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.: HRP - Frequently asked questions :.
.: About the FAQ
This FAQ covers about the most asked questions related to the HRP-pack. The questions and answers mentioned have been written
by various members of the Duke3D-community, the topic where they can from can be found here.
.: The Frequently asked questions
I want to create a texture/3d model how do I know which ones are already done?See the To-do list by Killd a Ton. How do I know which maps contain a special texture or how can I access the games textures/sprites/music, etc? Use Roma Looms GRP viewer. If you know the tilenumber of the texture you can find out which tiles##.art file (in the grp) contains your tile like this: take a calculator, divide the tilenumber by 256 and the part before the floating point is the ## of the tiles##.art You can open this .art file now, rightclick the tilenumber and click "list related maps" in the lower right of the program you get a list of maps which contain the tile. What the Hell do I need to play the HRP? Jonof's Duke-3D Port or Eduke 32. What's with bots? JFDuke3D contains bots. you can play against them like this: Duke3D -map mapname.map /m /q# /a - this loads the map (-map mapname.map) To find out which gamemap has which name, see the user.con (might be located in the duke3d.grp - then you should use the grp viewer - see above) and search for "definelevelname" - disables monsters (/m) - starts fake multiplayer mode (/q#) where # stands for the number of players. note: # should be one more than the ammount of bots you want to play against - and turns the AI on (/a) However, these bots are not much fun to play against, because they have 100% aiming skill. My Duke3D HRP isn't violent enough for me, I want to see more blood and guts. All this can be found in The Blood & Gore Pack thread. Screenshots can be found in the thread and files are there too. I want to create a texture, what are the guidelines? - Use four times the size of the original image (you can use Roma Looms GRP viewer to get these out of the GRP) - I usually make them 16 times bigger (four times in each direction) for more detail - you can easily downsize the image later. (for smaller filesizes) - When the texture is finished, resize it to a power of two in both directions (256x256, 256x512, etc.) This is because most graphic cards would size them up and therefore wasting memory. - NO COPYRIGHTED IMAGES, NOT EVEN PARTS OF THEM! (3D Realms logos for example.) - Stay as close to the original image as possible. - You can get a little off if you get more realism. - You can get a little more off if it makes the texture funnier. This means for example a line of pixels which looks like it was supposed to be text should be replaced with text, not with a line. Duke's world is a sick, violent, perverted world! Remember this when putting text in it! For such a text you should: - Make it as funny/sarcastic as possible (Simpson and Tarantino style humor or references to popular movies.). - DON'T mention 3DRealms, JonoF, this retexturing/3d modelling project or that Duke3d is a game! Keep the player in the Duke-world where Duke Nukem 3D is life and not a game! What's with dynamic light, lens flares, bump mapping and other modern 3D-effects? The community isn't agreed wether this would change the look and feel of Duke to much. Anyways this is not in our powers, JonoF says that such features are least on his To-do list. But this is an open source project, you could download the source-code. If you are a skilled programmer, build in these features yourself - they would most defenitely get in the next release. I want more than 16384 sectors/walls/sprites To quote the answer of JonoF himself; I believe Ken or possibly myself has explained somewhere in a public forum why the absolute limits to Build's sectors/walls/sprites values are 16384, but anyway... Build is limited to using a 14-bit number for the maximum number of sprites, walls, and sectors. This stems from past decisions that involve using a 'short' data type for this type of information, and having the top two bits of that 16-bit variable reserved. Fourteen bits give a maximum range of 0-16383, which is the number of sprites and walls now available in JFBuild under the V8 map format. To promote all the 16-bit values to 32-bit would obviously give near-limitless capability but it will mean the most radical and extensive modification of both engine and game that has been done to date. I can tell you right now it won't be me doing it all. Will there be SW (Shadow Warrior) engine features in JFDuke3D? Yes. I want to start 3D-modelling. Which Software should I use? Good choice! Here are 2 popular freeware programs: Blender has a steep learning curve as far as the environment but once you learn some basics like how to use the program is is quite powerful and easy to use. GMax is a stripped 3D Studio Max, essenitally it is for making models for games. There is no renderer and it is missing a few other things that are not really necessary for making models as mods etc. I have made a highres texture, how can I put it in the game? Lets say you made a highres version for tile number 