Hell all new to the forums here, my bad if there is already something in here. But i'm unable to find it.
My problem is that i just spent all this time redesigning the bodies of the nudes and retexturing the girls to look like porn stars and the girl off borderlands 2 Moxxi. Aaaaaaaand it doesn't even load. I read that you need to add an extention in the target parameters if your using a shortcut... did that. Fail. Used the autoload folder option and that still fails.. I'm kinda bummed I spent all that time editing all those images for it not to even work at all.. Even with the normal nudes. loaded.
Downloaded 'Duke3D HRP v5.2 FULL SFX' and the 'XXX Pack FULL v1.33 ' files.. Running with Plutonium pak.
Kinda bummed because I used to create maps back in the day and want to get back into it since I have learned how to use Photoshop and illustrator and want to make some tight maps and re do some of the monsters and make the strippers look sexier. I'm sure i missed a step or i'm not editing something that wasn't mentioned or i overlooked??? HELP lol
Comp specs:
Win7 64x
8gbs ram
Pentium D 3.7ghz
Radeon HD 4350
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Eduke32 nudes not working
#1 Posted 14 August 2013 - 12:57 AM
#2 Posted 14 August 2013 - 01:32 AM
This is after doing a hard edit to the 'duke3d_hrp charater models and just putting the edited images into the hrp zip and removing the xxx zip from autoload'
This is with just adding the 'duke3d_xxx' file to the autoload file
EDuke32 2.0.0devel r3308 Compiled Dec 20 2012 04:21:13 Using D:/Games/Duke 3D/ for game data Windows XP Service Pack 2 (build 5.1.2600) Initialized nedmalloc Initializing DirectDraw... Searching for game data... Using D:/Games/Duke 3D/autoload/ for game data Using "DUKE3D.GRP" as main game data file. Using group file "autoload/duke3d_hrp.zip". Using group file "autoload/duke3d_music.zip". Using group file "autoload/duke3d_hrp.zip". Using group file "autoload/duke3d_music.zip". Compiling: GAME.CON (151190 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) GAME.CON: In actor `ORGANTIC': GAME.CON:3967: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:5890: warning: found `else' with no `if'. Found 2 warning(s), 0 error(s). Resizing code buffer to 16189*4 bytes Script compiled in 127ms, 16181*4b, version 1.4+ 2006/11264 labels, 322/2048 variables, 2/512 arrays 125 quotes, 207 actors Initialized 24.0M cache Using RTS file "DUKE.RTS". Initializing OSD... Initializing DirectInput... - Enumerating attached game controllers * JOYSTICK: MotioninJoy Virtual Game Controller Controller has 8 axes, 20 buttons, and 1 hat(s). Executing "settings.cfg" Setting video mode 800x600 (32-bit fullscreen) Enabling ATI FBO color attachment workaround. OpenGL Information: Version: 3.3.11672 Compatibility Profile Context Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 4300/4500 Series Opened "autoload/textures" as cache file Initializing music... Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz Wrote eduke32.cfg Wrote settings.cfg Uninitializing DirectInput... Uninitializing DirectDraw...
