[WIP] Cold As Hell: SE (almost done)

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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Captain Proof » Tue Sep 09, 2008 3:22 pm

Yeah,I think I would rather load one file than 5 or 6.
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Enjay » Tue Sep 09, 2008 4:03 pm

There are some technical advantages to using the zip/"pk3" ( :roll: ) 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.
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Sniper Joe » Tue Sep 09, 2008 4:06 pm

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.) :P
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby DoomRater » Tue Sep 09, 2008 4:18 pm

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.) :P


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"...
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Enjay » Tue Sep 09, 2008 4:19 pm

Sniper Joe wrote:Even then zips should usually be changed to pk3s just so no one tries to unzip them.

pk3s are associated with Winzip on my machine because I regularly want to unzip them. :P
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Captain Proof » Tue Sep 09, 2008 4:22 pm

That's weird cause I CAN'T unzip them on my computer.
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby DoomRater » Tue Sep 09, 2008 4:28 pm

Rename to ZIP and see if you still can't.
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Captain Proof » Tue Sep 09, 2008 4:32 pm

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?
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby JonnyFive » Wed Sep 10, 2008 8:05 am

Phobus wrote:I fail to see why it needs to be a pk3 to run in GZDoom, but whatever floats your boat.


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.
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby JonnyFive » Wed Sep 10, 2008 8:08 am

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?


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.

You can open .pk3 files directly from SlumpED too.
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Phobus » Wed Sep 10, 2008 9:54 am

Ahah. So there IS a reason. Fair enough then. :)
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby JonnyFive » Wed Sep 10, 2008 10:56 am

Phobus wrote:Ahah. So there IS a reason. Fair enough then. :)


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. :)
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Snarboo » Wed Sep 10, 2008 11:08 am

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. :)
I'm not sure you can load an MD2/MD3 file into a wad, so I think you're right.
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Enjay » Wed Sep 10, 2008 11:45 am

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. :)

Well, if you are talking out of your ass, your ass is making sense. :)
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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Postby Phobus » Wed Sep 10, 2008 12:56 pm

In which case we should all listen to his arse.

Yep...
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