With the absense of a texture folder and texture.def file how do I add a new texture to SWP? What I was trying to do was modify a texture for the crossed axes model. I extracted tile 5060_axes.jpg from the HRP zip, modified it in my graphics program, then re-saved the zip file with the modified tile. Now the model does not show up in the game. I double checked the exact spelling and format of the file name I replaced.
Any idea what I did wrong? Also, how do I add new textures I'm making into SWP now to check them out in the game?
EDIT: I answered my own 2nd question. Instead of just leaving the HRP.zip file in the root folder I unpacked it into the folder and it created the folders and def files I'm used to dealing with. I still have to figure out why the 2 axes model disappeared when modifying it's texture.
EDIT AGAIN: Never mind. It was some sort of error using Winzip to extract and replace the jpg file. Even though it shows up in the zipfile,when extracted that jpg file for the model skin was nowhere to be found.
Edited by Marked at
ProAsm at
Yeah what I do is I have a unzipped version folder highres etc and when I want to use the folder I rename the zip file and visa versa. Just leave the Sw.def file in the highres folder as it causes grief in the root folder :)
Late addition in HRP was the 766 Parking meter (thanks H) not mentioned in text file.
Marked at
I just downloaded and installed the latest SWP and HRP. I noticed that the texture for 5060 the crossed axes is gone. Did you decide you didn't like the texture I made for it? No big deal if that's the case. In one of the animated tech panels 3393-3396 one frame of the animation is messed up. And last is the blown up ATM machine texture 4940 is missing. They are minor things but I thought I would mention them.
And thanks very much once again to everyone involved for working on and putting this all together.
ProAsm at
The 5060_axes.md3 and 5060_axes.jpg are in the props folder. The 3393-3396 animation is out of my control and will look into it. Regarding the 4090 ATM, I dont have that and where do I find it.
Marked at
The blown up ATM machine 4940 is posted at the bottom of page 3 in the re-texturing project section.
I checked and the tech panel graphics themselves are still proper. I don't know why that was the only one displaying wrong.
I also just noticed tile 0283 re-make is missing in the game. You can find that one on the bottom of page 2 of the re-texturing section.
Edited by Marked at
ProAsm at
Ok, got em :)
Marked at
Tile 0283 is there but not defined in the textures.def file. Same with the animated tech panel. 3393 was not in the def file so it was displaying 1 frame of original lo-res.
ProAsm at
For those that are interested here is a Users folder and def file with stuff I been messing with as I long ago got tired of the old pinball machines or whatever you call them so I made my own :) Also I added the missing stuff from the new hrp in here as the user.def overrides the hrp. Maybe you guys can use it to experiment with. Just unzip to your root folder and play.
http://www.proasm.com/files/beta/users2.zip
Marked at
Proasm: I was on your website this morning and noticed that the SW HRP for downloading is dated July of 2009. I know some things have been added since then. Is the update actually that old or does the file name for download need to be changed?
ProAsm at
Yes the last release was Sw_Hrp_v21.zip dated 08/2009 Not many textures have been done since then. This is what I have since: 0097.png 0207.png 0319.png 2623.png 3500.png 3578.png 4711.png 4719.png 4881.png 4996.png 5063.png
ProAsm at
In the next week or so I'm gonna put together another Hrp update, so if there is anything else you want in it or changed, now's the time to speak up :)
Marked at
I don't have anything right now but I'll see what I can come up with through this weekend. I'll post anything I come up with by Sunday evening. USA Central time ;)
Hendricks 266 at
Pro, if you are not going to manage the SWHRP any more, I will gladly take over.
ProAsm at
That would be great. I'll put together a file with all that I have atm. If you like I can still put it on my site, as what I'll do is give you a username and password to upload it to my site then drop me an email and I'll transfer it to the correct folder etc and post the url.
Hendricks 266 at
I'll put it on my own Duke4.net site and save you some trouble.
ProAsm at
k :)
Hendricks 266 at
I have a SVN repo ready to go for the SWHRP over at Duke4. Whenever you're ready, I'll add the contents of your final file.
ProAsm at
Sorry about the file, my site has been down for uploads for over a month now. Anyways you kicked the brain here and I phoned them about it and it will be done in the next 48 hours or so. The file is 62 odd megs and will PM you the details once its up.
Hendricks 266 at
It's too bad three weeks of forum posts were lost. Instead of retyping my takeover announcement, I'll just link you to the places I cross-posted.
3D Realms Duke4.net
If you want direct SVN access, talk to Plagman on IRC (irc://irc.freenode.net/eduke32).
Please don't save any content as JPEG at any point.
If you are committing content directly to the SVN, follow these steps to optimize your PNG files. 1. Download the programs, then copy/extract them to a PATH directory, such as system32. PNGOUT (from Ken Silverman) PngOptimizerCL (from psydk.org) my batch scripts 2. From a command line, run "pngopt.bat <filename>" to optimize one file. Run "pngsmash.bat" to recursively optimize all PNG files in all subdirectories. You may want to add an "Open Command Window Here" action to the right-click menu of folders.