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Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   NightFright 

  • The Truth is in here

#151

If this were fixed before official HRP Update v4.1 release, it would be really great. It is a rather obvious glitch...
0

User is online   Hendricks266 

  • Weaponized Autism

  #152

I edited #823 to remove the "PARKAR"/"Duke Nukem" text, so that the tiling issue is not as easily noticeable.

Posted Image

@NightFright:
That can only be done with the source of the model, which has not been released AFAIK. The original author would have to edit it.

This post has been edited by Hendricks266: 17 June 2009 - 03:34 PM

0

User is offline   Roma Loom 

  • Loomsday Device

#153

// Pistol (2524)
model "highres/sprites/firstperson/2524_pistol.md3" {
   scale 1.9
   skin { pal 0 file "highres/sprites/firstperson/2524_pistol.png" }
   glow { file "highres/sprites/firstperson/2524_pistol_g.png" }
   frame { name "Frame0" tile 2524 }
   anim { frame0 "Frame1" frame1 "Frame5" fps 60 flags 0 }
   frame { name "Frame1" tile0 2525 tile1 2526 }
   anim { frame0 "Frame6" frame1 "Frame15" fps 12.5 flags 1 }
   frame { name "Frame6" tile0 2528 tile1 2529 }
   hud { tile0 2524 tile1 2526 xadd -0.15 yadd 1.32 zadd -0.56 angadd -37 }
   hud { tile0 2528 tile1 2529 xadd -0.15 yadd 1.36 zadd -0.68 angadd -37 }
   
}


should be probably somethinglikethis

Attached File(s)


0

User is offline   NightFright 

  • The Truth is in here

#154

Will playtest. Hopefully, it will help. ^^

*EDIT*
Works very well! The best pistol muzzleflashes ever! ;) Go and test it with latest HRP Update v4.1 (June 18) build.

This post has been edited by NightFright: 18 June 2009 - 11:05 AM

0

User is online   Hendricks266 

  • Weaponized Autism

  #155

1. Expander Blast
2. Spinnuke Renders
3. Medkit Rotation
4. Pig Cop DEF Fix
5. Texture Requests

-----------------------------------------------------------------------

I revised my expander blast tiles. I also discovered that they were looking bad in-game because the GROWSPARK actor has "spritepal 2", so it recolored the already red tiles. The 8-bit was not affected by it, because it was already just a recolored red shrinker projectile. The new DEF code fixes it.

Attached File  2448_2451_expander.zip (74.15K)
Number of downloads: 910
[b]E1L1.mhk[/b]
// Medkit
sprite 376 angoff 1024

[b]E1L2.mhk[/b]
// Medkit
sprite 278 angoff -512
sprite 823 angoff 384

[b]E1L3.mhk[/b]
// Medkit
sprite 160 angoff -512
sprite 413 angoff 256 // [color="red"][b]needs an override[/b][/color] // Dukematch only
// sprite 504 

[b]E1L4.mhk[/b]
// Medkit
sprite 625 angoff 512
sprite 988 angoff 600
// sprite 1060 
sprite 1075 angoff -128

[b]E1L5.mhk[/b]
// Medkit
sprite 689 angoff 640
sprite 727 angoff -128
sprite 734 angoff -128
sprite 742 angoff 256

[b]E1L6.mhk[/b]
// Medkit
// sprite 575 

[b]E1L7.mhk[/b]
// none

[b]E1L8.mhk[/b]
// Medkit
sprite 17 angoff 128


[b]E2L1.mhk[/b]
// Medkit
sprite 155 angoff -384

[b]E2L2.mhk[/b]
// Medkit
// sprite 132 
sprite 134 angoff 512
// sprite 285 

[b]E2L3.mhk[/b]
// Medkit
sprite 96 angoff 256
// sprite 284 
sprite 725 angoff 768

[b]E2L4.mhk[/b]
// Medkit
sprite 167 angoff -512
// sprite 718 

[b]E2L5.mhk[/b]
// Medkit
sprite 366 angoff 256
sprite 370 angoff -256

[b]E2L6.mhk[/b]
// Medkit
// sprite 46 
// sprite 181 
sprite 549 angoff -256

[b]E2L7.mhk[/b]
// Medkit
sprite 165 angoff 512

[b]E2L8.mhk[/b]
// Medkit
// sprite 261 
sprite 364 angoff -384

[b]E2L9.mhk[/b]
// Medkit
// sprite 12 
sprite 13 angoff 384
sprite 413 angoff 640

