I will be doing more of these animated tech panels this week. These were also used in the Duke3D HRP and were created by me.They were only one frame and not animated.
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Marked at
Since I can only attach 4 files per post here is the last of that series 4984 and 0299 4975
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Marked at
Here is 0246 It looks good in the game as-is but I still want to do a little touchup on it at a later time. You can use it for now if you wish. I just knocked this one out quick to take a break from the tech panels I'm making. I wanted something to submit before going to bed. ;)
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Marked at
Here is another set of animated tech panels 3401 3402 3403 3404
Marked at
And the blown up version of the above panels 4985
Marked at
Here is the latest batch. 3441 3442 3443 3444
Marked at
and the last 3 3445 3446 3447
ProAsm at
Gotem :)
Megadeus at
Marked said at
Here is 0246 It looks good in the game as-is but I still want to do a little touchup on it at a later time.
Sorry, I accidentally on purpose did it for you. http://img194.imageshack.us/img194/337/0246.th.png
Also reposting the latest revisions of 2373, 0256 & 4867 from the 3D Realms forums to make sure they aren't overlooked. http://img190.imageshack.us/img190/9061/2373.th.pnghttp://img40.imageshack.us/img40/3977/0256.th.pnghttp://img41.imageshack.us/img41/4472/4867.th.png I highly recommend keeping 4867 at 1024x1024 in the HRP. It's stretched pretty large in game and at that size it maintains the same apparent level of detail with 0256.
Lastly, one new texture. I actually managed to find the original to use as a base. http://img34.imageshack.us/img34/8348/0096.th.png
Marked at
Thanks for the touchup on 0246. Before it had a little too much 3D depth for floor tiles and didn't tile perfectly. It looks good in-game.
I only have the shareware version of SW so I could not find where your tiger texture 0096 is used, but it looks good.
ProAsm at
Just a small bug I found is in the latest hrp, all the model vehicles aerials are silver, ie lost their coloring of red, green etc, check in $bullet.map. Can this be corrected, not sure what needs doing before I upload next version hrp ? Tnx
Marked at
The same thing happened to me with the keyhole plate in that level. I'm guessing that duplicates of the texture must be made in the proper colors and defined in the .def file with the proper PAL number. My guess is based on what I have seen at the Duke HRP site when others submitted textures. Possibly the Duke Wiki page may have a better answer.
I just took a quick look in my Duke HRP folders. The other colored versions of a texture , for example texture 3355, are listed in the .def file as 3355_2.png 3355_3.png and so on for all the different colors. I'm sure there is a list somewhere that shows what PAL numbers to use for the colors you want. I'm guessing at which colors we need. I included a green,red and yellow version of the antenna. Sometime later today I will try to define them in the .def file in hopes they show up. I will post later if I do. Until then,if someone wants to try to do it before I get a chance to, go ahead.
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Marked at
Well I just couldn't wait til later. I tried it out just now with no results. I thought it would be easy because there is already a parameter in the def file for setting the palette number for a texture and telling it what texture file to use with it. There must be more to it. Oh well :-\
ProAsm at
No problem, just looking at the code there are set palette numbers for the colors which I'l luse. 3355_11 is green, 3355_14 is red and 3355_15 is gold or yellow. 16 is white and 13 is blue.
Thanks for the updates ;)
** Edit ** mmm not as easy as I thought but I'll work on it. If anyone else knows how these different colors work let us know :)
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Marked at
I figured it out. :D The problem is that for some reason ALL the antenna colors need a PAL number other than 0.
I don't know why, because if you look at other PAL entries in the textures.def file the first texture in the series starts with PAL 0.
ProAsm at
So what is then needed in the def file to make it work ?
Marked at
I got excited when I saw the antennas go back to their proper colors. However I didn't notice until just now its because they also reverted back to their lo-res versions. I'm an idiot ::) So I guess we still need to figure it out.
I don't know how well it would go over at the Duke site if I asked for help on this SW problem. So I'll email one or two people privately from there to see if they can help.
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Marked at
2 guys from the other forum replied with different ways to get things to work but neither one worked out. I guess we stick with the proper colored lo-res antennas for now.
ProAsm at
Ok, I'll also have a look at some time. I checked in a map an they always use the pal 0 job and just color it in the map. Anyway must be way somehow :)
Marked at
If all else fails we could use an .art editing program and replace the antenna texture at that level.
I noticed the same palette problem when replacing the keyhole plate in that same first level. In both cases the original texture was made in blue but somehow in the game they display in different colors. Weird. :-\
Marked at
;D ;D ;D WOO HOO!!!
