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Author Topic: Shadow Warrior Re-texturing Project  (Read 13863 times)
ProAsm
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« Reply #75 on: February 11, 2010, 07:12:33 AM »

There seems to be a bug with the animations of the pics 3393 - 3396 and I cannot put my finger on what it is.
It works fine with the Hrp off but with it on its as if there is an image missing yet there isn't, as one always flashes blank by the looks of it.
If you start $dozer.map and as you go into the first yellow keycard door, on the left you see the images.
Can someone look into this and see whats going on.
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Hendricks266
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« Reply #76 on: February 11, 2010, 10:12:38 AM »

from textures.def:

Code:
texture 3388 { pal 0  { file "highres/textures/3388.png" } }
texture 3394 { pal 0  { file "highres/textures/3394.png" } }
texture 3395 { pal 0  { file "highres/textures/3395.png" } }
texture 3396 { pal 0  { file "highres/textures/3396.png" } }
texture 3401 { pal 0  { file "highres/textures/3401.png" } }

3393 is not defined.
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ProAsm
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« Reply #77 on: February 12, 2010, 07:01:43 AM »

Ahhhh thanks H, much appreciated, will fix it next time round Smiley
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Marked
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« Reply #78 on: February 20, 2010, 10:38:10 AM »

Proasm:

Sorry, but I lost your email address from last time. Could you PM it again? I have a couple more textures -- 0199 and 3558

0199 is too large to attach in the forum here.

And in case anyone was wondering, many of the latest textures I submitted are used in the opening level and another level called   " $ROCK "
I'm sure in other places too but I was looking at those 2 levels mostly when creating the textures.

EDIT: I found the email address and just sent the 2 textures.
EDIT AGAIN:  Here is texture 2790. I will have to email texture 3345. Its just barely over the limit allowed  Angry Here is a lower resolution version but I emailed the full 512 x 512 version to you.
« Last Edit: February 21, 2010, 05:07:26 AM by Marked » Logged
Marked
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« Reply #79 on: February 22, 2010, 10:40:56 AM »

Here is 2677. This was a time consuming one. I doubt I'll have anything else to submit before the next HRP release.

I couldn't resist messing with this one. I whipped it up kinda quick. Use it if you wish or not. Texture 5042

EDIT: Actually I need to clean up 5042 a little. Plus I just was playing the game and saw that I forgot to make the broken tile to go with this one.
So hold off on using this one. I'll include it with the next batch of stuff I come up with. Sorry for the confusion. And I see I also fogot to make the broken version of the soda machine. DUH.

« Last Edit: March 12, 2010, 08:13:54 AM by Marked » Logged
ProAsm
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« Reply #80 on: March 12, 2010, 09:47:48 AM »

k Smiley
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Marked
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« Reply #81 on: March 16, 2010, 02:08:28 PM »

Proasm:   I will be sending 5042 5077 3592 0489 0741 3335 in an email

EDIT: Email has just been sent. Keep a lookout for it.

WOW. I just did a count and I am approaching 100 textures so far for SW. Anybody else want to join in? Wink
« Last Edit: March 16, 2010, 02:29:07 PM by Marked » Logged
ProAsm
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« Reply #82 on: March 17, 2010, 08:43:10 AM »

Yeah, you going great Wink
Got the mail.
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Marked
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« Reply #83 on: April 18, 2010, 08:48:40 AM »

Here is 2811
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fhouse
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« Reply #84 on: April 22, 2010, 08:37:09 PM »

I think you could create 768* or 1024* textures as well, especially for bigger scaled walls.
It's 2010 you know.
« Last Edit: April 22, 2010, 08:40:31 PM by fhouse » Logged
Marked
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« Reply #85 on: April 26, 2010, 03:50:39 AM »

Here is 2776
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Hendricks266
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« Reply #86 on: April 26, 2010, 12:41:36 PM »

I think you could create 768* or 1024* textures as well, especially for bigger scaled walls.
It's 2010 you know.

Definitely not 768. We want to keep power of 2 multiplication, so x2 or x4.

As for 1024, it doesn't really need it.  That's what trilinear filtering is for.
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ProAsm
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« Reply #87 on: April 27, 2010, 04:19:26 PM »

As for 1024, it doesn't really need it.  That's what trilinear filtering is for.
I just wish more people would understand that.
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Hendricks266
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« Reply #88 on: April 29, 2010, 08:15:25 AM »

Add detail mapping to that as well.
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Marked
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« Reply #89 on: April 29, 2010, 08:45:36 AM »

I guess I'm guilty of not using detail mapping. I try to have the texture built in to the tile when I make it.
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