This is with just adding the 'duke3d_xxx' file to the autoload file
EDuke32 2.0.0devel r3308 Compiled Dec 20 2012 04:21:13 Using D:/Games/Duke 3D/ for game data Windows XP Service Pack 2 (build 5.1.2600) Initialized nedmalloc Initializing DirectDraw... Searching for game data... Using D:/Games/Duke 3D/autoload/ for game data Using "DUKE3D.GRP" as main game data file. Using group file "autoload/duke3d_hrp.zip". Using group file "autoload/duke3d_music.zip". Using group file "autoload/duke3d_xxx.zip". Using group file "autoload/duke3d_hrp.zip". Using group file "autoload/duke3d_music.zip". Using group file "autoload/duke3d_xxx.zip". Compiling: GAME.CON (151190 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) GAME.CON: In actor `ORGANTIC': GAME.CON:3967: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:5890: warning: found `else' with no `if'. Found 2 warning(s), 0 error(s). Resizing code buffer to 16189*4 bytes Script compiled in 117ms, 16181*4b, version 1.4+ 2006/11264 labels, 322/2048 variables, 2/512 arrays 125 quotes, 207 actors Initialized 24.0M cache Loading "duke3d.def" High Resolution Pack (version 5.2.413) Definitions file "duke3d.def" loaded. Using RTS file "DUKE.RTS". Initializing OSD... Initializing DirectInput... - Enumerating attached game controllers * JOYSTICK: MotioninJoy Virtual Game Controller Controller has 8 axes, 20 buttons, and 1 hat(s). Executing "settings.cfg" Setting video mode 800x600 (32-bit fullscreen) Enabling ATI FBO color attachment workaround. OpenGL Information: Version: 3.3.11672 Compatibility Profile Context Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 4300/4500 Series Opened "autoload/textures" as cache file Initializing music... Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 67 ms Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 201 ms Load tile 3281: p0-m4-e0 highres/screen/menu/3281.png... 183 ms Load tile 2499: p0-m4-e0 highres/screen/menu/2499.png... 27 ms Load tile 2503: p0-m4-e0 highres/screen/menu/2503.png... 20 ms Load tile 2954: p0-m4-e0 highres/screen/fonts/redfont13/2954.png... 11 ms Enabling ATI FBO color attachment workaround. Opened "autoload/textures" as cache file Load tile 3281: p0-m4-e0 highres/screen/menu/3281.png... 206 ms Load tile 2499: p0-m4-e0 highres/screen/menu/2499.png... 27 ms Load tile 2503: p0-m4-e0 highres/screen/menu/2503.png... 33 ms Load tile 2814: p0-m4-e0 highres/screen/menu/2814.png... 23 ms
#3 Posted 14 August 2013 - 02:19 AM
So you have edited the textures of the females from the HRP and put the edited textures back into the HRP zip overwriting the originals correct?
#4 Posted 14 August 2013 - 03:08 AM
NZRage, on 14 August 2013 - 02:19 AM, said:
So you have edited the textures of the females from the HRP and put the edited textures back into the HRP zip overwriting the originals correct?
Correct.
I made copies to backup original files so if what I was going to try didn't work i could revert. The edited HRP I over wrote the original images with new images gave the top code listing. The bottom listing is with original HRP and added edited xxx zip.
Whats odd is when you edit the hrp zip it goes to original graphics and doesn't even load the hrp. lol
I don't know why i'm having an issue even with trying to use the original xxx pack.. this is seeming to be more complicated then editing old school tile files. But shouldn't be. I followed the directions and remember it working a few years ago when i played this mod. >_> windows 7 i'll blame that hahaha.
#5 Posted 14 August 2013 - 03:35 AM
1337DirtAlliance, on 14 August 2013 - 03:08 AM, said:
Whats odd is when you edit the hrp zip it goes to original graphics and doesn't even load the hrp. lol
Sounds like you wrote something wrong in the def files. You could try simply replacing the original HRP skins before editing the defs.
Also you should delete the texture cache after replacing textures.
#6 Posted 14 August 2013 - 06:50 AM
As the XXX pack does not contain any DEF files (or shouldn't at least, IIRC), all you need to make sure of is to load the XXX pack after the HRP pack. Usually this is accomplished by having it along with the HRP in the autoload dir. If the files are not renamed, EDuke32 loading sequence should make it work as intended.
#7 Posted 14 August 2013 - 05:11 PM
I didn't edit any def files nor do i remember having to when i used this before. The files were installed as per requested by the read me. I deleted the cache files and it still doesn't work. I can switch between Polymer and the reg hrp no prob. But if the xxx pack is added it doesn't load and if i try to replace any hrp tiles it doesn't even load that pack either...
Don't know if this has anything to do with it... but i'm saving the png files png-24. Would I have to save them all png-8?? Do you think that's the problem? Or does that even matter?
Don't know if this has anything to do with it... but i'm saving the png files png-24. Would I have to save them all png-8?? Do you think that's the problem? Or does that even matter?
#8 Posted 14 August 2013 - 06:05 PM
One thing I noticed in your log file is that all the zip files in the autoload folder are loading twice. You've got a problem there.
#9 Posted 14 August 2013 - 10:01 PM
Deleted the entire duke folder and did a fresh unload. Everything works. But when i try to make it load my edited zip it doesn't load it... I'll see if i can upload the zip to like google docs or something and one of you can mess with it???
