, said:
Of course. How could anyone help you with stuff when you silently mess with "commonly known" files?
GreatSudoku, on 19 February 2012 - 09:20 AM, said:
GreatSudoku, on 19 February 2012 - 09:20 AM, said:
GreatSudoku, on 19 February 2012 - 09:20 AM, said:
#72 Posted 19 February 2012 - 01:34 PM
#73 Posted 19 February 2012 - 01:37 PM
LeoD, on 18 February 2012 - 06:28 PM, said:
Someone would have to come up with a gloved skin 1405 of the duke model. (Never noticed that btw...)
I was just playing, looked in the mirror and saw that you added the glove-in-mirror functionality. You evil genius!
#74 Posted 19 February 2012 - 01:58 PM
GreatSudoku, on 19 February 2012 - 01:37 PM, said:
NightFright, on 19 February 2012 - 01:34 PM, said:
No shotgun FOV fix for Polymost of course. Choose for yourself if you want to redownload for a seldom used texture and another one that only appears in usermaps. (Otherwise they are really good work.)
EDIT: Since I need to re-upload anyway, two backported textures from Roma Loom made it into the pack. :P
This post has been edited by LeoD: 20 February 2012 - 08:04 AM
#75 Posted 20 February 2012 - 08:02 AM
Polymost HRP Update Pack 5.1.295 :
updated : 0150 & 0157 Polymer textures backported by Roma Loom
not updated : Polymer shotgun FOV fix
added : 0281 & 4266 from Polymer HRP; some md3 model conversions by Tea Monster
removed : projections
changed : added "_polymost" to all DEF files' names
Z-Pack 5.1.295 : (previous 5.1.292 versions will still work with 5.1.295 HRPs)
Polymer and Polymost version joined to one ZIP.
added : some md3 model conversions by Tea Monster
changed : added "_polymost" to all Polymost related DEF files' names.
Download links at post#1
This post has been edited by LeoD: 22 February 2012 - 05:47 PM
#77 Posted 22 February 2012 - 02:21 AM
http://jumbofiles.com/nugovvnq70ec
md5: 1ba30e5dc8e424ffd6d9dcd2d00e87f4
#78 Posted 22 February 2012 - 06:12 PM
#79 Posted 23 February 2012 - 12:35 AM
This post has been edited by NightFright: 23 February 2012 - 12:36 AM
#80 Posted 04 March 2012 - 12:41 PM
The JPGs of 0151, 0181, 191[_d], 749, and 884 were removed as of r144 and later returned as PNGs with r147. Were they converted or are the PNGs the originals which had not been put into the HRP in the first place for file size reasons? (I hope you can remember...)
#81 Posted 04 March 2012 - 01:34 PM
#82 Posted 05 March 2012 - 06:54 AM
If you take a look at the r300 changes you can see what's planned as the first steps of Polymost HRP recovery.
Hendricks266, on 04 March 2012 - 01:34 PM, said:
This post has been edited by LeoD: 05 March 2012 - 07:43 AM
#83 Posted 05 March 2012 - 11:50 AM
LeoD, on 04 March 2012 - 12:41 PM, said:
The JPGs of 0151, 0181, 191[_d], 749, and 884 were removed as of r144 and later returned as PNGs with r147. Were they converted or are the PNGs the originals which had not been put into the HRP in the first place for file size reasons? (I hope you can remember...)
I deleted them, and when people complained about it, I returned them, but in PNG file format since I thought we should eventually get rid of JPG files in general. Nothing else was changed about them.
Maybe it should be considered to create a new directory within HRP structure for Polymost only content and put everything related to it in there. This way, we would also see what's not defined with current Polymer definitions, and it would be much easier to switch between Polymost and Polymer by actually later just providing override definition files which refer to the other folder.
This post has been edited by NightFright: 05 March 2012 - 11:55 AM
#84 Posted 05 March 2012 - 12:48 PM
NightFright, on 05 March 2012 - 11:50 AM, said:
NightFright, on 05 March 2012 - 11:50 AM, said:
I have thought about that, too, but I haven't come to a conclusion yet which is the most suitable structure. Creating a Polymost directory near toplevel might turn the maintenance of the Polymost DEFs into a mess and files would have to be moved around with each polymerization. However, having two different models with their respective skins within the same directory would be ugly, too. As far as the distinction between Polymer and Polymost is concerned I'd prefer some script that parses the DEFs and lists all files mentioned.