After much trial and error I finally got it figured out for sure. I tried out dozens of pal numbers and came up with the following lines to be added into the textures.def file
DO NOT enter in a line for texture 3355 with pal 0. That was a big part of the problem. Use only these 3 lines:
texture 3355 { pal 20 { file "highres/textures/3355_20.png" } } texture 3355 { pal 22 { file "highres/textures/3355_22.png" } } texture 3355 { pal 19 { file "highres/textures/3355_19.png" } }
I have included the newly re-named antennas to match with the .defs Be sure to remove the old antenna textures first if you haven't already.
Its goofy why it works this way but it does.
ProAsm at
Well done that works just great ;)
hightreason at
Marked said at
texture 3355 { pal 20 { file "highres/textures/3355_20.png" } } texture 3355 { pal 22 { file "highres/textures/3355_22.png" } } texture 3355 { pal 19 { file "highres/textures/3355_19.png" } }
I didn't know about this, i always did it like this:
that would make it almost black for pal 1, very red pal 2, very green pal 3 and very blue pal 4. I usually use this method when i poke things around.
Oh, also, here is the complete pallete list for future reference;
0 Default (no palette adjustment) 1 Fog (White) Haze 4 Dark Gray 5 Heat (Red) Haze 7 Gray Swap - Brown 9 Water (Blue) Haze 11 Green 13 Blue 14 Red 16 Blue Swap - Tan 17 Blue Swap - Gray 18 Blue Swap - Purple 19 Blue Swap - Cool Red 20 Blue Swap - Yellow 21 Blue Swap - Olive 22 Blue Swap - Green 24 Blue Swap - Orange/Brown 25 Blue Swap - Warm Red 26 Blue Swap - Dark Gray 27 Blue Swap - Avocado 28 Blue Swap - Deep Blue 29 Blue Swap - Bright Orange 32 Night Vision
When i finish my current projects (or abandon them) i might see if there's anything i can help out with for the SW HRP.
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Hendricks 266 at
Hightreason, that's the old and deprecated way of making DEFs. Pro and Marked, it should be this:
texture 3355 { pal 19 { file "highres/textures/3355_19.png" } pal 20 { file "highres/textures/3355_20.png" } pal 22 { file "highres/textures/3355_22.png" } }
Why exactly can't you put a pal 0 tile? That doesn't make a lot of sense to me.
Marked at
I did so much trial and error but if I remember correctly using a pal 0 line overwrites any of the other pal lines in the game like they don't exist and only the pal 0 color shows up. It may have something to do with that list you posted. The original tiles and palettes that were giving us problems are in that "Blue Swap" column. I checked and the original tiles were made in a blue color. The replacement was not.
And the way the lines were added in to the def file, I was just copying the way the others are entered in.
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ProAsm at
Hendricks266 said at
Hightreason, that's the old and deprecated way of making DEFs. Pro and Marked, it should be this:
texture 3355 { pal 19 { file "highres/textures/3355_19.png" } pal 20 { file "highres/textures/3355_20.png" } pal 22 { file "highres/textures/3355_22.png" } }
Why exactly can't you put a pal 0 tile? That doesn't make a lot of sense to me.
I added the pal 0 and it makes no diffs as the others still work well. H, the way you do a multi entry as shown is fine but plays havoc with my search / sort / check for duplicates program. I much prefer the other way as shown by marked as at the end of the day its 3 lines verses 4 and my program friendly :)
Marked at
Here is tile 0283. I "borrowed" the meter and wheel from Megadeus's great R/C car controller tile. I know the original did not have the square plates behind the wheels, but by the time I realised my mistake it was too late to change it. One of the hazards of not working with layers. If it is acceptable I will make the blown up version of this one.
Marked at
here is tile 2710
Marked at
here is 3433
Marked at
here is 2743
Marked at
here are 3413 3414 3415 3416
Megadeus: I found a place where your tiger poster texture is used. It looks great.
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Between working on my own Duke3d map and some textures and stuff for someone elses project I've been busy. I have some time off from work this week and will make some more textures here for SW. I'm thinking at least another 8 or 10. I have a couple right now but I need to figure out the pallette def thing for them like we did with the R/C car antennas.
Marked at
here are 2647 and 4961 in regular and other required palettes
Marked at
here are 2587 and 2588 There will be more on the way throughout the week.
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Marked at
here is 0250
Marked at
here is 0063
Someone else did a great job on this one already but it was smooth and had no texture to the surface. I just added a little.
