EDuke32 2.0.0devel r5811 (32-bit) C++ build Compiled Jul 4 2016 07:19:16 Using C:/Program Files (x86)/Valve/Steam/steamapps/common/Duke Nukem 3D/gameroot/ for game data Using C:/Program Files (x86)/Valve/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/dc/ for game data Using C:/Program Files (x86)/Valve/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/nw/ for game data Using C:/Program Files (x86)/Valve/Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/vacation/ for game data Using C:/Users/Spencer/Desktop/duke nukem/duke3d/ for game data Checking for updates... Connecting to http://www.eduke32.com Current version is 20120522... no updates available Running on Windows 7 Service Pack 1 (build 6.1.7601) Initializing SDL 2.0.4 Searching for game data... Using C:/Users/Spencer/Desktop/duke nukem/duke3d/DukePlus/ for game data Using "duke3d.grp" as main game data file. Using group file "autoload/duke3d_hrp.zip". Using group file "autoload/duke3d_music-sc55.zip". Compiling: EDUKE.CON (36 bytes) Including: DukePlus/dpcons/DUKEPLUS.CON (438941 bytes) Using DEF file: dukeplus.def. Updated eduke32.cfg Using config file "DukePlus/dp.cfg". Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (59323 bytes) DukePlus/dpcons/DEFSPLUS.CON:725: warning: ignored redefinition of `PROJ_WORKSLIKE' to 1 (old: 0). DukePlus/dpcons/DEFSPLUS.CON:726: warning: ignored redefinition of `PROJ_SPAWNS' to 2 (old: 1). DukePlus/dpcons/DEFSPLUS.CON:727: warning: ignored redefinition of `PROJ_SXREPEAT' to 3 (old: 2). DukePlus/dpcons/DEFSPLUS.CON:728: warning: ignored redefinition of `PROJ_SYREPEAT' to 4 (old: 3). DukePlus/dpcons/DEFSPLUS.CON:729: warning: ignored redefinition of `PROJ_SOUND' to 5 (old: 4). DukePlus/dpcons/DEFSPLUS.CON:730: warning: ignored redefinition of `PROJ_ISOUND' to 6 (old: 5). DukePlus/dpcons/DEFSPLUS.CON:731: warning: ignored redefinition of `PROJ_VEL' to 7 (old: 6). DukePlus/dpcons/DEFSPLUS.CON:732: warning: ignored redefinition of `PROJ_EXTRA' to 8 (old: 7). DukePlus/dpcons/DEFSPLUS.CON:733: warning: ignored redefinition of `PROJ_DECAL' to 9 (old: 8). DukePlus/dpcons/DEFSPLUS.CON:734: warning: ignored redefinition of `PROJ_TRAIL' to 10 (old: 9). DukePlus/dpcons/DEFSPLUS.CON:735: warning: ignored redefinition of `PROJ_TXREPEAT' to 11 (old: 10). DukePlus/dpcons/DEFSPLUS.CON:736: warning: ignored redefinition of `PROJ_TYREPEAT' to 12 (old: 11). DukePlus/dpcons/DEFSPLUS.CON:737: warning: ignored redefinition of `PROJ_TOFFSET' to 13 (old: 12). DukePlus/dpcons/DEFSPLUS.CON:738: warning: ignored redefinition of `PROJ_TNUM' to 14 (old: 13). DukePlus/dpcons/DEFSPLUS.CON:739: warning: ignored redefinition of `PROJ_DROP' to 15 (old: 14). DukePlus/dpcons/DEFSPLUS.CON:740: warning: ignored redefinition of `PROJ_CSTAT' to 16 (old: 15). DukePlus/dpcons/DEFSPLUS.CON:741: warning: ignored redefinition of `PROJ_CLIPDIST' to 17 (old: 16). DukePlus/dpcons/DEFSPLUS.CON:742: warning: ignored redefinition of `PROJ_SHADE' to 18 (old: 17). DukePlus/dpcons/DEFSPLUS.CON:743: warning: ignored redefinition of `PROJ_XREPEAT' to 19 (old: 18). DukePlus/dpcons/DEFSPLUS.CON:744: warning: ignored redefinition of `PROJ_YREPEAT' to 20 (old: 19). DukePlus/dpcons/DEFSPLUS.CON:745: warning: ignored redefinition of `PROJ_PAL' to 21 (old: 20). DukePlus/dpcons/DEFSPLUS.CON:746: warning: ignored