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Note: The upscale pack will not display Hung Lo's sprites in BuildGDX when using the version of Twin Dragon included with SW Classic Complete on GOG. This is due to the upscale pack relying on the file TD.GRP to detect which sprites to load, which is not included in that release. Unfortunately this is not something I'm able to fix. The Redux version of Twin Dragon should still function correctly however.
Ah... Yeah, I think you need to be a registered users to download from there. The SW skyboxes are however available in the GDX skybox pack from M210's homepage
It seems like the widescreen textures are wrong offsetted or the offset doesnt work anymore in Raze 0.7.2
I tried to enter different offsets for those textures to work and it doesnt affect anything.
Yes, I believe what happens is that the widescreen textures bundled with Raze overrides those used in the upscale pack (for some reason the widescreen textures in raze.pk3 adds a bunch of blank pixels beneath the sprite)
I've talked to one of the developers of Raze and he thinks it's a problem with the HUD drawer. The only "fix" I could think of on my end is simply omitting the defines for the upscaled weapons. I have posted this on the ZDoom forums (you shouldn't need to be a member to download) Forum.zdoom.org
Just an update: on the latest dev version of Raze, the upscaled weapons and also the letters are all loading as they should for SW, no workaround needed anymore.
Now a question: do you intend to make upscale pack for SW textures, like you did for Blood? maybe for skyboxes too?
Another question: when you are creating your texture packs, when you need to make the .def file, do you need to type each tile line (eg. texture xxxx { pal 0 { file "filename.png" nocompress nodownsize }}) or is there an easy way to do it? I tried the batch script here:
I've tried this pack on Raze 1.5.0, but I can't get any new textures to show up. Both HUD elements and sprites/world textures use the original textures instead.
I can confirm the autoload behavior itself is working (by editing raze.ini accordingly), as I've installed a HD sounds pack the same way and it works fine. Both ZIPs appear in the command line output:
Your Duke3D upscale pack also works great on this Raze version, so I'm not sure what went wrong. I'm using the original ZIP downloaded from ModDB as-is – I didn't extract and repackage anything from it.
Images won't load in my browser atm for some reason. Is this based on the existing HighRes pack that's been around for a while (since the... VoidSWP port iirc?) or an entirely new upscale pack?
BuildGDX Shadow Warrior support for a few days => phredreeke releases upscale pack. Simple as that! Love you man!
Note: The upscale pack will not display Hung Lo's sprites in BuildGDX when using the version of Twin Dragon included with SW Classic Complete on GOG. This is due to the upscale pack relying on the file TD.GRP to detect which sprites to load, which is not included in that release. Unfortunately this is not something I'm able to fix. The Redux version of Twin Dragon should still function correctly however.
TD.GRP is available to download here Moddb.com
Hi,
work on Shadow Warrior Classic Redux ?
info for installation ?
thanks
No, it does not work on SWC Redux. WangGDX and VoidSW makes that port obsolete.
Can the skybox set be uploaded here as well, please?
That sounds like a good idea actually
I am asking because I tried downloading from Duke4 forums but it doesn't allow me. Been trying for several days.
Ah... Yeah, I think you need to be a registered users to download from there. The SW skyboxes are however available in the GDX skybox pack from M210's homepage
M210.duke4.net
Thank you! I am unable to see the skyboxes, though. My current Raze CLI (trying on Blood) is this:
raze -iwad blood.rff -ini "BLOOD.ini" -file blood_ogg.zip bloodbgupscale.zip bloodupscale207b.zip smoothbloodupscale.zip voxels_blood_093.zip bloodgdx.zip -mh nbloodbg.def smoothblood.def smoothblood_sprites.def bloodgdx.def
With "bloodgdx.zip" containing "bloodgdx.def" and the "blood" folder from that pack.
Raze doesn't currently support skyboxes
It seems like the widescreen textures are wrong offsetted or the offset doesnt work anymore in Raze 0.7.2
I tried to enter different offsets for those textures to work and it doesnt affect anything.
Can anyone confirm that ?
Yes, I believe what happens is that the widescreen textures bundled with Raze overrides those used in the upscale pack (for some reason the widescreen textures in raze.pk3 adds a bunch of blank pixels beneath the sprite)
Is there a way to fix it?
I've talked to one of the developers of Raze and he thinks it's a problem with the HUD drawer. The only "fix" I could think of on my end is simply omitting the defines for the upscaled weapons. I have posted this on the ZDoom forums (you shouldn't need to be a member to download) Forum.zdoom.org
Just an update: on the latest dev version of Raze, the upscaled weapons and also the letters are all loading as they should for SW, no workaround needed anymore.
Now a question: do you intend to make upscale pack for SW textures, like you did for Blood? maybe for skyboxes too?
That's good - saves me from making a separate DEF for future upscale packs.
I've already done skyboxes for SW, but AFAIK Raze does not support them currently.
As for world textures, I imagine I'd do them eventually but it's not happening any time soon.
Another question: when you are creating your texture packs, when you need to make the .def file, do you need to type each tile line (eg. texture xxxx { pal 0 { file "filename.png" nocompress nodownsize }}) or is there an easy way to do it? I tried the batch script here:
Upscale.wiki
for some tests I'm making, but all it does is to create a blank 'new.def' file. Thanks in advance.
if it creates a new file then there should be something in it... anyway, this discussion would be better held on discord or the duke4 forums...
I've tried this pack on Raze 1.5.0, but I can't get any new textures to show up. Both HUD elements and sprites/world textures use the original textures instead.
I can confirm the autoload behavior itself is working (by editing raze.ini accordingly), as I've installed a HD sounds pack the same way and it works fine. Both ZIPs appear in the command line output:
adding /home/hugo/.config/raze/sw/Autoload/swupscale.zip, 17838 lumps
adding /home/hugo/.config/raze/sw/Autoload/ShadowWarriorHDSounds.2.zip, 621 lumps
Your Duke3D upscale pack also works great on this Raze version, so I'm not sure what went wrong. I'm using the original ZIP downloaded from ModDB as-is – I didn't extract and repackage anything from it.
This is an old release. V1.1 is the latest version
1.1 works, thanks :)
I ended up here from a search engine, so here's the 1.1 version if anyone else needs the link: Moddb.com
Images won't load in my browser atm for some reason. Is this based on the existing HighRes pack that's been around for a while (since the... VoidSWP port iirc?) or an entirely new upscale pack?
No, this is neural network upscale. BTW this is an old version, here is the latest release: Moddb.com