Marked at
here is 4974
ProAsm at
Great stuff, I'm busy atm putting together a hrp download as there is quite a bit of new stuff :)
Marked at
here is 2760 and 2761
2761 is not quite finished. If you look at the original it needs a dirty crack down the middle. I tried a few times and failed badly. If someone wants to finish it,go ahead. Maybe it could be used as a placeholder until someone can finish it?
Marked at
Here is 3336 the ATM machine. I added a little humor on the monitor screen. If you don't want it there it can be removed. Let me know. Then I will proceed with the blown up version.
ProAsm at
Looks fine :)
Marked at
here is the blown up version. I don't know the tile number.I'll edit the post when I find out what it is.
UPDATE: it is 4940
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playtard at
LOL, Who wanta some change. Nice work.
playtard at
In the HRP. the Trash can needs a little work. Has a flashing affect at the bottom of can. also, it's placement. Sometimes it is backwards.
Marked at
I noticed the trash can too. I thought it was a glitch with my newly installed video card.
Hendricks 266 at
The dustbin problem is due to the way shadows are created. If you look closely below a ninja, coolie, or ghost, you can see the same effect.
playtard at
Yea, your right. I turned off shadows and the Trash cans look fine. But what causes the cans to face backwards? Is it because it only points in one direction? Which would mean anytime you place a can on the left side of room it will point to the wall. On the right side of room it will point in same direction, but away from wall.
ProAsm at
Before when making a map you just placed a sprite and it would automatically face the player, regardless where he is. Now that its a 3d item, it will face the way it was selected when placing the sprite in the map. Build does have the option in 2d mode by setting which way it faces with the < > keys and all future maps will be done this way. Hence the reason for maphacks for all current maps :)
playtard at
Ok, That is good to know. I thought maphacks was just for the 3d models of the Monsters and the player position on the map.
Hendricks 266 at
Speaking of maphacks, did you ever get maphacks to work in SWP? While most of the pickups are properly aligned because they had voxels, some of the props are misaligned. Two examples are the dustbins, which you mentioned, and the helmet in Wang's dojo.
ProAsm at
Have not gone there yet H, wildo at some point ;)
Marked at
I don't know where along the line that the updated 5060.jpg got lost. For some reason I don't have the modified texture version on my drive any more. So I just added some texture to the skin like I did the first time. I know you had it at one time in the game because you agreed it looked better than before. Its not a priority, so just add this at a later time if you wish.
EDIT: I found the original re-make ;) and have included it here.
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Proasm: Do you happen to have a list of all the textures that have been re-made so far?
I know I could get a list by going back over all the previous posts from here and the old 3DRealms site because you usually included a list of what was done with each update, but I figured I would ask if you have complete list first. It would be quicker than playing the game and seeing which textures still need to be re-made and finding out their number in SWbuild.
ProAsm at
Have a look in the HRP_Changes.txt that's supplied with the HRP.
Marked at
tile 0207 was too large to attach here so I emailed it to you Proasm.
SwissCM at
Hello.
Hendricks266 asked me to port over my "BigBlue" Duke3D font to Shadow Warrior. It was always in the back of my mind but I'm lazy as fuck.
http://swisscm.duke4.net/shadow_warrior_font_sample.png Not finished yet, using the duke pal0 still (Shadow Warrior's is a bit brighter) and haven't touched any of the other pals so don't use this in the HRP, I'm just posting it to get comments and suggestions so I can ignore them and tell you how stupid you are. Yes, some are quite a bit different from the originals, but the originals were ugly as fuck so I tried to make them look more consistent.
Sincerely, SwissCM, on behalf of SwissCM and the SwissCM community
Hendricks 266 at
Great. Looking forward to the minifont as well!
Goost at
What about retexturing weapon models ? Or is that already done in some hrp update that I just dont know about it ?
playtard at
Very Good, Very Good ;D ;D ;D ;D
WARSORE at
Hey NICE work guys!! This is amazing!!
Marked at
I'm working on some more textures this weekend. I'll post whatever I have finished by sunday night.
EDIT: Never mind about 0207 I checked an older post and I already submitted it before.
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Marked at
here is another
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ProAsm at
Nice, keep em comin ;)
Marked at
Proasm: I sent a PM through the forum to you. I have another texture too large to post here and I need your email address again. I forgot to transfer it to my new computer.