I'm not completly done editing the images and i'm glad i stopped to check if they work now instead of doing all the work and it does this to me.
I'm not completly done editing the images and i'm glad i stopped to check if they work now instead of doing all the work and it does this to me.
#10 Posted 14 August 2013 - 11:36 PM
There's no point in editing any files. It has to work out of the box.
#11 Posted 15 August 2013 - 12:12 AM
To start with, just do a straight replace of one of the stripper skins. It has to be the same name and file format (PNG/JPG). If that works, then do one of the models. Again, same name and file format.
#12 Posted 15 August 2013 - 07:33 AM
Keep in mind the XXX pack is an overlay on top of the HRP, so if you have both enabled and change a stripper skin in the HRP, it's not going to do anything since the XXX pack is going to replace it.
#13 Posted 15 August 2013 - 02:46 PM
I understand how file pathing works because I used to do web design. Thats why this is irritating becuase the only difference is the skin texture
This is the pack that i started working on:
https://docs.google....dit?usp=sharing
This is the pack that i started working on:
https://docs.google....dit?usp=sharing
#14 Posted 23 August 2013 - 03:34 AM
So i take it making any edits to HRP is not going to happen. Because after digging in the defs of HRP's main zip. There is nothing that defines anything special that would make the added content not work. Seems like the only thing that would work would be using dosbox to make editart change the tile files. But then the resolution would suck because if i'm not mistaken I think you need to use 256bit coloring. Since hrp is a fail... Does anyone know of something thats compatible with a windows 7 64bit platform that is like editart? because using dosbox is a pain in the ass.
#15 Posted 23 August 2013 - 04:01 AM
You must be doing something very basic wrong if it is still not working for you.
I can edit any texture in the HRP zip file with the same name and file type, then replace it in the same zip and have it loaded in game.
I can edit any texture in the HRP zip file with the same name and file type, then replace it in the same zip and have it loaded in game.
#16 Posted 23 August 2013 - 04:40 AM
what are you using to make it work?? I'm using CS5 Photoshop. Resolution at 72px set at 8bit.
#17 Posted 23 August 2013 - 03:54 PM
OOPS. Never mind. I re-read your earlier post saying you used PNG files.
What image format are you using for the new file? PNG, JPG....etc
Make sure the file extension on your new one is the same as the old or it won't load.
Commander is right. There is some simple step your missing. Are you using WINZIP or some other program for zipping the HRP back up.
Make sure the file extension on your new one is the same as the old or it won't load
Commander is right. There is some simple step your missing. Are you using WINZIP or some other program for zipping the HRP back up.
This post has been edited by Mark.: 23 August 2013 - 03:59 PM
#18 Posted 23 August 2013 - 08:57 PM
No i use windows zip compression. Right click>Sent to>Compressed(zipped) file. Should i use a third party zipping program?
#19 Posted 24 August 2013 - 02:26 AM
No, the windows one should work fine.
You must still be doing something wrong, the file names and type have to be exact that you are replacing or the DEF file won't read it.
You must still be doing something wrong, the file names and type have to be exact that you are replacing or the DEF file won't read it.
#20 Posted 24 August 2013 - 02:09 PM
The Commander, on 23 August 2013 - 04:01 AM, said:
You must be doing something very basic wrong if it is still not working for you.
Mark., on 14 August 2013 - 06:05 PM, said:
One thing I noticed in your log file is that all the zip files in the autoload folder are loading twice. You've got a problem there.
If you put your new stuff into the main HRP ZIP, but still have XXX around, you will never see it because the packs are loaded alphabetically.
Try this: Put only the original ZIPs into autoload. In parallel to autoload, create a folder named highres. Now create the directory hierarchy to your new overriding files, like highres/sprites/characters/1312_stripper.png. This type of contents should have priority over autoload stuff. If that works you can still pack your highres folder to something like y_my_hrp_patch.zip and put that into autoload.
#21 Posted 24 August 2013 - 06:27 PM
hahhahaha, yea i had custom content set on autoload.
But even with making a Highres folder wtih the xxx pack in it didn't make it
This is the code it shoots out with having any files replaced in the added pack.