[b]E2L10.mhk[/b]
// Medkit
sprite 61 angoff 512
sprite 179 angoff -512
// sprite 226 

[b]E2L11.mhk[/b]
// Medkit
sprite 112 angoff 256


[b]E3L1.mhk[/b]
// Medkit
sprite 500 angoff -512
// sprite 577  // Dukematch only

[b]E3L2.mhk[/b]
// Medkit
sprite 265 angoff -256
sprite 533 angoff 512

[b]E3L3.mhk[/b]
// Medkit
sprite 200 angoff 512
sprite 387 angoff -512

[b]E3L4.mhk[/b]
// Medkit
sprite 135 angoff -s256
sprite 391 angoff 256
sprite 515 angoff 512

[b]E3L5.mhk[/b]
// Medkit
sprite 47 angoff 256
sprite 61 angoff -256
sprite 268 angoff 256

[b]E3L6.mhk[/b]
// Medkit
sprite 362 angoff -256
// sprite 368 

[b]E3L7.mhk[/b]
// Medkit
sprite 88 angoff 512
sprite 192 angoff 512
sprite 334 angoff 256
sprite 422 angoff 512

[b]E3L8.mhk[/b]
// Medkit
sprite 392 angoff 128
// sprite 576 
// sprite 667 

[b]E3L9.mhk[/b]
// Medkit
// sprite 94 

[b]E3L10.mhk[/b]
// Medkit
// sprite 18 

[b]E3L11.mhk[/b]
// Medkit
// sprite 367 
sprite 378 angoff -512


[b]E4L1.mhk[/b]
// Medkit
// sprite 407 

[b]E4L2.mhk[/b]
// Medkit
sprite 102 angoff -256
sprite 355 angoff 256

[b]E4L3.mhk[/b]
// Medkit
sprite 139 angoff -512
// sprite 542 

[b]E4L4.mhk[/b]
// Medkit
sprite 213 angoff -256 // Dukematch only
// sprite 220 

[b]E4L5.mhk[/b]
// Medkit
sprite 264 angoff 512
sprite 268 angoff -512

[b]E4L6.mhk[/b]
// Medkit
// sprite 210 
sprite 296 angoff 512
sprite 672 angoff -512

[b]E4L7.mhk[/b]
// Medkit
sprite 112 angoff -256
// sprite 322 

[b]E4L8.mhk[/b]
// Medkit
// sprite 479 
sprite 733 angoff 256

[b]E4L9.mhk[/b]
// Medkit
sprite 10 angoff 512
// sprite 961 

[b]E4L10.mhk[/b]
// Medkit
// sprite 331 
// sprite 424 
// sprite 776 

[b]E4L11.mhk[/b]
// Medkit
sprite 301 angoff -768
// sprite 610 


[b]dukedc1.mhk[/b]
// Medkit
// sprite 379 
// sprite 384 

[b]dukedc2.mhk[/b]
// Medkit
sprite 59 angoff -512

[b]dukedc3.mhk[/b]
// Medkit
sprite 97 angoff -256
// sprite 605 
sprite 615 angoff -512

[b]dukedc4.mhk[/b]
// Medkit
sprite 100 angoff 512
sprite 112 angoff -512

[b]dukedc5.mhk[/b]
// Medkit
// sprite 14 
// sprite 21 
sprite 40 angoff 256

[b]dukedc6.mhk[/b]
// Medkit
// sprite 557 
// sprite 597

[b]dukedc7.mhk[/b]
// Medkit
// sprite 443 

[b]dukedc8.mhk[/b]
// Medkit
// sprite 32 
sprite 116 angoff 256

[b]dukedc9.mhk[/b]
// Medkit
sprite 190 angoff 512
// sprite 589 
sprite 615 angoff 256
sprite 616 angoff 768

[b]dukedcsl.mhk[/b]
// Medkit
sprite 178 angoff 256
// sprite 851 
// sprite 1092 


Now coders can have enemies spawn medkits. ;)

-----------------------------------------------------------------------

The lines in red need to be removed:

// Pig Cop (2000)
model "highres/sprites/monsters/2000_pigcop.md3" {
   scale 14 shade 0
   skin { pal 0 file "highres/sprites/monsters/2000_pigcop.png" }
   [color="red"][b]skin { pal 1 file "highres/sprites/monsters/2000_pigcop.png" }
   skin { pal 2 file "highres/sprites/monsters/2000_pigcop_21.png" }
   skin { pal 5 file "highres/sprites/monsters/2000_pigcop.png" }
   skin { pal 7 file "highres/sprites/monsters/2000_pigcop_23.png" }
   skin { pal 8 file "highres/sprites/monsters/2000_pigcop_11.png" }
   skin { pal 9 file "highres/sprites/monsters/2000_pigcop.png" }[/b][/color]
   skin { pal 10 file "highres/sprites/monsters/2000_pigcop_10.png" }
   skin { pal 11 file "highres/sprites/monsters/2000_pigcop_11.png" }
   skin { pal 12 file "highres/sprites/monsters/2000_pigcop_12.png" }
   skin { pal 13 file "highres/sprites/monsters/2000_pigcop_13.png" }
   skin { pal 14 file "highres/sprites/monsters/2000_pigcop_14.png" }
   skin { pal 15 file "highres/sprites/monsters/2000_pigcop_15.png" }
   skin { pal 16 file "highres/sprites/monsters/2000_pigcop_16.png" }
   skin { pal 17 file "highres/sprites/monsters/2000_pigcop_17.png" }
   skin { pal 18 file "highres/sprites/monsters/2000_pigcop_12.png" }
   skin { pal 19 file "highres/sprites/monsters/2000_pigcop_19.png" }
   skin { pal 20 file "highres/sprites/monsters/2000_pigcop_20.png" }
   skin { pal 21 file "highres/sprites/monsters/2000_pigcop_21.png" }
   skin { pal 22 file "highres/sprites/monsters/2000_pigcop_11.png" }
   skin { pal 23 file "highres/sprites/monsters/2000_pigcop_23.png" }
   skin { pal 24 file "highres/sprites/monsters/2000_pigcop_24.png" }
   skin { pal 25 file "highres/sprites/monsters/2000_pigcop_25.png" }
   glow { file "highres/sprites/monsters/2000_pigcop_g.png" }
   anim { frame0 "WALK1" frame1 "WALK2" fps 18 flags 0 }
   frame { name "WALK1" tile0 2000 tile1 2019 smoothduration 0.2 }
   anim { frame0 "SHOOT3" frame1 "SHOOT4" fps 20 flags 1 }
   frame { name "SHOOT3" tile0 2025 tile1 2027 smoothduration 0.1 }
   frame { name "SHOOT1" tile0 2030 tile1 2034 smoothduration 0.1 }
   anim { frame0 "SHOOT2" frame1 "SHOOT3" fps 14 flags 1 }
   frame { name "SHOOT2" tile0 2035 tile1 2037 smoothduration 0.1 }
   anim { frame0 "DIVE1" frame1 "DIVE2" fps 20 flags 1 }
   frame { name "DIVE1" tile0 2040 tile1 2044 smoothduration 0.2 }
   frame { name "DIVE2" tile0 2045 tile1 2049 smoothduration 0.2 }
   anim { frame0 "DSHOOT1" frame1 "DSHOOT2" fps 21 flags 0 }
   frame { name "DSHOOT1" tile0 2050 tile1 2052 smoothduration 0.1 }

   skin { pal 0 file "highres/sprites/monsters/2000_pigcop_dead.png" }
   [color="red"][b]skin { pal 1 file "highres/sprites/monsters/2000_pigcop_dead.png" }
   skin { pal 2 file "highres/sprites/monsters/2000_pigcop_dead_21.png" }
   skin { pal 5 file "highres/sprites/monsters/2000_pigcop_dead.png" }
   skin { pal 7 file "highres/sprites/monsters/2000_pigcop_dead_23.png" }
   skin { pal 8 file "highres/sprites/monsters/2000_pigcop_dead_11.png" }
   skin { pal 9 file "highres/sprites/monsters/2000_pigcop_dead.png" }[/b][/color]
   skin { pal 10 file "highres/sprites/monsters/2000_pigcop_dead_10.png" }
   skin { pal 11 file "highres/sprites/monsters/2000_pigcop_dead_11.png" }
   skin { pal 12 file "highres/sprites/monsters/2000_pigcop_dead_12.png" }
   skin { pal 13 file "highres/sprites/monsters/2000_pigcop_dead_13.png" }
   skin { pal 14 file "highres/sprites/monsters/2000_pigcop_dead_14.png" }
   skin { pal 15 file "highres/sprites/monsters/2000_pigcop_dead_15.png" }
   skin { pal 16 file "highres/sprites/monsters/2000_pigcop_dead_16.png" }
   skin { pal 17 file "highres/sprites/monsters/2000_pigcop_dead_17.png" }
   skin { pal 18 file "highres/sprites/monsters/2000_pigcop_dead_12.png" }
   skin { pal 19 file "highres/sprites/monsters/2000_pigcop_dead_19.png" }
   skin { pal 20 file "highres/sprites/monsters/2000_pigcop_dead_20.png" }
   skin { pal 21 file "highres/sprites/monsters/2000_pigcop_dead_21.png" }
   skin { pal 22 file "highres/sprites/monsters/2000_pigcop_dead_11.png" }
   skin { pal 23 file "highres/sprites/monsters/2000_pigcop_dead_23.png" }
   skin { pal 24 file "highres/sprites/monsters/2000_pigcop_dead_24.png" }
   skin { pal 25 file "highres/sprites/monsters/2000_pigcop_dead_25.png" }
   anim { frame0 "DIE1" frame1 "DIE2" fps 10 flags 1 }
   frame { name "DIE2" tile0 2055 tile1 2055 smoothduration 0.1 }
   anim { frame0 "DIE2" frame1 "DIE3" fps 20 flags 1 }
   frame { name "DIE2" tile0 2056 tile1 2060 smoothduration 0.1 }
}