123 and saved it in the png-format. Fill the filename up with leading zeros up to four digits! (so the filename is 0123.png) Most textures are put in the directory "highres/textures" (subdirectories of your duke3d directory) put it there and open the file "textures.def" in your "highres" folder with a texteditor (it doesn't really matter in which def file you put it, but do it like that for the tidiness) now search the line where your tilenumber must be sorted in (for example between the definitions for tile number 122 and 124) Now you have to write the definitions line which consists of - the keyword "definetexture" - the tilenumber of the replaced tile WITHOUT(!!!) leading zeros so in this example 123 - the palette number (usually 0 - see below for details) - x-centre, y-centre, x-size, y-size usually here you just put 0 0 -1 -1 although this might be the reason for some misplacings of textures everybody does it that way... - the path to the file relative to your duke3d directory ATTENTION! you need to separate the subdirectories using slashes instead of windows standard backslashes! this all results in the following line: definetexture 123 0 0 0 -1 -1 highres/0123.png ------------------------------------------------------------------------ You might want to make replacements for different palette values (a red, green, blue etc version where only parts are colored differently) append a _ and the palettenumber to the name of your file (say we use palette number 10 (red)) in our example the file is now called 0123_10.png and the definitions line is definetexture 123 10 0 0 -1 -1 highres/0123_10.png ------------------------------------------------------------------------ Here is a list of palette numbers i have found 0 Normal color scheme 1 Designates items as multiplayer game only 2 Strange red color. Seen in other maps but no discerable use 3 Normal 4 Makes sprite solid black 5 Normal 6 Night vision look 7 Greenish yellow color over entire sprite 8 Lt. green color over sprite 9 Normal 10 Red clothing 11 Lt. Green clothing 12 Lt. Grey clothing 13 Dk. Grey clothing 14 Dk. Green clothing 15 Brown clothing 16 Dk. Blue clothing 17 Blue skin - Green clothes 18 Lt. Grey clothing 19 Red skin - Grey clothes 20 Blue skin - Grey clothes 21 Red clothes 22 Lt. grey clothes 23 Yellow clothes 24 Normal 25 Turns accessories red (made her money red) 26+ Really weird. Careful, once made this color sometimes can not be changed back. From a distance the sprite appears solid black. Also, it could make your grandmother drink too much alcohol. ------------------------------------------------------------------------ If you like your texture, publish it in the "Enhancing Duke's Spritely Appearance" thread in the "Duke Nukem 3D Source Code" topic in the 3D Realms Forum, but be prepared for some harsh criticism at the beginning, the community is very critical. However, bribing is always an option to gather support for your work. Bralizian porn and Chinese cheese is highly wanted. You must make a new model for the hud version of weapon XXX, it is stretched or looks wrong! HUD weapons always look wrong somehow because of a usual "bug" in the rendering. If you would lower the FOV (field of view, in jfduke you can't change it unfortunately) the hud models would look more true to the originals, but you would feel MUCH slower and you would see MUCH less of the world (so you would be easier to kill for monsters or multiplayer enemies) The models themselves look very true to the originals (in the 3d modelling software the authors used), but because of the dissortion from the fov they look strange in the game. You must redo the model or texture for this and that (not hud weapons). But the stuff in the High Resolution Pack usually has been discussed for some time, it already has been improved and found good enough by the community. The community already has picked some stuff which we want to improve some time in the future, but we want to work on other stuff first, because we want to have acceptable replacements for everything rather than perfect replacements for 20% of the stuff. So when you want to complain about something, use the search function first and read the discussion on the thing that you want to have improved! - Maybe a better version is already released - Maybe you find reasons why the thing is the way it is (maybe your thought has already been discussed and rejected) - Maybe you find that your thought is already been decided to be considered in improved versions in the future. Everyone is pissed, because every once in a while somebody comes to the forum and starts complaining about this and that without knowing how much work this is. We get nothing at all for our work, so you could at least appreciate that someone took the time for doing the work at all, rather than complaining that the quality is not like in modern first-person-shooters who's authors are being paid for their work, so they can work all day on it. I want to play Nuclear Winter, Duke it out in DC or Duke Caribbean, what about those? There is now a guide available on this site how to make these add-ons run with the JonoFport. |
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