[WIP] Cold As Hell: SE (almost done)
- Captain Proof
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
Yeah,I think I would rather load one file than 5 or 6.
Re: [WIP] Cold As Hell (bugfix and enhancement edition)
There are some technical advantages to using the zip/"pk3" ( ) structure, if you are using it properly - ie not just throwing WADs into a zip then renaming it but using the proper internal namespaces provided with support of the zip format.
- Sniper Joe
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
Even then zips should usually be changed to pk3s just so no one tries to unzip them. (Because lets face it, NO ONE is gonna read the readme file.)
- DoomRater
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
I'd rather have it the other way around, so that people UNDERSTAND what the package is. Of course I then explain to some people "don't unzip it"...Sniper Joe wrote:Even then zips should usually be changed to pk3s just so no one tries to unzip them. (Because lets face it, NO ONE is gonna read the readme file.)
Re: [WIP] Cold As Hell (bugfix and enhancement edition)
pk3s are associated with Winzip on my machine because I regularly want to unzip them.Sniper Joe wrote:Even then zips should usually be changed to pk3s just so no one tries to unzip them.
- Captain Proof
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
That's weird cause I CAN'T unzip them on my computer.
- DoomRater
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
Rename to ZIP and see if you still can't.
- Captain Proof
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
Great,Now maybe I can Dissect some of these PK3 files and experiment with them.
@JohnnyFive:I was wondering,how did you do the Risen3d style blood spatter on the floor?
@JohnnyFive:I was wondering,how did you do the Risen3d style blood spatter on the floor?
- JonayaRiley
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
It doesn't, but I do believe you need to use the pk3/zip structure to use MD2/MD3 models. It certainly makes using them easier, in any case, so when I decided to add some basic MD3s for some of the repetitive scenery, I put the whole thing into a pk3.Phobus wrote:I fail to see why it needs to be a pk3 to run in GZDoom, but whatever floats your boat.
- JonayaRiley
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
The blood splatters are actually separate textures with the blood painted on top of a copy of the original. I used some of Photoshop's default brushes with partial translucency to paint on the splatter. None of the floor splatters are dynamic.Captain Proof wrote:Great,Now maybe I can Dissect some of these PK3 files and experiment with them.
@JohnnyFive:I was wondering,how did you do the Risen3d style blood spatter on the floor?
You can open .pk3 files directly from SlumpED too.
Re: [WIP] Cold As Hell (bugfix and enhancement edition)
Ahah. So there IS a reason. Fair enough then.
- JonayaRiley
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)
To be completely fair, I might just be talking out of my ass, but my reading of the MODELDEFS documentation suggests it requires the pk3/zip directory structure.Phobus wrote:Ahah. So there IS a reason. Fair enough then.
Re: [WIP] Cold As Hell (bugfix and enhancement edition)
I'm not sure you can load an MD2/MD3 file into a wad, so I think you're right.JonnyFive wrote:To be completely fair, I might just be talking out of my ass, but my reading of the MODELDEFS documentation suggests it requires the pk3/zip directory structure. :)
Re: [WIP] Cold As Hell (bugfix and enhancement edition)
Well, if you are talking out of your ass, your ass is making sense.JonnyFive wrote:To be completely fair, I might just be talking out of my ass, but my reading of the MODELDEFS documentation suggests it requires the pk3/zip directory structure.
Re: [WIP] Cold As Hell (bugfix and enhancement edition)
In which case we should all listen to his arse.
Yep...
Yep...