redefinition of `PROJ_EXTRA_RAND' to 22 (old: 21). DukePlus/dpcons/DEFSPLUS.CON:747: warning: ignored redefinition of `PROJ_HITRADIUS' to 23 (old: 22). DukePlus/dpcons/DEFSPLUS.CON:748: warning: ignored redefinition of `PROJ_VEL_MULT' to 24 (old: 23). DukePlus/dpcons/DEFSPLUS.CON:749: warning: ignored redefinition of `PROJ_OFFSET' to 25 (old: 24). DukePlus/dpcons/DEFSPLUS.CON:750: warning: ignored redefinition of `PROJ_BOUNCES' to 26 (old: 25). DukePlus/dpcons/DEFSPLUS.CON:751: warning: ignored redefinition of `PROJ_BSOUND' to 27 (old: 26). DukePlus/dpcons/DEFSPLUS.CON:752: warning: ignored redefinition of `PROJ_RANGE' to 28 (old: 27). Including: DukePlus/dpcons/USERPLUS.CON (60852 bytes) Including: DukePlus/dpcons/LIGHTS.CON (26079 bytes) Including: DukePlus/dukebike/DUKEBIKE.CON (88372 bytes) Including: DukePlus/dpcons/HUDPLUS.CON (70051 bytes) Including: DukePlus/dpcons/PLAYERPLUS.CON (138530 bytes) Including: DukePlus/dpcons/MONSTERPLUS.CON (245528 bytes) Including: DukePlus/dpcons/CIVILIANS.CON (16898 bytes) Including: DukePlus/strooper/STROOPER.CON (196470 bytes) DukePlus/strooper/STROOPER.CON: At top level: DukePlus/strooper/STROOPER.CON:114: warning: variable `rand' masks keyword. Found 29 warning(s), 0 error(s). Script compiled in 133ms, 628980 bytes Initialized 24.0M cache Loading "dukeplus.def" Polymer High Resolution Pack (version 5.4.674) ................................................................................. .....Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3" Error: file "highres/sprites/firstperson/2532_cliphand.png" does not exist Invalid frame name on line dukeplus.def:117 Removing model 470 due to errors. Error: file "highres/sprites/firstperson/2510_devastator.png" does not exist .......Error: file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_billboards/br_bill4.jpg" does not exist .Error: file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_schoolbus/br_schoolbus.jpg" does not exist . Definitions file "dukeplus.def" loaded in 9550 ms. Using RTS file "DUKE.RTS". Initializing OSD... 0 joystick(s) found Loading clip map: _clipshape0.map clip map "_clipshape0.map": warning: sprite 80 pointing neither northward nor southward. X-flipping will be wrong. clip map "_clipshape0.map": warning: sprite 81 pointing neither northward nor southward. X-flipping will be wrong. Loaded clip map. Executing "DukePlus/dp_settings.cfg" Setting video mode 1024x768 (32-bpp fullscreen) Disabling desktop composition... OpenGL information NVIDIA Corporation GeForce GTX 260/PCI/SSE2 3.0.0 Opened "DukePlus/textures" as cache file Cache contains 107976 bytes of garbage data Initializing Polymer subsystem... PR : Initialization complete in 176 ms. Initializing music... Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz Executing "autoexec.cfg" Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 44 ms Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 93 ms Wrote DukePlus/dp.cfg Wrote DukePlus/dp_settings.cfg
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4291 Posted 06 August 2016 - 06:58 AM
#4292 Posted 06 August 2016 - 11:06 AM
king karl, on 06 August 2016 - 06:58 AM, said:
Btw., we have a nice HRP Issues Thread over here. Using the attachment function or spoiler tags for large chunks of log files are also appreciated.
