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/hrp_todo.txt
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===== DUKE3D HRP TO-DO LIST =====
 
by NightFright
 
*** LAST UPDATE: 2020-02-23 ***
 
 
This is the to-do list for any future HRP release. Everything you see here
should be recreated at some point.
All remade textures should be 4x the size of the original tiles (unless
specified otherwise) but may be higher in rare cases (if looking too pixelated
ingame or in case they contain small pieces of text which have to be legible).
 
 
Target release: HRP v5.5/6.0
 
 
 
================================================================================
EPISODE 1: "L.A. MELTDOWN"
================================================================================
 
 
Optional Textures (16 remaining)
--------------------------------
3430-3437
3440
3442-3448 (Developer Heads)
 
 
Internally used (3 remaining)
-----------------------------
2589-2591 (FORCESPHERE)
 
 
Intro/Ep.1 Cutscene
-------------------
logo.anm - intro cutscene (nuke symbol with explosion)
3260 (VICTORY1)
 
 
 
================================================================================
EPISODE 2: "LUNAR APOCALYPSE"
================================================================================
 
 
Textures (6 remaining)
----------------------
320/321
456
473
1237
 
 
Ep.2 Cutscene
-------------
cineov2.anm
 
 
 
================================================================================
EPISODE 3: "SHRAPNEL CITY"
================================================================================
 
 
Models: Characters (1 remaining)
--------------------------------
1355 (INDY)
 
 
Models: Props (1 remaining)
---------------------------
1347 (FETUSJIB)
 
 
Textures (7 remaining)
----------------------
722
737
738
741 (marble floor)
840 (should match its presumable neighbour 750)
870
1153
 
 
Miscellaneous (11 remaining)
----------------------------
640-649 (W_NUMBERS), pal0/2
1115 (switch) - could be modelled or just a texture, unsure
 
 
Ep.3 Cutscene
-------------
cineov3.anm
radlogo.anm
 
 
 
================================================================================
EPISODE 4: "THE BIRTH"
================================================================================
 
 
Models: Characters (6 remaining)
--------------------------------
4402/4403 (ROBOTDOG)
4404/4405 (ROBOTPIRATE)
4512/4513 (PIRATE2A/PIRATE5A) pal 0/10/13
4514/4515 (PIRATE3A/PIRATE6A) pal 0/10/13
4871-4873 (MAN/MAN2)
4943 (JURYGUY) pal 0/10-16
 
 
Models: Props (5 remaining)
---------------------------
4430-4432 (broken fuse 1) - highres sprites done; model needed
4433-4435 (broken fuse 2)
4455
4480 (broken cable) pal 0/10/13/14 - highres sprites done; modelled versions?
4884 (broken light?)
 
 
Models: Switches (1 remaining)
------------------------------
4483 (broken #164 DIPSWITCH2) - sprite version available; model still needed
 
 
Textures (11 remaining)
------------------------
3410/3411 (only different in color; #3410: more brown/#3411: more grey)
3412
4107
4109 (car front)
4346
4423
4424
4436
5079/5080
 
 
Signs (9 remaining)
-------------------
4379/4381-4385/4399/4409/4889 (Wanted posters - with 3DR heads!)
 
Ep.4 Cutscene
-------------
vol41a.anm
vol42a.anm
vol43a.anm
vol4e1.anm
vol4e2.anm
vol4e3.anm
duketeam.anm
 
 
 
================================================================================
Optional ART frequently used in user maps (list incomplete)
================================================================================
 
Models
------------------------------
0969 (hydroplant)
1003 (brokenhydroplant)
1336 fem8 (impaled babe)
2452 (dukeicon, share md3 with 3350, sub-bar texture available)
2453 (skull, also as texture, current one is too greenish)
3350-3331 (rotating greenish Duke head, share md3 with 2452)
 
Textures
--------
0244 (wall texture / roller shutter)
0282 (and maybe redo related 0278, 0279)
0587
0588
0589 (intercom?, model?)
0591 (joint box?, model?)
0611
0926 neon2 (MOTEL) - derive from 0925 neon1 cinema?
1277, 1278 (redo 1275?)
2452 (dukeicon, also as model)
2453 (skull, also as model)
3290 ("game screenshot")
 