AHHH this is seriously the most annoying thing ever... I went through all the images i replaced one by one putting the original replacement back and when it was all the way back to it's stock setting. It still didn't work. I had to use one original i copied. And when i copied the original and just tried to replace just one image the entire pack once again didn't work. This is one of those things where i'm doing it 100% correct but if someone was to stand next to me it'd work and make me look like an asshole. When it should be working in general.
Only way i'm able to make any solid edits are using editart. Which looks ancient but at least it f'n works. I really don't know what i'm doing wrong that could have this failing. When all i'm doing is doing a 100% replacement with same file-name and format. Only thing i was doing wrong was having the custom content set to autoload lol. Other then that I made a Highres folder and still no win. Only the original pack works. I don't know how anyone else is having luck when no matter what I do it doesn't work.
I'm thinking it may have something to do with the way it's being compressed because that's the only thing i can think of that would cause an error. I'm going to try using winzip and see if that makes this bs work.
But even with making a Highres folder wtih the xxx pack in it didn't make it
This is the code it shoots out with having any files replaced in the added pack.
EDuke32 2.0.0devel r3308 Compiled Dec 20 2012 04:20:16 Using D:/Games/Duke3D/ for game data Windows 7 Service Pack 1 (build 6.1.7601) Initializing DirectDraw... Searching for game data... Using D:/Games/Duke3D/Highres/ for game data Using "DUKE3D.GRP" as main game data file. Using group file "autoload/duke3d_hrp.zip". Using group file "autoload/duke3d_music.zip". Using group file "Highres/duke3d_xxx.zip". Compiling: GAME.CON (151190 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) GAME.CON: In actor `ORGANTIC': GAME.CON:3967: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:5890: warning: found `else' with no `if'. Found 2 warning(s), 0 error(s). Resizing code buffer to 16189*4 bytes Script compiled in 116ms, 16181*4b, version 1.4+ 2006/11264 labels, 322/2048 variables, 2/512 arrays 125 quotes, 207 actors Initialized 24.0M cache Loading "duke3d.def" High Resolution Pack (version 5.2.413) Warning: defined hightile replacement for empty tile 33. Maybe some tilesXXX.art are not loaded? Definitions file "duke3d.def" loaded. Using RTS file "DUKE.RTS". Initializing OSD... Initializing DirectInput... - Enumerating attached game controllers - No game controllers found Uninitializing DirectInput... Executing "settings.cfg" Disabling desktop composition... Setting video mode 800x600 (32-bit fullscreen) polymost_glreset() Enabling ATI FBO color attachment workaround. OpenGL Information: Version: 3.3.11672 Compatibility Profile Context Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 4300/4500 Series gltexinvalidateall() gltexinvalidate8() polymost_glreset() Opened "Highres/textures" as cache file Initializing Polymer subsystem... PR : Initialization complete in 237 ms. Initializing music... Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz PR : Compiling GPU program with bits (octal) 2030321... PR : Compiling GPU program with bits (octal) 2010321... Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 159 ms Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 363 ms gltexinvalidateall() gltexinvalidate8() Load tile 3281: p0-m4-e0 highres/screen/menu/3281.png... 304 ms Load tile 2499: p0-m4-e0 highres/screen/menu/2499.png... 39 ms Load tile 2503: p0-m4-e0 highres/screen/menu/2503.png... 39 ms Wrote eduke32.cfg Wrote settings.cfg polymost_glreset() polymost_glreset() Uninitializing DirectDraw...
AHHH this is seriously the most annoying thing ever... I went through all the images i replaced one by one putting the original replacement back and when it was all the way back to it's stock setting. It still didn't work. I had to use one original i copied. And when i copied the original and just tried to replace just one image the entire pack once again didn't work. This is one of those things where i'm doing it 100% correct but if someone was to stand next to me it'd work and make me look like an asshole. When it should be working in general.
Only way i'm able to make any solid edits are using editart. Which looks ancient but at least it f'n works. I really don't know what i'm doing wrong that could have this failing. When all i'm doing is doing a 100% replacement with same file-name and format. Only thing i was doing wrong was having the custom content set to autoload lol. Other then that I made a Highres folder and still no win. Only the original pack works. I don't know how anyone else is having luck when no matter what I do it doesn't work.
