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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

#4201

I'll have a look at the SVN one of these days. I won't have any time during this weekend to work on it, so nothing will probably happen before next week. Besides that, I still need to check this out at least a bit to see if everything is OK. If anybody still has anything pending they want to get uploaded really urgently, now would be a good opportunity to do so.

Regarding installer files:
As much as I would like to create an installer, I'll never figure out how it's done. After all, extracting files into your Duke3D folder is all that's needed. Sure, with an installer you could have options to choose what you want to install, but basically we are already focussing on HRP core functions (EDuke32 snapshot, HRP, HRP music pack) which pretty much everybody would want. Purists can choose to download HRP file only separately. If you want to rename the installer folder, feel free to do so.

About the zip parameters:
Where to enter these? in 7-Zip?

This post has been edited by NightFright: 30 April 2015 - 12:34 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#4202

 NightFright, on 30 April 2015 - 12:26 AM, said:

If you want to rename the installer folder, feel free to do so.
Done.

 NightFright, on 30 April 2015 - 12:26 AM, said:

About the zip parameters: Where to enter these?
Those are meant for the PKZIP command line utility and its open source clones (get you copy here) when being run from a command shell aka CMD.EXE.

 NightFright, on 30 April 2015 - 12:26 AM, said:

7-Zip?
I don't know 7-Zip's GUI. The command line version 7z.exe should already reside on your disk. However, it seems that two steps are needed for this tool:
7z.exe a duke3d_hrp.zip -tzip -mm=9 highpal highres maphacks *.txt *.def -r0 -x\!*.jpg -x\!*.png
7z.exe u duke3d_hrp.zip -tzip -mm=0 highpal highres maphacks


The general purpose is to skip the rather pointless step of trying to compress JPG and PNG files. This will multiply the speed of archive creation, and probably save a little EDuke32 processing time when reading textures from the HRP ZIP.

This post has been edited by LeoD: 02 May 2015 - 05:36 AM

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User is offline   NightFright 

  • The Truth is in here

#4203

Well, until now I just used 7-Zip and applied zero compression (archive) to the zipfile in general. I dunno if you can shrink the HRP considerably if you compress it. Will try your suggested method anyway and see what happens.

*EDIT May 4*
If I do a comparison of fully compressed/archived HRPs, I get this:
- Full compression: 851.3 MB
- Archive: 890.2 MB

So we are talking about a gain of max. 38.9 MB. I believe this can be considered a rather minor improvement, so it's OK to go with the 100% uncompressed archive approach once again.

*EDIT May 5*
SVN build 674 has been compiled as the (hopefully) final release for HRP v5.4. I will do some ingame screenshots later today before I unlock the download. Shouldn't take too long. :D

*EDIT May 6*
The release would be ready, but right now latest EDuke32 snapshots suffer from some bugs. The one with highres textures making the game crash has just been solved, now waiting for automap not being drawn in Polymer to be solved. I want to include the most recent EDuke32 snapshot with the HRP, but it also needs to work properly. I guess it's a good reason to wait.

This post has been edited by NightFright: 06 May 2015 - 07:41 AM

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User is offline   NightFright 

  • The Truth is in here

#4204

My apologies for the double post, but the reason is justifying this measure: After the automap bug in Polymer has finally been corrected in revision 5267,

HRP v5.4 has now been released.
Sorry for the delay and thanks to the EDuke32 coder team for getting this solved!

This post has been edited by NightFright: 15 June 2015 - 07:28 AM

4

#4205

Just downloaded the new HRP. So far, it works very well on my computer.

The new Luke Skywalker model is very cool BTW!

Only problem I have so far is the HUD Jetpack, the HD image doesn't seem to be there anymore and it says it doesn't exist in the startup.

But all in all, it's great to see this is still going strong. I'll report anything else I find.
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User is offline   Tea Monster 

  • Polymancer

#4206

Nice to see a new release. Congrats to all involved.
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User is offline   DavoX 

  • Honored Donor

#4207

very nice!!! getting this now!!
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User is offline   Spiker 

#4208

I pity the guy who made that Skywaker model. What an idiot you have to be to waste your time making a single instance high-detail model that is placed in a secret place that is the most difficult to find in the entire game and 99.99% players will never see it. Oh, wait Posted Image

I always prefered Indian Jones story to Star Wars. Maybe one day? Posted Image
1

User is offline   DavoX 

  • Honored Donor

#4209

Post pics :)
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User is offline   Jamesfff 

#4210

Certain models are not showing up with the latest Eduke and HRP. Log file follows.
example model is the crane in E1M4. it's just not there. Also, the barrels in the same sector are showing up as sprites, not models, though the models are indeed in the HRP.
"-conversion 20130105" is there to get around a COm compilation failure.