#4293 Posted 07 August 2016 - 02:50 PM
Steveeeie, on 06 August 2016 - 03:13 AM, said:
There are loads of issues with models with normal maps and Polymer. It could be issues with MD3 models and normals, but getting MD3s with working normals is just a huge pain in the arse. We've had to turn off normal maps and some specular on some models as we were spending all our time farting around trying to get an MD3 with proper normals exported.
The format was just never made to do this and it literally shows.
This post has been edited by Tea Monster: 07 August 2016 - 02:51 PM
#4294 Posted 07 August 2016 - 03:38 PM
This post has been edited by Mark.: 07 August 2016 - 03:48 PM
#4295 Posted 08 August 2016 - 09:10 AM
Mark., on 07 August 2016 - 03:38 PM, said:
I didn't have problems with normal direction in the end, just getting it into game and correcting the normals was such a fuss.
#4296 Posted 13 August 2016 - 06:12 PM
specpower 100 specfactor 64
I just plugged in .8 and .4 for a quick look and its much better than the present numbers which have it looking goofy. Someone should readjust those numbers.
EDIT: The egg also has 100 and 64
This post has been edited by Mark.: 13 August 2016 - 06:33 PM
#4297 Posted 24 August 2016 - 12:14 AM
Only the slimer and slimer egg are affected or are there other models with the same issue?
This post has been edited by NightFright: 24 August 2016 - 12:15 AM
#4298 Posted 24 August 2016 - 02:12 PM
parallaxbias 0.04 parallaxscale 0.05
MINE specpower .8 specfactor .4
parallaxbias 0.02 parallaxscale 0.02
This is a better starting point and may be slightly tweaked according to taste. The egg is pretty much the same thing. I didn't look for others because these were the only 2 I was using in my map that looked real bad. If there are others that have those high spec numbers they probably are not looking right.
This post has been edited by Mark.: 24 August 2016 - 02:17 PM
#4299 Posted 28 August 2016 - 11:58 PM
There are two more cases where specpower/specfactor values are extreme, but I dunno if they look weird ingame or not.
characters.def
ice.def
This post has been edited by NightFright: 28 August 2016 - 11:59 PM
#4300 Posted 29 August 2016 - 05:13 AM
A lot of the problem is that a lot of the older assets, which were created before Polymer came along, have just been chucked into the pack without any consideration to how they will look under the new renderer. There really should have either had some basic values applied to them before they were released as 'polymer ready'. Sorry guys, but "techno-babble (...) which only the hardcore nerds are able/willing to follow" is what you really need to know before you can properly issue props or maintain the pack properly.
There should have been a lot more "hardcore nerd" decisions about what went into which pack.
This post has been edited by Tea Monster: 29 August 2016 - 05:15 AM
#4302 Posted 27 September 2016 - 06:31 AM
Browsing through the SVN changelog since HRP v5.4 was released, there's really very little that deserves to be mentioned. There are a lot of new user maphacks, the slimer may not look so shiny any more due to fixed definitions and there are maybe a few textures that will show up in custom maps.
This post has been edited by NightFright: 27 September 2016 - 06:32 AM
#4303 Posted 27 September 2016 - 07:22 AM
BTW, a word of advice from me..... NEVER carry your phone in your sweatpants pockets (unless you can zip them up). I know it's not relevant, but I've just damaged my phone and I felt I should do a little
public service announcement.
#4304 Posted 27 September 2016 - 11:12 AM
NightFright, on 27 September 2016 - 06:31 AM, said:
darkprince227, on 27 September 2016 - 07:22 AM, said:
Vaca and NW HRP haven't seen new items in ages, so better hibernate instead of holding your breath.
