jHeretic Resource packs (WIP)
I will try to create this theme.
I propose to gather here scattered links found on the forum for the game jHeretic. Also, if anyone has improvements to existing Resource pack, Texture Pack, jHUI, any works - small, big, one generator, models improvements, one textures - any, post them here! We can test and collect this work of people in one place and create a new version JHRP. I can try to create. Let it not be official, but the latest and works.
Main question - what version we can use as basis for? I have many versions of paks for jHeretic - old and new. Now, in this forum i found "jHRP-20090703" and "jHRP+psy-20100928". This is the last versions?
In the future, we can change this first post and give here links to the latest files for jHeretic.
Of course, if this theme is not needed, and I mistaken - we can remove it at any time.
I propose to gather here scattered links found on the forum for the game jHeretic. Also, if anyone has improvements to existing Resource pack, Texture Pack, jHUI, any works - small, big, one generator, models improvements, one textures - any, post them here! We can test and collect this work of people in one place and create a new version JHRP. I can try to create. Let it not be official, but the latest and works.
Main question - what version we can use as basis for? I have many versions of paks for jHeretic - old and new. Now, in this forum i found "jHRP-20090703" and "jHRP+psy-20100928". This is the last versions?
In the future, we can change this first post and give here links to the latest files for jHeretic.
Of course, if this theme is not needed, and I mistaken - we can remove it at any time.
Comments
Model (Corvus.dmd) contains a wrong names for this skins. I fixed it with a md2tool, now the other colors are displayed properly.
If somebody needs - take the fix model there: http://dl.dropbox.com/u/16645572/Corvus-FixSkins.zip
Archive contains the file (Corvus-FixSkins.log), where you can quickly check my operations with the md2tool over model file.
Given that Dday now filters and upscales the menu fonts to an excellent degree, I'd consider removing the hi-res fonts from the JHRP.
I'll also point out a mistake in the credits; it lists the Ophidian model as made by an unknown author, but it was actually made by Psychikon.
Also, a small idea for improving the pack; for the currently still original sprite, Phoenix Rod missile explosion, consider using a textured particle where the texture is the original sprite. One can then take advantage of Dday's particle scaling abilities to give it a smooth animation (one could also possibly use this for some other not yet done missiles). I don't think a model would look good in this case.
Recently - I compared jHRP-2008 with jHRP-20090703 and found some new generators and some configuration changes. In the near future I will compare with jHRP+psy-20100928. After that, I think - I'll have enough represent about the current state of jHRP.
A little story. In early 2009, I worked with jHRP-2008 (PiCKleBro pack) - convert all models to dmd, some editing and tweaking models skins, tried hide death sprite some models (old Gargoyle, Disciple, Liche), generators, etc. I do not remember all the details, but in my opinion - it has a little better than it was before.
Wanted to ask - this my work is need? Now create some new models by Psychikon, but still a big part of the old models, which I have tried to improve a little.
If anyone wants to see my pack - I could unload it for tests, maybe we can something to use in new jHRP. Need someone who knows the current state of the jHeretic and plays it.
Anyway, there is still hope!
Does someone have a similar problem?
Just out of interest, are any of the models from Heretic II close to Heretic I?
If you mean pack of 3D-models, which I mentioned above - yes, a month ago, I saw sense in this, but recently I found in forum jHRP 1.1 Items pack by Psychikon!!! I do not know, how I missed it before. Now, I do not see much sense in my small changes for old models that I made in jHRP-2008, as new models was much more than I thought...
I found the time and took a couple of screenshots so you can see what the changes are not large. Here are some images of 3D models from the modified jHRP-2008 compared with jHRP-20090703 (without High-Res textures):
In 2009 I worked not only with 3D-models skins, well and ded-files, generetors, effects. Old Gargoyle, Disciple, Liche now have some death states, that I've been able to do based on the current state of the models.
I thought that I could show this pack to everyone, but now ran into another problem. I still use the old KickStart -launcher and all the addons I have changed - addons have non-standard (unpacked) file structure, as it is more convenient to myself. A month ago I tried to return the package to the standard structure compatible with Snowberry, but saw, that it needed to spend a lot of time. Now, we have many new models made by Psychikon and I do not think, that these older models to anyone interested...
Now I began work on a new package, which will include all new models and improvements. I think, it is more important for jHeretic now. I gather it for myself in any case, if I can do it - then be sure to show everyone.
At the expense of models Heretic vs Heretic2 - I can not say anything. I've never seen Heretic2.
I see this sprites then I shoot at monsters and when they shoot at me. I think - need to hide them or make simple FX effects for them.
If I understood correctly - Heretic use one this sprite(s) for all monsters and player?
All monsters, player and axe - use them one... I was hoping - that it is not. I was planning to use different color effects for different monsters with this state. Now, I do not know how to do it...
