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May 21 2009, 12:34 PM
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#61
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May 22 2009, 10:24 AM
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#62
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May 22 2009, 10:27 AM
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#63
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May 22 2009, 03:44 PM
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#64
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May 22 2009, 04:57 PM
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#65
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EDuke32 developer & Tyrant Administrator
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May 22 2009, 11:25 PM
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#66
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Slimer Egg
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Really great work.
Continue ^^. This post has been edited by Benichon: May 22 2009, 11:56 PM |
May 23 2009, 01:59 AM
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#67
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Assault Captain
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I think #4411 is not needed because it is part of the letter model which contains sprites #4410-4412. Otherwise, nice stuff.
__________________ 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 24 2009, 06:55 AM
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#68
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Assault Trooper |
i was wondering what you guys are using to make these textures? is it mostly photoshop? i want to try and make some of my own.
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May 24 2009, 08:29 AM
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#69
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May 25 2009, 03:49 AM
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#70
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Assault Trooper
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Finally it looks like I might be on the right track with fire replacement!
- the animation smoothness is OK - none of the frames is cut off at the bottom (or sides) Comparison in-game shot with one of the current HRP fires (no bloom or polymer involved): ![]() So far I've done 1/3rd of total fire frames (tiles 2270-2283). What do you guys think about it? Should I edit these one any further? __________________ [\\\]=>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 |
May 25 2009, 04:00 AM
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#71
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Loomsday Device
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It's cute, but I think the white spot in the middle should be toned down a bit. Otherwise it looks like something very high temperature industrial type of flame...
__________________ |
May 25 2009, 04:01 AM
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#72
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Assault Captain
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A suggestion for remade #4483:
At least the shadow of the blue cable should be removed since this part of the sprite has no background in E4L11 (column behind it is "broken away"). And a shadow shown where there couldn't be any doesn't look so nice. Otherwise, good replacement. Regarding the new fire: At long last, it's looking HOT! __________________ 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 25 2009, 04:02 AM |
May 25 2009, 04:59 AM
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#73
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Assault Trooper |
HELL YEAH!!! EDIT, EDIT, EDIT!!!! And I think the colouring is just perfect... I mean the Duke environment is meant to be vibrant and colourful and I always hated that old fire replacement.... It looked so bland. __________________ The one and only proper rendition of the Max Payne Theme & Duke Nukem (Grabbag) Theme for piano!
Max Payne Theme & Duke Nukem Theme for Piano Solo |
May 25 2009, 05:04 AM
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#74
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May 25 2009, 05:23 AM
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#75
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Assault Trooper
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I did some editing before the latest 2 comments were posted, the fire looks like this ATM:
![]() Colors toned down a bit, less glaring center. Blends better within the game. I'll do the remaining 2 frame sets in a similar style __________________ [\\\]=>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: May 25 2009, 05:26 AM |
May 25 2009, 05:26 AM
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#76
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Pig Cop
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Yesss, i like!
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May 25 2009, 05:39 AM
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#77
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Spiked Studios
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The fire looks great but the most important will be to make it look smooth while the frames will change.
__________________ I'm an educated fool with money on my mind.
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May 25 2009, 05:49 AM
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#78
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Assault Captain
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For me it was better with that white stuff.
Anyway it looks great! |
May 25 2009, 09:37 AM
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#79
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Enforcer
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Looks good. May possibly need desaturating slightly, but looks a million miles ahead of the old one!
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May 25 2009, 09:40 AM
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#80
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Assault Captain
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As for me the saturation is perfect.
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May 25 2009, 11:44 AM
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#81
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Assault Trooper
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I guess I'm done for now.
Fire sprites 2066-2079, 2270-2283 and 2310-2323 DOWNLOAD HERE or HERE Share your impressions, opinions and suggestions __________________ [\\\]=>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 |
May 27 2009, 01:43 AM
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#82
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Assault Captain
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Can only quote Duke: "Aaah, much better!"
__________________ 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 27 2009, 02:23 AM
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#83
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May 27 2009, 02:29 AM
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#84
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May 27 2009, 03:00 AM
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#85
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Assault Trooper
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I guess I'm done for now. Fire sprites 2066-2079, 2270-2283 and 2310-2323 DOWNLOAD HERE or HERE Share your impressions, opinions and suggestions Good fire, my only suggestions is to make upper side of the fire less visible (transparent) to make animation moore smooth. This is pretty visible in trash container (e1l1) - while animated, upside of the fire jumping up and down too obvious. Maybe your fire sprites differ too much between first and last frame ... Also, middle part mostly just plain yellow - unlike the original, there flame waves are moving too. __________________ Textures vault for Duke3D
http://members.multimania.co.uk/piterplus/ This post has been edited by Piterplus: May 28 2009, 01:44 AM |
May 27 2009, 06:08 AM
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#86
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Assault Trooper
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Finally some feedback!
Good points, I don't like the plain yellow center either - I'll probably bing back the brighter one, though with less saturated colors. I guess I'll have some time to improve it during the weekend. __________________ [\\\]=>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 |
May 27 2009, 06:20 AM
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#87
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May 27 2009, 09:29 AM
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#88
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Assault Captain
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You can easily test the new fire by using the current HRP Update Pack build which is available via the official download link (13.8 MB) which has been removed from my site temporarily until it goes final. It contains everything released since HRP v4.0 including the new fire.
Anyway, I will again emphasize this is NOT the final update pack release yet, just a testing version for your convenience and my personal backup purposes. __________________ 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 27 2009, 09:30 AM |
May 27 2009, 10:06 AM
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#89
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Assault Captain |
May 27 2009, 01:24 PM
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#90
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Pig Cop Recon
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It's not a coding bug; the highres art for this tile is messed up. New renders need to be made.
__________________ "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) |
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