-----------------------------------------------------------------------

For Duke Caribbean, I need all alt-palette colors of #446 (pal 10, 12, and 15 especially), plus pal 1 of #787. I also need a texture version of #920, the water mine chain. These should be included in the normal HRP.

I also ask that the redfont be colored blue and green and set as pals 1 and 8, respectively, because the automatic recoloring of the Caribbean orange and NW white fonts is not very good.

This post has been edited by Hendricks266: 26 June 2009 - 07:02 AM

0

User is offline   NightFright 

  • The Truth is in here

#156

Lots of stuff. I don't know when I will find time to do this... I will try to get this done for the upcoming update, however.

Is it correct that pal1 for living Pig Cop remains, while pal1 for dead one is removed?

This post has been edited by NightFright: 26 June 2009 - 12:24 AM

0

User is offline   chicken 

  • Fashionable Modeler

#157

Hendricks, check this out

Attached thumbnail(s)

  • Attached Image: BLENDER.JPG

0

User is online   Hendricks266 

  • Weaponized Autism

  #158

@NightFright:
No. I fixed it in my post.

@chicken:
That did it, thanks. ;)
0

#159

I have an idea: you know the duke intro movie with the atomic explosion? maybe whe can highres that,no?


Posted Image

and do the same thing with all the rest of movies. Especially make duke less "mechanical" movevement in this movies.

This post has been edited by Fantinaikos: 26 June 2009 - 11:53 AM

0

User is offline   Spiker 

#160

Sure. If only someone can provide highres pictures replacing it is a piece of cake ;)
0

User is offline   NightFright 

  • The Truth is in here

#161

This idea is old. Intro movie is actually already made, I think. However, right now there is no movie support in the engine, so basically forget about it. At least right now.
0

User is offline   supergoofy 

#162

There is a solution that ProAsm added to SWP. It is called SWP Animation Pack.

Swp 4.1.8 (last official)
http://www.proasm.co...s/sw/swp418.zip

SwpStartup 3.2 (config tool)
http://www.proasm.co...wpStartup32.zip

Swp Animation Pack
http://www.proasm.co.../sw/SwpAnim.zip

Alternate Swp Animation pack 2:
http://www.proasm.co...sw/SwpAnim2.zip (just rename it to SwpAnim.zip)

Alternate Swp Animation pack 3:
http://www.proasm.co...sw/SwpAnim3.zip (just rename it to SwpAnim.zip)

SW HRP 2.0
http://www.proasm.co.../Sw_Hrp_v20.zip


Unpack swp418.zip, SwpStartup32.zip and Sw_Hrp_v20.zip in the same folder. Put SW.GRP and SwpAnim.zip in the same folder. Watch the intro movie.


Current SWP v4.2.0.3 Beta:
http://www.proasm.co...eta/swp4203.zip
But it is not ready yet, some features are broken and other are semi-working.

