![]() ![]() |
May 7 2009, 02:22 PM
Post
#1
|
Assault Captain
|
This takes over from the old 3DR thread regarding HRP textures, the old 3DR forums thread regarding new HRP models, and the old 3DR forums thread regarding HRP revisions.
__________________ Official release for Polymost: Duke3D HRP & HRP Update Pack
Preview version for Polymer: Duke3D HRP v4.2.155 and Maphacks v4.2.135 Check what's still missing: Duke3D HRP Wiki To-Do List |
May 7 2009, 03:44 PM
Post
#2
|
Protozoid Slimer
|
hello! first post
night, we should add the latest content post hrp 4 before the other forum will be colsed down... |
May 7 2009, 04:39 PM
Post
#3
|
|
Protozoid Slimer |
May 8 2009, 12:13 AM
Post
#4
|
Slimer Egg
|
Tile 4202 is looking good. Thumbs up.
__________________ Bygone are tolerance
And presence of grace Scavengers are set out To cleanse the human filth parade |
May 8 2009, 09:34 AM
Post
#5
|
May 8 2009, 11:32 AM
Post
#6
|
Protozoid Slimer
|
Not bad the girl texture... I'm sure your style could be a good alternative, since more than one complained about the actual cartoonish look...
|
May 8 2009, 04:03 PM
Post
#7
|
Assault Captain
|
I have made the missing pals for Duke MP skins (pal10-16/21/23) based on this modification and will include it with next HRP Update.
__________________ Official release for Polymost: Duke3D HRP & HRP Update Pack
Preview version for Polymer: Duke3D HRP v4.2.155 and Maphacks v4.2.135 Check what's still missing: Duke3D HRP Wiki To-Do List |
May 8 2009, 06:37 PM
Post
#8
|
Pig Cop Recon
|
TerminX said palmaps were removed due to poor coding.
That's what .psd files are for anyway. __________________ "If this company's slogan is 'The Height of Gaming Excitement', it should be called 'Orgasm', not 'Apogee'." - IGSRJ
Hendricks266's Add-on HRPs, Music Packs, Beta Research, and Mods | EDuke32 SVN Builds (gcc 4.3.3) |
May 8 2009, 06:52 PM
Post
#9
|
May 9 2009, 01:22 AM
Post
#10
|
Assault Captain
|
If it is ever decided to introduce palmaps after all, I will be the last one to disagree. Dozens of megabytes in current HRP could be avoided if we had them since all the non-pal0 textures/skins could be deleted, then. Anyway, as long as this doesn't change, we'll just do it the old-fashioned way.
__________________ Official release for Polymost: Duke3D HRP & HRP Update Pack
Preview version for Polymer: Duke3D HRP v4.2.155 and Maphacks v4.2.135 Check what's still missing: Duke3D HRP Wiki To-Do List |
May 9 2009, 05:06 AM
Post
#11
|
Yatta's Bitch
|
The issue was that the palmaps weren't perfect. There were a lot of things that didn't look right etc.
__________________ I'm an Ivory Tower Elitist; get used to me calling you stupid.
http://thaunandshad.com |
May 9 2009, 06:53 AM
Post
#12
|
May 9 2009, 11:07 AM
Post
#13
|
May 9 2009, 11:13 AM
Post
#14
|
Assault Trooper
|
Pal maps should work in theory, think glow maps with out the glow...
|
May 9 2009, 02:37 PM
Post
#15
|
|
Honorable Donor |
For some cases, perhaps the palette-affected part could be split into another texture to save space. For example, the trooper's uniform would be in a separate file from the other parts, so that only it would be duplicated. Of course, that would only work for models--I get the impression that it's really the map textures that are the space-hogs? Yea, thats a good idea actually. Should probably be done to all models from now on. And yea the level textures are the big problem. |
May 10 2009, 02:19 AM
Post
#16
|
Protozoid Slimer
|
Hey all, nice to see that this project found a new home.
I'll be sure to keep an eye on it and contribute when i can. |
May 10 2009, 03:49 AM
Post
#17
|
May 10 2009, 11:29 AM
Post
#18
|
Assault Captain
|
I see TX made it so that this thread unites former texturing/modelling/revisions threads. This is generally a good idea. Never understood the need of separate threads, and people often posted into the wrong ones, anyway.
__________________ Official release for Polymost: Duke3D HRP & HRP Update Pack
Preview version for Polymer: Duke3D HRP v4.2.155 and Maphacks v4.2.135 Check what's still missing: Duke3D HRP Wiki To-Do List This post has been edited by NightFright: May 10 2009, 11:30 AM |
May 10 2009, 05:31 PM
Post
#19
|
May 11 2009, 08:38 AM
Post
#20
|
|
Honorable Donor |
The thread used for textures was in fact started as a discussion thread about the possibility to support models. Then as the high tile support showed up a few people (including me) posted some textures in the thread. And from there on it was the texture thread. This is why the title of that thread made no sense.
|
May 13 2009, 04:15 PM
Post
#21
|
|
Shark |
Since this is the HRP art assets thread i thought it best to post it here.