EDuke32 2.0.0devel r5267 (64-bit) C++ build
Compiled Jun 14 2015 16:51:17
Application parameters: -game_dir DukePlus -conversion 20130105 
CON script date version: 20130105
Using C:/EDuke/DukePlus Install/ for game data
Using DukePlus/ for game data
Checking for updates...
Connecting to http://eduke32.sourceforge.net
Current version is 0... no updates available
Windows 7 Service Pack 1 (build 6.1.7601)
Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3)
Using "windows" video driver
Searching for game data...
Checksumming DUKE3D.GRP... Done
Using C:/EDuke/DukePlus Install/DukePlus/ for game data
Using "DUKE3D.GRP" as main game data file.
Using group file "autoload/duke3d_music-arachno.zip".
Using group file "autoload/newfont.zip".
Using group file "autoload/DUKE3D.GRP/duke3d_hrp.zip".
Using group file "autoload/DUKE3D.GRP/duke3d_music-arachno.zip".
Using group file "autoload/DUKE3D.GRP/hudicons.zip".
Using group file "autoload/DUKE3D.GRP/X-palm_package.zip".
Using group file "DukePlus/DUKEPLUS_RESOURCES.zip".
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (438958 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 (59407 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (60908 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 (138570 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (245528 bytes)
Including: DukePlus/dpcons/CIVILIANS.CON (16898 bytes)
Including: DukePlus/strooper/STROOPER.CON (196470 bytes)
Resizing code buffer to 157259*8 bytes
Script compiled in 148ms, 157251*8b, language version 1.4+
4029/11264 labels, 824/2048 variables, 12/512 arrays
323 quotes, 46 strings, 40 events, 495 actors
Initialized 24.0M cache
Loading "dukeplus.def"
Duke Plus 2.35 [NixFix 5.3.565+]
Polymer High Resolution Pack (version 5.4.674)
.......Error: file "highres/sprites/pickups/0060_keycard_blue.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_red.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_yellow.png" does not exist
.Error: file "highres/screen/hud/2467_jetpack.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_blue.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_red.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_yellow.png" does not exist
..........Invalid ending frame name on line highres/sprites/props.def:257
Removing model 164 due to errors.
..Error: file "highres/sprites/props/0981_hydrant.png" does not exist
Invalid frame name on line highres/sprites/props.def:770
Removing model 217 due to errors.
Error: file "highres/sprites/props/0976_ventshaft.png" does not exist
Error: file "highres/sprites/props/0981_hydrant.png" does not exist
Invalid frame name on line highres/sprites/props.def:892
Removing model 232 due to errors.
.Error: file "highres/sprites/props/1222_crane.jpg" does not exist
Error: file "highres/sprites/props/1222_crane.jpg" does not exist
Error: file "highres/sprites/props/1227_nukebarrel.png" does not exist
Invalid frame name on line highres/sprites/props.def:1292
Invalid frame name on line highres/sprites/props.def:1293
Removing model 277 due to errors.
Warning: Failed loading MD2/MD3 model "highres/sprites/props/1275_newspaper.md3"
..........................................................................
Definitions file "dukeplus.def" loaded in 6918 ms.
RTS file "DUKE.RTS" was not found
Initializing OSD...
0 joystick(s) found
Executing "DukePlus/dp_settings.cfg"
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.
Setting video mode 1440x900 (32-bpp fullscreen)
Disabling desktop composition...
OpenGL information
 Intel Intel(R) HD Graphics 4000 4.0.0 - Build 10.18.10.3345
Opened "DukePlus/textures" as cache file
Cache contains 5359039 bytes of garbage data
Initializing Polymer subsystem...
PR : FBO #1 initialization failed.
PR : FBO #2 initialization failed.
PR : FBO #3 initialization failed.
PR : FBO #4 initialization failed.
PR : FBO #5 initialization failed.
PR : Initialization complete in 2396 ms.
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 995 ms
Load tile 3281: p0-m4-e0 highres/screen/menu/3281.png... 108 ms
Load tile  502: p0-m4-e0 highres/textures/0502_d.png... 24 ms
Load tile  502: p33-m4-e1 ... 11 ms
Cache time: 11675ms
PR : Board loaded.
SCUBA GEAR ON
Load tile  662: p2-m4-e0 highres/sprites/effects/0662.png... cached... 13 ms
Load tile 6273: p0-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/damages/scorch.png... 15 ms
Load tile 6215: p2-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/dpblood2.png... 35 ms
Load tile 6214: p2-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/dpblood1.png... 16 ms
A SECRET PLACE!
MOUSE AIMING OFF
MOUSE AIMING ON
A SECRET PLACE!
SCUBA GEAR ON
CLIPPING: OFF
CLIPPING: ON
SCUBA GEAR ON
JETPACK ON
JETPACK OFF
A SECRET PLACE!
JETPACK ON
JETPACK OFF
SCUBA GEAR ON
UNLOCKED
A SECRET PLACE!
JETPACK ON
JETPACK OFF
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
Game Saved
 
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
Syncing memcache to texcache


This post has been edited by Jamesfff: 21 June 2015 - 06:01 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4211

Several files are missing from your HRP installation. Are you sure you didn't had any problem with the download?
0

User is offline   NightFright 

  • The Truth is in here

#4212

Something weird is going on with your files for sure. For example, the keycard skins (like any other) use palette numbers instead of color names, so it's impossible we have a definition that calls for a skin with the name ending like "_blue". My guess is one of your files in autoload is screwing with the HRP. Please remove anything besides the HRP and music pack that came with the installation files and try again.