This post has been edited by supergoofy: 26 June 2009 - 01:17 PM

0

User is offline   NightFright 

  • The Truth is in here

#163

Links for June 26 beta test version of HRP v4.1:

> HRP Update v4.1 (June 29 beta, 14.6 MB) *UPDATED*
> Maphacks v4.1 (June 26 beta, 132 KB)
> DukeDC HRP v1.51 (June 27 beta, 43.1 MB)

If possible, check for ingame alignments of all medikits and report any misalignments. Mapster32 alignments check will NOT suffice because these are not always fully reliable.

Note:
* First two files belong together.
* DukeDC HRP beta is optional (only if you have DukeDC addon and want to test with new HRP Update/maphacks).
* Releases are meant for latest *OFFICIAL* EDuke32 snapshot (2009-03-13) - NO POLYMER SUPPORT GUARANTEED!!!
* Beta test files now are in separate "beta" subdir, i.e. the download link for betas will be different from final versions from now on to avoid confusions.


This post has been edited by NightFright: 29 June 2009 - 11:32 AM

0

#164

Thanks. And about Carribean and Nuclear winter HRP's? there's nothing new? a littlelittlelittle beta?
0

User is offline   supergoofy 

#165

Hendricks266 is working on them

This post has been edited by supergoofy: 26 June 2009 - 02:03 PM

0

User is offline   NightFright 

  • The Truth is in here

#166

I have slightly updated DukeDC HRP beta with newer digital HUD font (green) based on new digital font from HRP v4 and finale cutscene sound replacement sent to me by Hendricks266.

This post has been edited by NightFright: 27 June 2009 - 04:12 AM

0

User is online   Hendricks266 

  • Weaponized Autism

  #167

View PostFantinaikos, on Jun 26 2009, 04:30 PM, said:

Thanks. And about Carribean and Nuclear winter HRP's? there's nothing new? a littlelittlelittle beta?

A littlelittlelittle SLAP for you... just kidding. ;) Egging TX on won't get you Polymer any faster; egging me on won't get you the HRPs any faster.

There's several things I need done (with content and EDuke32) before I can release them... but that's a discussion for another time.
0

User is offline   gt1750 

#168

Improved version of the high-res fire

All 3 framesets, re-generated particles from scratch, more detail in the center (i.e. no plain yellow area)

Get it HERE and burn!

Screen from Polymost:

Posted Image

Screen from Polymer:

Posted Image
0

User is offline   Rellik 

#169

Looks pretty good!

I am still hoping for some sort of shader implementation though...same goes with water stuff...Is that even possible in Polymost?
0

User is offline   NightFright 

  • The Truth is in here

#170

This is a nice last-minute addition before new HRP Update! ;)

I have refreshed the beta link with the new contents. Redownload from link above.
0

User is offline   Stabs 

#171

well done on that fire gt1750, looks great
0

User is offline   NightFright 

  • The Truth is in here

#172

HRP Update has been issued. See HRP site for details.
0

User is offline   Gambini 

#173

Just downloaded the update and put it in my autoload folder.

This is getting very good so far but there is something that pisses me off:
There must be something wrong with the origin point of the fences model (or maybe something in the defs?). Before the sprite´s position was the landmark for the model´s center but now it´s for one of the outer angles. So, in some maps (a lot of them i guess) the model overlooks its original location with an ugly result.

I hope it makes some sense, and you guys can fix it.

This post has been edited by Gambini: 30 June 2009 - 05:56 PM

0

User is offline   NightFright 

  • The Truth is in here

#174

Well, screenshots are always helpful. ;)
0

User is offline   Stabs 

#175

i have no idea if this is useful or not, but for people not using models, you could use this for the handgun pickup sprite, its my avvy


i can make it bigger if you need it, already png with trans background.

This post has been edited by DanM: 01 July 2009 - 05:10 AM

0

User is offline   corpy 

#176

is it bug? I update 'ed HRp to 4.1 and now all Box Textures are same as backround of Menus:
Posted Image

Posted Image

Posted Image
0

User is offline   Master Fibbles 

  • I have the power!

#177

you did something wrong. I haven't installed it but reading the defs and such I know that that particular tile was not touched.

You are also using DukePlus which may be causing issues.
0

User is offline   Player Lin 

#178

View Postcorpy, on Jul 1 2009, 10:44 PM, said:

is it bug? I update 'ed HRp to 4.1 and now all Box Textures are same as backround of Menus:



Did you load HRP update 4.1 with HRP 4.0's file?
0

User is online   Hendricks266 

  • Weaponized Autism

  #179

Guys, that's an EDuke32 bug.
0

User is offline   corpy 

#180

How Fix It? ;)
I Hope It's Right place where ask.
0

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