![]() ![]() |
Jan 13 2010, 02:13 PM
Post
#511
|
Assault Captain
|
Over here, you should post stuff which looks as close to the original tiles as possible, just in highres. This also goes for the menu tiles. It's still impressive work, but unfortunately it cannot be used in the HRP. For #2492, you might come up with some different, however.
__________________ 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 |
Jan 13 2010, 03:33 PM
Post
#512
|
Pig Cop Recon
|
NightFright said it. The point of the HRP is to recreate the old art, not to add new art that looks "cool".
In terms of the art direction, you guys really need to work on the "atomic" logo. __________________ "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) |
Jan 13 2010, 05:54 PM
Post
#513
|
Jan 13 2010, 06:14 PM
Post
#514
|
Sick of this place
|
Jan 14 2010, 02:25 AM
Post
#515
|
Assault Trooper
|
There is a reason for 3DRealms logo not being used in the HRP title screens or re-created art. I believe it has something to do with them distancing from HRP because it's not made or supported by the company. This was sorted long ago when Parkar and others started working on the HRP.
So if you want to make a wothy screen replacing the current HRP title screen, it should: - NOT contain 3DRealms logo or picture of Duke used in the very next screen - say Duke Nukem 3D High Resolution Pack so the players know they are using it - look good show and some effort __________________ [\\\]=>My automotive art & design gallery on DeviantArt<=[///]
"There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
Jan 14 2010, 03:08 PM
Post
#516
|
Assault Captain
|
As I wrote, #2492 is the only screen where you have some sort of artistic liberty since you can come up with something that just looks cool (while still fitting into the game, of course) and telling you that you are using HRP contents. #2493 was an exception because this was used with explicit permission of 3DR.
__________________ 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 |
Jan 19 2010, 12:56 PM
Post
#517
|
Protozoid Slimer
|
VERY, VERY GOOD!!!
__________________ I don't speak English. PROMT is my translator. =)
HRP Enthusiast - textures. |
Jan 19 2010, 06:07 PM
Post
#518
|
Jan 20 2010, 09:29 PM
Post
#519
|
|
Protozoid Slimer |
OPEN QUESTION TO ALL WHO HAVE ANSWERS
would you have to fiddle with the source code to redraw the enemies sprites? seeing as how this is the art forum This post has been edited by hogsquadsniper: Jan 20 2010, 09:30 PM |
Jan 20 2010, 10:28 PM
Post
#520
|
Retro Gamer
|
Edit: Not again, wrong bloody page this time
I'll post this anyway, but first to answer hogsquadsniper if by Redraw you mean change them, no, you can do it in a .def file, read up on those here: http://wiki.eduke32.com/wiki/DEF_Language - what you'd do is make one in notepad, the top line should say "include Duke3d.def" without the quotes to make sure the HRP still loads (I often forget to do this myself) that is if you are using the hrp. I'm not sure as to wether you are technically in the right thread... but no problems. Now, my original post; The original fire looped badly anyway... I've often wondered if it wouldn't be better to have a model of fire instead? that way there could be as many frames as we wanted - and doesn't eduke try to smoothe model animations? It'd be hard to do though I expect... Or would it? I'm gonna experiment tomorrow if I remember, I may have just figured out a kludgy way of doing it (My moddeling is crap, but if my idea works I'll dump it in the moddeling thread so someone good can copy me) Just a thought, you probably won't see me post in this thread again, I normally just read it, but right now this seems like I'm saying something "constructive" - but I've been awake 20 hours and could be mistaken. __________________ I, the Mighty Penguinator, will personally send you to Hell! - - Penguinator, Sonic 3.
Main Site - Second Site - My Youtube - Also try telnet treason.dyndns.org Duke Nukem - Forever! This post has been edited by High Treason: Jan 20 2010, 10:34 PM |
Jan 20 2010, 11:34 PM
Post
#521
|
Jan 21 2010, 12:04 AM
Post
#522
|
|
Protozoid Slimer |
just so i can get this cleared here......
is work being done already to redraw the 2d character sprites to hi-res as well? |
Jan 21 2010, 12:18 AM
Post
#523
|
Retro Gamer
|
Like a 2D HRP? Not that I am aware of, but it's funny you should mention it because I was toying with a very similar idea before opening the forums again (i rendered one of the stripper models to image files), It's certainly possible, and shouldn't be too hard to do for the most part.
__________________ I, the Mighty Penguinator, will personally send you to Hell! - - Penguinator, Sonic 3.
Main Site - Second Site - My Youtube - Also try telnet treason.dyndns.org Duke Nukem - Forever! |
Jan 21 2010, 12:33 AM
Post
#524
|
Jan 21 2010, 12:51 AM
Post
#525
|
Jan 21 2010, 01:34 AM
Post
#526
|
|
Protozoid Slimer |
@The Commander
yes i have, but i feel it would be of great importance to redraw the character sprites as well. for the Duke3d/2d enthusiasts @Treason we should talk more into specifics about this man, its time this should be done. |
Jan 21 2010, 01:39 AM
Post
#527
|
Duke Nukem Red Alert Developer
|
Ah, now I understand what you mean.