This post has been edited by LeoD: 27 September 2016 - 11:13 AM
#4305 Posted 28 September 2016 - 12:04 AM
The project is intentionally NOT trying to remake a chunk of the HRP, so there could be some debate as to if you want to include some of them as they weren't made to ape the sprite.
#4306 Posted 28 September 2016 - 11:42 PM
Some models really look outdated by now, and I believe especially the babes could use some major overhaul.
This post has been edited by NightFright: 28 September 2016 - 11:43 PM
#4307 Posted 29 September 2016 - 01:38 AM
Again, JMHO - but it would help to appoint a member of the community as an 'Art Director' who can choose a style and level of quality and enforce it. As an example, you could decide that all future creatures have to look just like the sprites, or look like DNF, or whatever you want to do. It would help a lot if this person had some 3D technical knowledge. They don't have to be an uber artist, but they need to know about spec levels, normal maps and 3D optimization. As I see it, they wouldn't replace any of the maintainers, but would work with them to ensure that what went into the pack was of the right quality.
This isn't to knock what the current maintainers have done over the past, as they have remained dedicated to the project(s?) while nearly everyone else wandered away. They have done a lot of work to compile and prepare the pack and keep it up to date. The reason we still have a HRP is due to them.
It's just that time and tech have moved on and Polymer requires a different kind of model and technical knowledge of how to get stuff into EDuke and make it look good.
#4308 Posted 30 September 2016 - 04:50 AM
This should solved some of the 'plastic hand' issues.
// Pistol (2524) model "highres/sprites/firstperson/2524_pistol.md3" { scale 2 skin { pal 0 surface 4 file "highres/sprites/firstperson/2524.png" } skin { pal 0 surface 3 file "highres/sprites/firstperson/duke_hand_d.png" specpower 1 specfactor 0.2 } specular { surface 3 file "highres/sprites/firstperson/duke_hand_s.png" } normal { surface 3 file "highres/sprites/firstperson/duke_hand_n.png" } skin { pal 0 surface 2 file "highres/sprites/pickups/0021_pistol_d.png" specpower 1 specfactor 0.5 } normal { surface 2 file "highres/sprites/pickups/0021_pistol_n.png" } specular { surface 2 file "highres/sprites/pickups/0021_pistol_s.png" } skin { pal 0 surface 1 file "highres/sprites/pickups/0021_pistol_d.png" specpower 1 specfactor 0.5 } normal { surface 1 file "highres/sprites/pickups/0021_pistol_n.png" } specular { surface 1 file "highres/sprites/pickups/0021_pistol_s.png" } skin { pal 0 surface 0 file "highres/sprites/pickups/0021_pistol_d.png" specpower 1 specfactor 0.5 } normal { surface 0 file "highres/sprites/pickups/0021_pistol_n.png" } specular { surface 0 file "highres/sprites/pickups/0021_pistol_s.png" } frame { name "frame1" tile 2524 } anim { frame0 "frame2" frame1 "frame6" fps 60 flags 0 } frame { name "frame2" tile0 2525 tile1 2526 } anim { frame0 "frame7" frame1 "frame16" fps 12.5 flags 1 } frame { name "frame7" tile0 2528 tile1 2529 } hud { tile0 2524 tile1 2526 xadd -0.09 yadd 1.52 zadd -0.6 angadd -37 fov 340 } hud { tile0 2528 tile1 2529 xadd -0.15 yadd 1.36 zadd -0.68 angadd -37 fov 330 } } model "highres/sprites/firstperson/2530_clip.md3" { scale 1.9 skin { pal 0 file "highres/sprites/pickups/0040_pistolammo.jpg" specpower 0.5 specfactor 0.5 } frame { name "Frame0" tile0 2530 tile1 2531 } hud { tile 2530 xadd 0.38 yadd 0.9 zadd -0.28 angadd -37 fov 330 } } model "highres/sprites/firstperson/2532_cliphand.md3" { scale 1.9 skin { pal 0 file "highres/sprites/firstperson/duke_hand_d.png" specpower 1 specfactor 0.2 } specular { file "highres/sprites/firstperson/duke_hand_s.png" } normal { file "highres/sprites/firstperson/duke_hand_n.png" } frame { name "frame_1" tile 2532 } hud { tile 2532 xadd 0.35 yadd 1.36 zadd -0.48 angadd -37 fov 360 } }
#4309 Posted 30 September 2016 - 02:39 PM
#4310 Posted 30 September 2016 - 11:58 PM
This post has been edited by Tea Monster: 30 September 2016 - 11:58 PM
#4311 Posted 03 October 2016 - 12:53 PM
Tea Monster, on 30 September 2016 - 04:50 AM, said:
#4313 Posted 14 October 2016 - 08:04 PM
I've never been too good at high-res art, but I started playing around with this wall/window texture set.