Theres a texture in the HRP that has to be replaced on the Lunar Apocalypse level Overlord. Reason? It is a texture taken from Activisions "Star Trek: Elite Force II", which obviously is copyright protected. |
May 13 2009, 04:46 PM
Post
#22
|
Pig Cop Recon
|
I noticed today that the menu nuke icon has its tiles in the wrong order. The renamed files are attached.
CODE // Spinning Nuke Icon - sprite (2813) texture 2813 { pal 0 { file "highres/screen/menu/2813.png" } } texture 2814 { pal 0 { file "highres/screen/menu/2814.png" } } texture 2815 { pal 0 { file "highres/screen/menu/2815.png" } } texture 2816 { pal 0 { file "highres/screen/menu/2816.png" } } texture 2817 { pal 0 { file "highres/screen/menu/2817.png" } } texture 2818 { pal 0 { file "highres/screen/menu/2818.png" } } texture 2819 { pal 0 { file "highres/screen/menu/2819.png" } } texture 2820 { pal 0 { file "highres/screen/menu/2813.png" } } // Spinning Nuke Icon - model (3190) model "highres/screen/menu/3190_spinnuke.md2" { scale 0.3 shade 0 skin { pal 0 file "highres/screen/menu/3190_spinnuke.png" } anim { frame0 "spin00" frame1 "spin19" fps 17 flags 0 } frame { frame "spin00" tile0 2813 tile1 2819 } frame { frame "spin00" tile0 3190 tile1 3196 } skin { pal 0 file "highres/screen/menu/3190_spinnuke_yellow.png" } frame { frame "spin00" tile0 3200 tile1 3206 } skin { pal 0 file "highres/screen/menu/3190_spinnuke_green.png" } frame { frame "spin00" tile0 3210 tile1 3216 } } texture 3190 { pal 0 { file "highres/screen/menu/2813.png" } } texture 3191 { pal 0 { file "highres/screen/menu/2814.png" } } texture 3192 { pal 0 { file "highres/screen/menu/2815.png" } } texture 3193 { pal 0 { file "highres/screen/menu/2816.png" } } texture 3194 { pal 0 { file "highres/screen/menu/2817.png" } } texture 3195 { pal 0 { file "highres/screen/menu/2818.png" } } texture 3196 { pal 0 { file "highres/screen/menu/2819.png" } }
Attached File(s)
"If this company's slogan is 'The Height of Gaming Excitement', it should be called 'Orgasm', not 'Apogee'." - IGSRJ
Hendricks266's Add-on HRPs, Music Packs, Beta Research, and Mods | EDuke32 SVN Builds (gcc 4.3.3) |
May 14 2009, 01:09 AM
Post
#23
|
Assault Captain
|
Interesting no one has ever noticed this before. It may be a detail whether the icon is spinning clockwise or counter-clockwise, but anyway.
BTW, it'd be nice if you marked the changed code lines somehow in future postings. This way it will be much easier to modify existing defs. __________________ Official release for Polymost: Duke3D HRP & HRP Update Pack
Preview version for Polymer: Duke3D HRP v4.2.155 and Maphacks v4.2.135 Check what's still missing: Duke3D HRP Wiki To-Do List |
May 14 2009, 03:04 AM
Post
#24
|
Duke Nukem Red Alert Developer
|
Will this thread also serve for the normals and specular textures or should a new one be created for that?
__________________ |
May 14 2009, 05:21 AM
Post
#25
|
|
Honorable Donor |
I think a new thread for Polymer content would be good as there will no doubt be a lot of experimentation, asking for help and discussing how to achieve certain results etc.
|
May 14 2009, 06:04 AM
Post
#26
|
May 14 2009, 06:05 AM
Post
#27
|
EDuke32 developer
|
Converted? What do you mean, converted?
__________________ EDuke32 - "The corrupt doctrine of terror has begun."
|
May 14 2009, 06:08 AM
Post
#28
|
Duke Nukem Red Alert Developer
|
Converted? What do you mean, converted? Creating the normal and specular from the original image, why? Is that bad practice? __________________ |
May 14 2009, 06:24 AM
Post
#29
|
|
Shark |
Well my experience with normals isnt that great, but as i recall the best results are derived from creating normals from scratch rather than just "converting" existing textures.
In commercial products you will often find the normal maps are very "precise". This post has been edited by Alexraptor: May 14 2009, 06:24 AM |
May 14 2009, 06:25 AM
Post
#30
|
|
Honorable Donor |
Not really but it won't give you as good results as doing it properly. Especially if it the software you use just treats the original texture as a bump map which is what most do.
It can give good enough results in some cases with a bit of editing and/or the right software. I have used it on a bunch of textures in the HRP with good to awsome results. |
![]() ![]() |
— sponsored links —
|
Lo-Fi Version | Time is now: 8th September 2010 - 10:41 PM || Skin by RedSplat/TX © 2004-2010 Duke4.net |