Well, it's not a big problem, of course. Just, I think, red blood effect for Golem model - this is not the right choice.
If it works you could "remove" the blood splat obj by replacing it with a blank model.
Then, in the case of the Undead Warrior's Red Axe; you could then attach a state based generator to the axe itself.
I have long wanted to ask - what a strange structure has last jHRP+PSY-20100928? I think, the structure with single boxes for each addon - this is the best choice. Or it is not?
But yes, it doesn't exactly what I stated above; a damage type generator will spawn on a mobj when it takes damage. Therefore, it can be used to replace the generic blood splat's with something unique to each monster.
Of course, I don't think you can make it spawn exactly where the hit occurs on the monster (i.e no matter where you shoot the monster, the generator will always spawn in the same place on the monster). Something for an RFE there maybe.
Also, I found that in jHeretic states BLOOD1-3 used with Player shoot-damage and Undead Warrior Red Axe. All the other bad guys used states BLOODSPLATTER1-3,X for this effect. All, except Sabreclaw and Lich, which I do not see this effect in game at all.
Maybe someone has an idea about this? But of course, I think a more powerful computer will solve this problem.
Again, I don't know all the "ins and outs" of Deng or anything like that, but it appears as though the problem would be the video card not being able to keep up.
I think, that the processor is important, and perhaps for these new models my AthlonXP 3200 maybe not enough.
But any way - it can be my system and setting problem. I tested this moment and found the models, that are most difficult for me - new "Brown Pillar" and "Chandelier" models, especially - Brown Pillar. I switch-off all FX-effects in the jHeretic pack and testing only 3D-models. And I see - that if the room at the level contains a large number of these models - i have strongly decreases FPS.
It is easy to check on the original level E5M6. For the first door there is a long corridor, which contains many Brown Pillar models. If somebody would test - you do not see that DDay have decreases FPS in this corridor?
Of course, this may not be important for people with powerful computers. Most likely - it's my problem, and I'll think about it, because I would also like to play jHeretic with these excellent models!
Hopefully everything can get straightened out!
You know, with E5M6, I didn't really have a slowdown problem. My computer specs are a little better than yours at the moment, but the main thing is that I have 2 PNY 1GB GeForce 9800GTs in SLI mode. They were on sale, and I haven't had any complaints with them thus far! The only thing is that I had to clean the dust out of the fans, and I snapped a little of the plastic on one of them trying to take it apart to clean the fans... The cat we have who sheds on occasion doesn't help the matter!
Another question.
Is it possible to create in DDay "extra Mobj" for not "Thing" objects? For example - i create any FX-effects for Spore Pod model, and define big explosion on death state "POD_DIE1". In Heretic not many places that contain a large number of Spore Pod, but they present on some maps. For example - a place on the map E4M3 then we have about 60 Spore Pod objects:
It turns out, that during this big explosion - work about 100 generators only with Spore, because Spore have simple generators on PAIN states too. This is not good, because possible situation when DDay reaches the limit of 256 generators. Best way - use in this case "Mobj" object generator. But at the moment - I have not found out how to make this "extra Mobj" generator which could be used with "POD_DIE1" and "POD_PAIN" states.
I hope for your help guys, if possible - with script example.
But in any case - I have long ago wanted that big explosion in jHeretic, like in jDoom barrels. Only Spore Pod explosion sound - slightly spoils the impression.
We obviously don't know what the Puff Pod really is, but I would consider it a combustable material, it's explosion should look like green fire in my opinion, rather than something sparkly like in the above image.
I think the puff pod explosion only needs a very small focused explosion that only lasts a few tics with a second generator that throws some model based particles around.
Vermil - thanks for your opinion, but the screenshots it's just brief moments that I liked. If anyone will have time better to see it in the game. If someone proposed another version - I'll be very happy to see it!
Returning to the technical question. Thanks Psychikon, I understood you, only in this case I do not know how to get to work all 5 generators of Spore. I'll try to test it.
If someone will test - Spore Pod can be found at E1M9, E1M2, but I would recommend - E1M8. I was there half an hour fighting with these Spore!
The current screenshots look too much like the bfg explosion from doom.
So I'd say, make the green particle a gooey green substance!
And maybe use the scripts for blood as assistance.
I remember seeing a post about extra frames (sprite frames) still visually apparent. If that's still a problem you should be able to set the image frames up with completely transparent replacement images.
Or that heh..
Let's say the spawn rate is 50, and then there is a model definition that is only allowing particles for about a fifth of a tic - will it spawn 10, or does it ceiling to 50 or countdown to the tic, letting none come out? Is it a continual process that actually SPAWNS them at specific game tic intervals throughout the game, or what?
Well, nobody downloaded this file!