 
 
================================================================================
Important: Concerning misaligned models
================================================================================
 
Several long-standing HRP models have an origin offset or a wrong rotation,
which has been taken care of in maphacks or HRP-aware user maps. If you redo
them, please consider reproducing those attributes or contact LeoD before
uploading a 'correct' version. (List not complete yet)
 
Offset:
0142 nukebutton (see end of adg03.map, should it be actually round at all?)
0574, 0670, 0671 (faucet)
0603 naked1 (hangbabe) ?
0768 sushiplate1 (floating)
0563 waterfountain
0860 powerswitch1
0991 (shower head)
1050 (fusebox), scale
1053 (toilet roll holder), scale
1164 bottle17
1255 ceilingsteam, size/diameter ?
4363 (combat knife)
4496 broom ?
 
180 degrees (angoff 1024):
0603 naked1 (hangbabe)
0678 scale
1227-1230 nukebarrel [label]
1228 exploding barrel [label]
1358 fetus
4369 (emergency light)
4496 broom
4520 chestofgold
4539 foodobject10
4548 foodobject19
4560 robotdog2
 
90 degrees (angoff +-512):
0610 (lightswitch pole), also too short
0669 vacuum
0679 (battlelord holo)
0694 pot1
0716 waittobeseated
0753 statue (geisha)
0869 statueflash (geisha)
0925 neon1 (cinema)
0927 (traffic signal), also has height offset
0990 tire
1079 oozfilter [label]
1294 podfem1
1323 fem5 (polebabe)
1334 fem6 (padbabe)
4377 policelightpole
4400 teddybear
4441 (J. McClain)
4442 (H. Callahan)
4444 tripodcamera
4454 deskphone
4473 (J. Dredd)
4537 foodobject8
4538 foodobject9
4547 foodobject18
4495 wetfloor
4887 pleasewait
 
135 degrees:
0516 satelite (dish)
 
Too short
0607 antenna
1221 cranepole
 
Too long
0909 (treetrunk)
 
Not high enough
0907 woodenhorse
 
Not wide enough
1049 fusebox2
 
===== DUKE3D HRP TO-DO LIST =====
 
by NightFright
 
*** LAST UPDATE: 2020-02-23 ***
 
 
This is the to-do list for any future HRP release. Everything you see here
should be recreated at some point.
All remade textures should be 4x the size of the original tiles (unless
specified otherwise) but may be higher in rare cases (if looking too pixelated
ingame or in case they contain small pieces of text which have to be legible).
 
 
Target release: HRP v5.5/6.0
 
 
 
================================================================================
EPISODE 1: "L.A. MELTDOWN"
================================================================================
 
 
Optional Textures (16 remaining)
--------------------------------
3430-3437
3440
3442-3448 (Developer Heads)
 
 
Internally used (3 remaining)
-----------------------------
2589-2591 (FORCESPHERE)
 
 
Intro/Ep.1 Cutscene
-------------------
logo.anm - intro cutscene (nuke symbol with explosion)
3260 (VICTORY1)
 
 
 
================================================================================
EPISODE 2: "LUNAR APOCALYPSE"
================================================================================
 
 
Textures (6 remaining)
----------------------
320/321
456
473
1237
 
 
Ep.2 Cutscene
-------------
cineov2.anm
 
 
 
================================================================================
EPISODE 3: "SHRAPNEL CITY"
================================================================================
 
 
Models: Characters (1 remaining)
--------------------------------
1355 (INDY)
 
 
Models: Props (1 remaining)
---------------------------
1347 (FETUSJIB)
 
 
Textures (7 remaining)
----------------------
722
737
738
741 (marble floor)
840 (should match its presumable neighbour 750)
870
1153
 
 
Miscellaneous (11 remaining)
----------------------------
640-649 (W_NUMBERS), pal0/2
1115 (switch) - could be modelled or just a texture, unsure
 
 
Ep.3 Cutscene
-------------
cineov3.anm
radlogo.anm
 
 
 
================================================================================
EPISODE 4: "THE BIRTH"
================================================================================
 
 
Models: Characters (6 remaining)
--------------------------------
4402/4403 (ROBOTDOG)
4404/4405 (ROBOTPIRATE)
4512/4513 (PIRATE2A/PIRATE5A) pal 0/10/13
4514/4515 (PIRATE3A/PIRATE6A) pal 0/10/13
4871-4873 (MAN/MAN2)
4943 (JURYGUY) pal 0/10-16
 
 
Models: Props (5 remaining)
---------------------------
4430-4432 (broken fuse 1) - highres sprites done; model needed
4433-4435 (broken fuse 2)
4455
4480 (broken cable) pal 0/10/13/14 - highres sprites done; modelled versions?
4884 (broken light?)
 