I'll do the easy things first and once the polymost_hrp_override file has boiled down to a minimum of ugly stuff (in terms of returning into the repo) we can look further.
pal/highpal / file name question:
If I understand correctly the Polymer highpal feature is to replace the palettes.
Textures 251/252 have diffuse maps with a lot of alt-palettes. I'd rename them to 0251_10_d.png and so on in order to put back the Polymost alt-palettes. You're OK with that?
One more file name question:
Polymerized textures 258, 276, 1215 have glow maps that differ from their Polymost predecessors. Should I rename the Polymer versions to 258_d_g.png/258_g_d or better rename the returning Polymost glow maps like 258_polymost_g.png/258_g_polymost.png?
Some textures (301, 305, 360, 361, 363, 725) have a diffuse map, but no normal/specular maps what makes them look bad. Were the missing maps never created or did they get lost somewhere?
#85 Posted 05 March 2012 - 02:20 PM
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Well, it's not like you need to ask me or anyone for permission to do changes. :lol: Anyway, if you are asking for my opinion, I guess it will make sense, even though it will surely bloat my Polymer update pack (especially when it's about textures that didn't actually change). xD
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IMHO we should avoid introducing even more new naming conventions, it's complicated enough the way it is already. I would say go for the <tilenum>_d_<g/s/n> version, it's the same for the other textures.
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Yeah, that's actually stuff that sucks hard. Unfortunately, these textures were added a bit prematurely, hoping that the missing parts would get added soon after it. As you may guess, it never happened. These replacements look nicer than the Polymost versions, but they could be considerably better if they got finished. BTW you will find examples like these throughout the pack if you look closely enough, that's why we still have to label it a WIP release.
#86 Posted 05 March 2012 - 07:57 PM
NightFright, on 05 March 2012 - 11:50 AM, said:
LeoD, on 05 March 2012 - 12:48 PM, said:
NO, NO, NO, NO!
NEVER convert something from JPEG to PNG! Not only does that arbitrarily inflate file size, it creates a false impression that the file never underwent any degrading lossy compression which it in fact did as a JPEG.
NightFright, on 05 March 2012 - 11:50 AM, said:
We should only reject new JPEG submissions. There is zero, actually negative reason to kill all the existing JPEGs. It is not at all an upgrade like MD2 --> MD3.
This post has been edited by Hendricks266: 05 March 2012 - 07:58 PM
#87 Posted 05 March 2012 - 10:07 PM
#88 Posted 06 March 2012 - 12:48 AM
#89 Posted 07 March 2012 - 09:25 AM
-Polymost folder hierarchy starting at the top of the HRP hierarchy (I'd leave out the textures folder at least.)
-Polymost folders at lowest levels, like monsters_polymost (this would be my current favorite)
-No new folders but rename Polymer stuff, or Polymost stuff, or both, accordingly within their respective subfolders
Any opinions or other ideas are welcome.
Then there are the Polymost maphacks. Except for backward changes for the old 603 hangbabe I have simply deleted the Polymer lighting. This can reduce the performance hit when Polymost HRP users temporarily turn on Polymer, to play new TROR maps for example. However, since they are not addressed by DEFs there is currently no way of putting them into the repository. (What about some ifdef thingy for parsing maphacks, too? :lol: )
NightFright, on 05 March 2012 - 02:20 PM, said:
Current numbers:
-Polymer HRP 5.1(.285) : 607MiB
-r295 update pack : 17MiB
-r309 update pack : 58MiB (r295 included ofc + Pistol + Polymost stuff + renaming overhead)
-Full Polymer HRP 5.1.309 : 633MiB (compression level 0)
-Remaining Polymost override pack 5.1.309 : 18MiB
This post has been edited by LeoD: 07 March 2012 - 02:58 PM
#90 Posted 08 March 2012 - 01:17 AM
This post has been edited by NightFright: 08 March 2012 - 01:17 AM