Besides, this belongs into a troubleshooting thread over at the bugs section, not here. :)
1

User is offline   LeoD 

  • Duke4.net topic/3513

#4213

 Jamesfff, on 21 June 2015 - 05:59 PM, said:

Certain models are not showing up with the latest Eduke and HRP. Log file follows.
You've put a new HRP into an outdated installation.

- Move the contents of autoload/DUKE3D.GRP/ up one level, then delete autoload/DUKE3D.GRP/.
- No idea what newfont.zip and hudicons.zip are supposed to contain. If you don't know either, better move them away.
- X-palm_package.zip may be no longer compatible with HRP 5.4. Try without first.
- There should be no DukePlus/DUKEPLUS_RESOURCES.zip any more. Better do a clean DukePlus 2.35 install (keeping the *.cfg's).
- A new DukePlus NixFix is available here.
0

User is offline   Jamesfff 

#4214

Yeah - something was interfering with it somehow - but it's working now.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#4215

 Spiker, on 18 June 2015 - 06:04 AM, said:

I pity the guy who made that Skywaker model. What an idiot you have to be to waste your time making a single instance high-detail model that is placed in a secret place that is the most difficult to find in the entire game and 99.99% players will never see it. Oh, wait Posted Image

I always prefered Indian Jones story to Star Wars. Maybe one day? Posted Image
Hehe, yes, please, man. Indy shows up quite frequently in user maps.
0

User is offline   Spiker 

#4216

This will take ages. All is VIP which means it may improve..... or get worse Posted Image

Posted Image
1

User is offline   Richard Shead 

  • "Dick Nasty"

#4217

 Spiker, on 02 July 2015 - 09:17 AM, said:

All is VIP



"Very Important Person"? :)
0

User is offline   Spiker 

#4218

 Duke Rocks, on 02 July 2015 - 10:05 PM, said:

"Very Important Person"? :)
Yes, of course Indy is VIP, but he is also WIP Posted Image
0

User is offline   Tea Monster 

  • Polymancer

#4219

Virtually Impaled Person.
0

User is offline   Daedolon 

  • Ancient Blood God

#4220

Indy? I thought it was Freddy from before he was burned alive.
0

#4221

 Daedolon, on 08 July 2015 - 09:56 AM, said:

Indy? I thought it was Freddy from before he was burned alive.


hahaha i was thinking the same, that it was supposed to be an early freddy krueger
0

User is offline   Spiker 

#4222

HAHAHHAH that might be the hat being too similar Posted Image

This post has been edited by Spiker: 08 July 2015 - 10:28 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#4223

I don't care how he looks like, as long as he's dead when you're done. :)
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User is offline   Micky C 

  • Honored Donor

#4224

 Daedolon, on 08 July 2015 - 09:56 AM, said:

Indy? I thought it was Freddy from before he was burned alive.



 Spiker, on 08 July 2015 - 10:25 AM, said:

HAHAHHAH that might be the hat being too similar Posted Image



Thought the same thing too. The shirt colour isn't doing him any favours.
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User is offline   halfzero 

#4225

I've been working on an hrp xxx pack. I'm thinking of giving up on it but I'm releasing what I've done so far and if it gets enough positive feedback I'll continue with it.

Screenshots NSFW
http://postimg.org/image/jpurp19j1/
http://postimg.org/image/3svzsbh4t/
http://postimg.org/image/597iagk1p/

Download Link
http://www.mediafire...ro_xxx_beta.rar
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4226

Nice avatar.
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User is offline   NightFright 

  • The Truth is in here

#4227

I am not sure, but... isn't this a bit too much? I mean, look at where you uploaded those screenies. At the bottom of that site you already have explicit content. xD
1

User is offline   Tea Monster 

  • Polymancer

#4228

I'm not a big fan of these packs, but if you are going to do one with bare nekkid ladies, then you might as well go for broke.
0

User is offline   Duker101 

#4229

better than the current XXX pack. but really it shouldn't change the overall image.

This post has been edited by Duker101: 15 September 2015 - 06:51 PM

0

User is offline   Tea Monster 

  • Polymancer

#4230

Just noticed a few things after someone else told me they don't like the HRP.

If you check out this shot, all the older models are really really shiny as they were made without spec maps before polymer came along. It might be an idea to adjust default specular levels on the older models.
Posted Image

The obvious fix is to redo them with spec and normal maps, but that isn't going to happen.

Another problem is this:
Posted Image
Because the original texture was so low res, people are able to squint and tell themselves that it's something like brushed metal. This happens a lot in the levels, where people use sprites and textures in unusual means to indicate stuff that dosen't exist naturally in the texture set. Once you up the res and make it clear what it is, the illusion falls apart.

I have no idea how you'd fix that shit. I don't think that you can.

The only thing I can think of is that you go through the levels and edit them so that they work with high res content. As an example, edit the map in this example to use a brushed metal texture. It wouldn't be true to the original (que rage from all quarters, oh, and yes, you CAN edit the levels), but it would look 'right'.

This post has been edited by Tea Monster: 10 October 2015 - 03:38 AM

0

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