 
Models: Switches (1 remaining)
------------------------------
4483 (broken #164 DIPSWITCH2) - sprite version available; model still needed
 
 
Textures (11 remaining)
------------------------
3410/3411 (only different in color; #3410: more brown/#3411: more grey)
3412
4107
4109 (car front)
4346
4423
4424
4436
5079/5080
 
 
Signs (9 remaining)
-------------------
4379/4381-4385/4399/4409/4889 (Wanted posters - with 3DR heads!)
 
Ep.4 Cutscene
-------------
vol41a.anm
vol42a.anm
vol43a.anm
vol4e1.anm
vol4e2.anm
vol4e3.anm
duketeam.anm
 
 
 
================================================================================
Optional ART frequently used in user maps (list incomplete)
================================================================================
 
Models
------------------------------
0969 (hydroplant)
1003 (brokenhydroplant)
1336 fem8 (impaled babe)
2452 (dukeicon, share md3 with 3350, sub-bar texture available)
2453 (skull, also as texture, current one is too greenish)
3350-3331 (rotating greenish Duke head, share md3 with 2452)
 
Textures
--------
0244 (wall texture / roller shutter)
0282 (and maybe redo related 0278, 0279)
0587
0588
0589 (intercom?, model?)
0591 (joint box?, model?)
0611
0926 neon2 (MOTEL) - derive from 0925 neon1 cinema?
1277, 1278 (redo 1275?)
2452 (dukeicon, also as model)
2453 (skull, also as model)
3290 ("game screenshot")
 
 
 
================================================================================
Important: Concerning misaligned models
================================================================================
 
Several long-standing HRP models have an origin offset or a wrong rotation,
which has been taken care of in maphacks or HRP-aware user maps. If you redo
them, please consider reproducing those attributes or contact LeoD before
uploading a 'correct' version. (List not complete yet)
 
Offset:
0142 nukebutton (see end of adg03.map, should it be actually round at all?)
0574, 0670, 0671 (faucet)
0603 naked1 (hangbabe) ?
0768 sushiplate1 (floating)
0563 waterfountain
0860 powerswitch1
0991 (shower head)
1050 (fusebox), scale
1053 (toilet roll holder), scale
1164 bottle17
1255 ceilingsteam, size/diameter ?
4363 (combat knife)
4496 broom ?
 
180 degrees (angoff 1024):
0603 naked1 (hangbabe)
0678 scale
1227-1230 nukebarrel [label]
1228 exploding barrel [label]
1358 fetus
4369 (emergency light)
4496 broom
4520 chestofgold
4539 foodobject10
4548 foodobject19
4560 robotdog2
 
90 degrees (angoff +-512):
0610 (lightswitch pole), also too short
0669 vacuum
0679 (battlelord holo)
0694 pot1
0716 waittobeseated
0753 statue (geisha)
0869 statueflash (geisha)
0925 neon1 (cinema)
0927 (traffic signal), also has height offset
0990 tire
1079 oozfilter [label]
1294 podfem1
1323 fem5 (polebabe)
1334 fem6 (padbabe)
4377 policelightpole
4400 teddybear
4441 (J. McClain)
4442 (H. Callahan)
4444 tripodcamera
4454 deskphone
4473 (J. Dredd)
4537 foodobject8
4538 foodobject9
4547 foodobject18
4495 wetfloor
4887 pleasewait
 
135 degrees:
0516 satelite (dish)
 
Too short
0607 antenna
1221 cranepole
 
Too long
0909 (treetrunk)
 
Not high enough
0907 woodenhorse
 
Not wide enough
1049 fusebox2