__________________ |
Jan 21 2010, 07:47 AM
Post
#528
|
Slimer Egg
|
I'd like that, pretty much just because I'm itching to draw some high-res cartoony enemies for a Duke mod and I can't for the life of me figure out how I'd go about writing the def file.
|
Jan 21 2010, 08:25 AM
Post
#529
|
Retro Gamer
|
we should talk more into specifics about this man, its time this should be done. I'd like that, pretty much just because I'm itching to draw some high-res cartoony enemies for a Duke mod and I can't for the life of me figure out how I'd go about writing the def file. Well, if we're going for a 2D HRP or if you want help on, I can difinitely be there to help out with it, I am the Retro Gamer after all But I always though making stuff and helping to make stuff is the best part of any project. I could certaily render models into 2D (if the HRP team don't mind that is) and tell you how to do it as well and I can certainly help out with def files, which aren't too hard once you know how and I suspect you would probably be able to do it yourself pretty quickly. __________________ I, the Mighty Penguinator, will personally send you to Hell! - - Penguinator, Sonic 3.
Main Site - Second Site - My Youtube - Also try telnet treason.dyndns.org Duke Nukem - Forever! |
Jan 21 2010, 08:37 AM
Post
#530
|
Jan 21 2010, 09:55 AM
Post
#531
|
Assault Trooper
|
I wonder if this HD sprite project ever leaves the theoretical phase. There have been ideas like that ever since the initial versions of HRP were released. You guys should know that it would a shitload of work to make good looking HD sprites for monsters that have 50 or so frames. There might be some performance issues as well, considering the amount od png files in the memory at once (well this was a considerable issue back in 2005
__________________ [\\\]=>My automotive art & design gallery on DeviantArt<=[///]
"There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta This post has been edited by gt1750: Jan 21 2010, 09:55 AM |
Jan 21 2010, 11:37 AM
Post
#532
|
|
Protozoid Slimer |
gt1750 said it was an issue 05,
now where in 2010 so a new era has dawned. and there is a lot of enemy sprites thats why i feel the workload should be shared. and to EHCB the sprites would have to be drawn in a simple yet detailed way, so maybe anime style would be the way to go (im just saying, i havent settled on that my self.) @spiker theres nothing wrong the old sprites to say the least. but it be nice to walk down memory lane without it stretching and looking all blocky when i shoot it. |
Jan 23 2010, 10:30 AM
Post
#533
|
|
Assault Trooper |
i still always play using the 8-bit software renderer. i mean the work that the HRP has done is pretty amazing, but i always preferreed 8-bit.
i would still love, however, to see duke nukem 3d 8-bit textures taken a new level. im still kinda pushing to see if we can get normal maps on the 8 bit textures (which i already know is alot of work but it would be incredibly worth it.) for me, the hrp and eduke32's greatest potential is not to change the art from the original game but take the art and build upon it (with normal maps and spotlighting, etc etc) this is only my philosophy. |
Jan 24 2010, 02:08 PM
Post
#534
|
Enforcer
|
... and of course, the biggest wheeze is that the best way of doing this is to make highly detailed, sculpted models
|
Jan 24 2010, 07:31 PM
Post
#535
|
Pig Cop Recon
|
@Tea Monster:
http://eduke32.svn.sourceforge.net/viewvc/...p;revision=1594 QUOTE Model normal mapping support. This calculates the averaged texture-tangent basis for every face of every model when loading them, so this change will make startup times a lot worse until we implement a way to cache the computed models to disk. __________________ "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) |
Jan 28 2010, 10:45 AM
Post
#536
|
Enforcer
|
Jan 30 2010, 05:40 PM
Post
#537
|
|
Assault Trooper |
hey everyone,
should we update the HRP to do list to include normal maps and other new polymer features ? |
Jan 31 2010, 01:42 PM
Post
#538
|
Jan 31 2010, 04:05 PM
Post
#539
|
EDuke32 developer
|
hey everyone, should we update the HRP to do list to include normal maps and other new polymer features ? Nowadays the HRP to-do list is pretty much what's missing from the SVN. I.e. what's not there https://svn.eduke32.com/polymer_hrp/ __________________ EDuke32 - "The corrupt doctrine of terror has begun."
|
Feb 16 2010, 10:36 AM
Post
#540
|
Loomsday Device
|
![]() ![]() |
— sponsored links —
|
Lo-Fi Version | Time is now: 8th September 2010 - 10:27 PM || Skin by RedSplat/TX © 2004-2010 Duke4.net |