texture 5382 { pal 0 { file "highres/textures/5382.png" specpower 0.5 specfactor 0.5 } normal { file "highres/textures/5382_n.png" parallaxbias 0.01 parallaxscale 0.01 } specular { file "highres/textures/5382_s.png" } }
This post has been edited by Drek: 16 October 2016 - 06:46 AM
#4314 Posted 17 October 2016 - 11:24 PM
Finally dusted off my RPG model that I haven't touched in two years.
I just have the rear shoulder rest and it's all good (for someone else to texture because I can't UVmap and texture worth a damn).
#4315 Posted 03 January 2017 - 04:58 PM
This is looking at tile 342 (duct), from below. It is a flat sprite supposed to hide a passage.
Any tips how to fix this?
#4316 Posted 03 January 2017 - 05:47 PM
#4317 Posted 03 January 2017 - 08:40 PM
The diffuse has now a faked depth added and the normal is a more common normal with a simpler height map.
http://www.mediafire...HRPDuctOpt2.zip
it contains tiff files, so you can use any compression you want.
in your .def file, I recommend the following
texture 342 { pal 0 { file "textures/0342_d.png" } normal { file "textures/0342_n.png" parallaxbias 0 parallaxscale 0.01 } // the other textures are called from the HRP set!! }
added.
Those did not look right when lighting is applied. So I fixed the faked depth effect to a fair compromise, I think, and added the banked-up duct tile 343 into the set. The broken tile # 341, I simply set the parallaxbias and parallaxscale to 0.
new file
http://www.mediafire...PIssuedOpt2.zip
new image
Those that still want the first version, just PM me and I'll send it.
This post has been edited by Hank: 08 January 2017 - 08:41 PM
#4318 Posted 19 March 2017 - 01:51 PM
DOWNLOAD REMOVED AT MY OWN REQUEST
Now this is for people who want the polymost maphacks for the polymer HRP.
EDIT: SVN build version.
Attached File(s)
-
hrppolymostmaphacks.zip (451bytes)
Number of downloads: 347 -
SVNpolymostmaphacks.zip (480bytes)
Number of downloads: 308
This post has been edited by Newcomer: 23 March 2017 - 09:28 AM
#4319 Posted 19 March 2017 - 01:57 PM
All you're doing is breaking the model rotation fixes.
#4320 Posted 19 March 2017 - 03:02 PM
Hendricks266, on 19 March 2017 - 01:57 PM, said:
All you're doing is breaking the model rotation fixes.
It's for those who can run polymer by default and pre-5.1 versions without maphacks, but not 5.1 and newer in standard polymer.
TL;DR For people who can only run polymer lights and not shadows.
EDIT: Updated version of Old Font based on latest SVN build of HRP.
To use with the SVN build, Delete the folder "redfont", in \highres\screen\fonts\.
Attached File(s)
-
oldfont.zip (199.61K)
Number of downloads: 342
This post has been edited by Newcomer: 23 March 2017 - 09:27 AM