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Questions on certain HRP textures

User is offline   halfzero 

  • 1

#1

I'm working on remaking some hrp textures but I've noticed a few odd things which I don't understand, can anyone please explain these...

0577_femmag2
This is another version of 0577, a porn mag but with a blank page to the left of it, any idea what this is for?
0963
This the TONIGHT HOT! HOT! HOT! poster in the strip club of the red light district, the file is a squashed image at 512x512 but in the game the texture is stretched vertically to correct this. The non-hrp texture is 64x80 which I guess is the same ratio as the stretched image but I don't understand why this has happened and how to fix it.
1074_21
This is another version of 1074, a porn mag vending machine thing but this one shows a red mag instead of blue. Does this appear in the game aswell as 1074?
3421, 3421_g, 3422,3422_g, 3423, 3423_g
This is the sign for alley cat lounge, its an animation but the images all look identical to me exept for the _g versions having a transparent background, whats going on here?
4123_7, 4124_7
This is the screen showing itchy and scratchy but these _7 version have a sepia like filter on them. Why is this?
4945_alt
This is an alternative to 4945 sister act 4 poster which has the girls wearing fetish stuff, does this appear in the game too or is it just an optional replacement?
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User is online   0815Jack 

  • 13

#2

3421, 3421_g, 3422,3422_g, 3423, 3423_g
This is the sign for alley cat lounge, its an animation but the images all look identical to me exept for the _g versions having a transparent background, whats going on here?

I made these a long time ago. They are not identical: Just watch the ones without the "_g" in sequence (the ones with g-suffix are the corresponding glowmaps)
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User is offline   halfzero 

  • 1

#3

View Post0815Jack, on 23 July 2015 - 12:13 PM, said:

3421, 3421_g, 3422,3422_g, 3423, 3423_g
This is the sign for alley cat lounge, its an animation but the images all look identical to me exept for the _g versions having a transparent background, whats going on here?

I made these a long time ago. They are not identical: Just watch the ones without the "_g" in sequence (the ones with g-suffix are the corresponding glowmaps)

Ok thanks
What are glowmaps?
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User is offline   Mark 

  • Honored Donor
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#4

Those are a texture that have been coded to remain bright even if the rest of the texture is in the dark. An example is the glowing eyes of the pigcop model. The eyes are a seperate texture that gets mixed with the rest of the textures for the model and will glow in the dark.

This post has been edited by Mark.: 23 July 2015 - 12:30 PM

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User is offline   Rellik 

  • 71

#5

577 > the blank part is the back side of the poster for a flat model. you see this effect in E1L3 when you 'enter' the poster and look at the reverse side. normally you would see the same poster from the other side.

963 > the game engine works best when textures are scaled to 256/512/1024 etc. otherwise the engine has a little overhead when it resizes an odd shaped texture before sending it to the graphics card. (I my be wrong, but this is what I remember)

1071_21 > the 21 means it is palette 21, same texture, just a different color palette. I seem to recall seeing both versions in Rabid Transit. There could be multiple color palette versions defined, but the HRP tends to focus on what is in vanilla Duke.

3421 > as others have mentioned, the _g indicates a glow map which is always visible even in low light.

4123_7 > again, this is a color palette version that is seen in the vanilla game somewhere(probably), not sure where though.

4945_alt presumably the _alt means it is an alternate to the current 4945 you would need to look in the defs to see if is defined anywhere.
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User is offline   halfzero 

  • 1

#6

Thanks everyone, that just about wraps it up, i'm still a bit unsure what to do about that 963 though.
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User is offline   Hendricks266 

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  #7

View Posthalfzero, on 24 July 2015 - 09:34 AM, said:

Thanks everyone, that just about wraps it up, i'm still a bit unsure what to do about that 963 though.

Make it at 8x the original dimensions. Whoever made #963 damaged their texture by scaling it in the way they did. Non-power-of-two textures only need special treatment if you have an old graphics card that doesn't support them, but it is entirely handled by EDuke32 and should not be a concern of the texture artist.
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