Here is another
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Another Duke Fan at
These are awesome... :o
Marked at
Here is tile 0097
ProAsm at
Actually I played a map last night (think it was NeoTokyo) and came across the computer screen, tile 286, brilliant ;)
Marked at
I never noticed that tile before either. ;D
Here is a first attempt at 5063. It really should be a model but I have no expertise in that. If anyone else here wants to try and touch this one up a bit to improve it, go ahead. I'm more of a walls,floors,and textures kind of guy.All the subtle curves and shading for a body shape I'm not too good at.
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Marked at
here is 3578
Hendricks 266 at
Where's the alpha channel?
Marked at
Its those darn Alpha Gnomes again.The flower pot does show up with the proper transparency in the game and my graphics program though.
EDIT: I couldn't fit the last tile in my next post so I added it to this one. This is the version without any reflections.
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Marked at
Here are a few more. I'm having a problem with the 2 tiles with the glass windows. The originals have fake reflections on them that looked a little "cheesy" but because the tiles were blurry lo-res and 8 bit they didn't really stand out. But with the hi-res version I'm making, any kind of fake reflections look even worse. I took a screenshot of the area and blurred and faded it to try and make something presentable but I'm not real happy with all my attempts. I'm including tiles with and without a reflection. If anyone is talented enough to come up with something, go ahead and modify it and re-post it here. Otherwise they can be used until someone comes up with a better version.
ProAsm at
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.
Hendricks 266 at
from textures.def:
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.
ProAsm at
Ahhhh thanks H, much appreciated, will fix it next time round :)
Marked at
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 >:( Here is a lower resolution version but I emailed the full 512 x 512 version to you.
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Marked at
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.
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ProAsm at
k :)
Marked at
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? ;)
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ProAsm at
Yeah, you going great ;) Got the mail.
Marked at
Here is 2811
fhouse at
I think you could create 768* or 1024* textures as well, especially for bigger scaled walls. It's 2010 you know.
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Marked at
Here is 2776
Hendricks 266 at
fhouse said at
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.
ProAsm at
Hendricks266 said at
As for 1024, it doesn't really need it. That's what trilinear filtering is for.
I just wish more people would understand that.
Hendricks 266 at
Add detail mapping to that as well.
Marked at
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.
Marked at
Here is tile 0047
EDIT: Use the second texture 0047A I removed a couple of dark spots that looked repetitive when stretched in the game.
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Marked at
Here is 2797. I could not find it in the game for a final checkout but it should be fine.
Cliq the picture to download the image and the file with the code to add in texture.def
Marked at
The higher resolution grass does look better in the game. But the original had a lot more bare dirt showing. Another thing to keep in mind is when the repeating tile is spread across a large area, parts of the tile like the white-ish spots on the top center and the left and right lower borders look real repetitive. I suggest using the "clone" tool in your graphics program to fill in those spots. Or possibly find another texture with a little more bare areas to match the original.
Keep at it. I'm glad to see someone else trying to help out. It's been pretty quiet for a while.
Michael-2792 at
And now it's better ? ::)
KnightKen at
Better than never glad to see it but i know it will need monster comptuter. nice work!!! Hope this will include lot of mods like Duke Nukem has.
Sorry for my broken english
Marked at
Shadow Warrior does not have the fancy lighting like Duke yet. With the new textures and models it looks good now and will run on older computers. It works great on my other 6 year old computer with a 1.6ghz CPU and Geforce 4200 video card.
supergoofy at
We need an svn repository for both swp source and hrp ;D
ProAsm at
Too much like hard work :D
Marked at
Here are 0589, 0595 and 0596
The re-makes of these were a bright yellow with almost no texture and not a good match to the originals.
I re-made them a little closer to original.
No def files needed since they are just replacing existing hi-res textures.
EDIT: also added 0260 texture 260 { pal 0 { file "highres/textures/0260.png" } }
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Marked at
Here is 4734. An easy one. Just a modified version of another tile I made before.
And I made better versions of 0762 and 0763.
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Marked at
Here is 0296 and 0488
Marked at
Here is 0234 0235 0236
I added a better woodgrain texture, added a little texturing to the books and de-saturated the book colors a little bit.
Besli at
@Marked: Yeah, the books are looking better now. Nice work!
Can you remake 2795, to match your 2797?
Marked at
Here it is. I'm not sure if it is the same font as 2797 but it is close.
Sometime in the future I want to tweak both of these to make the circles come to more of a point on the ends like the original. But for now they still look good.
The pic is there but because it is black writing on a clear backround it does not show up on the black backround of the forum screen. ;)