I'm thinking it may have something to do with the way it's being compressed because that's the only thing i can think of that would cause an error. I'm going to try using winzip and see if that makes this bs work.
#22 Posted 25 August 2013 - 01:56 AM
You're still doing it wrong. It's not about the tools you use but the way HRP-things work. Do not set any Custom game content folder, unless you use a mod like DukePlus. The highres folder structure I proposed above shall not contain ZIPs, but only the files you have modified which will then override the autoload ZIPs' contents. (While it makes no difference on Windows, note that all HRP related folder names are lower case.)
The pack you have linked to is just the vanilla 1.33 XXX Pack, which of course does not help much solving your issues. If things still don't work after retrying my suggestion properly, better post the stuff you want to put in, and maybe someone will come up with a solution for you.
The pack you have linked to is just the vanilla 1.33 XXX Pack, which of course does not help much solving your issues. If things still don't work after retrying my suggestion properly, better post the stuff you want to put in, and maybe someone will come up with a solution for you.
#23 Posted 25 August 2013 - 10:03 PM
Hhaha ahhhh okay okay. I thought you meant to make a highres folder and put the zip in that folder with that file structure in the zip like that...
The patch works now. Now I just need to go through and fix minor oscillation bugs in the video and anything in the strippers if needed. My bad on linking the wrong zip. They are the same name so I mixed em up I guess. I'll reload it to google and post when it's done.
The patch works now. Now I just need to go through and fix minor oscillation bugs in the video and anything in the strippers if needed. My bad on linking the wrong zip. They are the same name so I mixed em up I guess. I'll reload it to google and post when it's done.
#24 Posted 26 August 2013 - 02:26 AM
I don't think anyone is interested in downloading your HRP from google, I tried that link the other week and it said I needed to log into some crap.
Plus I am not going to redownload the HRP because your missing a simple step.
Plus I am not going to redownload the HRP because your missing a simple step.
#25 Posted 05 September 2013 - 05:17 AM
Respect to LeoD for giving the answer to my problem....
Would of been nice to know you need a separate folder with the proper file structure to make this work and not try and have it load a zip. No clue why it doesn't work when it's zipped, because it works in the zip when it's the original. So I think some sort of note or sticky needs to be created to let people whom want to make edits can freely do so without problems or issues regarding a zip not working because it wants it's own folder and to 'not' be zipped. Everything works because of LeoD and thank you for giving me the answer without being a prick.
Here is my way of formulating an example to the file structure of how it should be and that actually works:
Would of been nice to know you need a separate folder with the proper file structure to make this work and not try and have it load a zip. No clue why it doesn't work when it's zipped, because it works in the zip when it's the original. So I think some sort of note or sticky needs to be created to let people whom want to make edits can freely do so without problems or issues regarding a zip not working because it wants it's own folder and to 'not' be zipped. Everything works because of LeoD and thank you for giving me the answer without being a prick.
Here is my way of formulating an example to the file structure of how it should be and that actually works:
<Duke3d> <!--Do not put any edited files in the autoload folder 'unless you use a mod like dukeplus' . Also do not have your [b]custom[/b] folder set to autoload--> <autoload> duke3d_hrp.zip duke3d_music.zip </autoload> <!--Any tiles you want to edit or add to the game. Make sure they follow this file structure below. And if you don't want to edit anything in some of those folders from the original hrp replacements you don't have to include them in your edited highres file structure. Any added tiles that are not direct replacements will need to be called out in a def file--> <Highres> <sprites> <build></build> <characters></characters> <decals></decals> <effects></effects> <firstperson></firstperson> <firstperson_polymost></firstperson_polymost> <ice></ice> <jibs></jibs> <monsters></monsters> <monsters_polymost></monsters_polymost> <pickups></pickups> <pickups_polymost></pickups_polymost> <projectiles></projectiles> <props> <bottles></bottles> <poolballs></poolballs> </props> <props_polymost></props_polymost> <signs></signs> <switches></switches> </sprites> <textures><textures> </Highres> <samples><samples> </Duke3d>
This post has been edited by 1337DirtAlliance: 05 September 2013 - 05:19 AM
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