Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#151 Posted 16 June 2009 - 02:05 AM
#152 Posted 17 June 2009 - 03:31 PM
@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
#153 Posted 18 June 2009 - 01:29 AM
// 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)
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2524_pistol.zip (52.3K)
Number of downloads: 1018
#154 Posted 18 June 2009 - 05:02 AM
*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
#155 Posted 25 June 2009 - 04:25 PM
2. Spinnuke Renders
3. Medkit Rotation
4. Pig Cop DEF Fix
5. Texture Requests
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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.
2448_2451_expander.zip (74.15K)
Number of downloads: 989
[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.
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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 } }
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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
#156 Posted 26 June 2009 - 12:20 AM
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
#158 Posted 26 June 2009 - 07:11 AM
No. I fixed it in my post.
@chicken:
That did it, thanks.
#159 Posted 26 June 2009 - 11:52 AM
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
#160 Posted 26 June 2009 - 12:25 PM
#161 Posted 26 June 2009 - 12:26 PM
#162 Posted 26 June 2009 - 12:39 PM
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
#163 Posted 26 June 2009 - 01:00 PM
> 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
#164 Posted 26 June 2009 - 01:30 PM
#165 Posted 26 June 2009 - 01:35 PM
This post has been edited by supergoofy: 26 June 2009 - 02:03 PM
#166 Posted 27 June 2009 - 03:37 AM
This post has been edited by NightFright: 27 June 2009 - 04:12 AM
#167 Posted 28 June 2009 - 12:15 AM
Fantinaikos, on Jun 26 2009, 04:30 PM, said:
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.
#169 Posted 28 June 2009 - 05:10 PM
I am still hoping for some sort of shader implementation though...same goes with water stuff...Is that even possible in Polymost?
#170 Posted 29 June 2009 - 11:32 AM
I have refreshed the beta link with the new contents. Redownload from link above.
#173 Posted 30 June 2009 - 05:55 PM
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
#175 Posted 01 July 2009 - 05:06 AM
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
#176 Posted 01 July 2009 - 06:44 AM
#177 Posted 01 July 2009 - 07:25 AM
You are also using DukePlus which may be causing issues.
#178 Posted 01 July 2009 - 08:16 AM
corpy, on Jul 1 2009, 10:44 PM, said:
Did you load HRP update 4.1 with HRP 4.0's file?