Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2941 Posted 05 February 2012 - 09:30 AM
#2942 Posted 05 February 2012 - 09:33 AM
NightFright, on 05 February 2012 - 01:08 AM, said:
Thanks for catching those, since I missed them... but they don't belong in the 180° category.
Rotate 90° to the right (counter-clockwise):
Access Cards (based on the model currently in the HRP, not the newly 180'd one)
Compare:
overhead view of my fixed _zoo.map:
correct voxel:
incorrect model:
#2943 Posted 05 February 2012 - 10:27 AM
NightFright, on 05 February 2012 - 02:08 AM, said:
I had actually change a few to the incorrect view, it will take me a few seconds to change them back, so no problem. I was just tired of looking at a sideways RPG.
#2944 Posted 05 February 2012 - 11:57 AM
ReaperMan, on 05 February 2012 - 10:27 AM, said:
Yeah, maybe it's really easier like this, at least for the time being. We know which sprites are affected and how, so you only have to make it different for those voxels. In the end, I think voxel users won't mind as long as it looks OK ingame. In custom maps where sprite alignment is accurate there will be problems still, but I guess you have to die one death...
My suggestion for now:
Adjust the affected voxels to the incorrectly aligned HRP models we have now (so that existing maphacks work). As a backup, keep the properly aligned voxel versions for a later time when we have properly rotated models and adjusted maphacks in HRP. Since only a few voxels are affected by this, it will be minimal effort to exchange them at any time. This way, any voxel pack we release at least looks OK right away with existing maphacks.
@ Tea Monster:
The rotated models don't seem to work, at least not with the existing definitions. When renaming them properly and placing them into the correct HRP dirs, EDuke32 prints out this:
Invalid frame name on line highres/sprites/pickups.def:9 Removing model 99 due to errors. Invalid frame name on line highres/sprites/pickups.def:25 Removing model 100 due to errors. Invalid frame name on line highres/sprites/pickups.def:33 Removing model 100 due to errors. Invalid frame name on line highres/sprites/pickups.def:46 Removing model 100 due to errors. Invalid frame name on line highres/sprites/pickups.def:72 Removing model 102 due to errors. Invalid frame name on line highres/sprites/pickups.def:80 Removing model 102 due to errors. Invalid frame name on line highres/sprites/pickups.def:95 Removing model 102 due to errors. Invalid starting frame name on line highres/sprites/pickups.def:113 Invalid frame name on line highres/sprites/pickups.def:114 Removing model 102 due to errors. Invalid frame name on line highres/sprites/pickups.def:155 Removing model 106 due to errors. Invalid frame name on line highres/sprites/pickups.def:163 Removing model 106 due to errors. Invalid frame name on line highres/sprites/pickups.def:178 Removing model 107 due to errors. Invalid frame name on line highres/sprites/pickups.def:263 Removing model 115 due to errors. Invalid frame name on line highres/sprites/props.def:8 Removing model 120 due to errors.
If you are able to fix this, don't forget to change the keycard model to 90° rotation CCW (from original angle).
This post has been edited by NightFright: 05 February 2012 - 12:11 PM
#2945 Posted 05 February 2012 - 12:42 PM
Number of downloads: 363
Bahh, it DID change the frame names, Change the frame names for the rotated models to 'none00' (minus ' marks)
This post has been edited by Tea Monster: 05 February 2012 - 12:42 PM
#2946 Posted 05 February 2012 - 01:07 PM
Cool, now only the freezer ammo (#37) still gives error messages. It has an animation, maybe that changed the frame names to something different?
BTW, is there a tool which is able to show you all IDs for specific sprites per map? GViewer only shows you coordinates, but it'd be more helpful for checking maphacks to see how many RPGs, Devastators etc there are in each level and what their IDs are for that map. This way, I would also see if there are sprites I might have to add BEFORE playtesting.
This post has been edited by NightFright: 05 February 2012 - 01:15 PM
#2947 Posted 05 February 2012 - 01:20 PM
#2948 Posted 05 February 2012 - 01:37 PM
NightFright, on 05 February 2012 - 01:07 PM, said:
I wrote this M32script for you, instructions self-contained:
http://hendricks266....ump_pickups.m32
It may be helpful for you to copy the output portion from mapster32.log into a .csv file and then open it in Excel or Google Docs so you can sort it by picnum. Unfortunately, it would have been much more work to actually list the labels for each picnum but I think it will be OK.
Example output for E1L1:
Quote
Format: picnum,id,x,y,z,ang
59,25,15744,58688,-24576,1536
23,26,15872,47360,-49152,1536
47,27,14784,47424,-45056,1536
59,40,20064,49696,-16384,1536
51,41,20768,48992,-16384,1536
52,42,25600,38784,2048,1536
52,43,24832,50944,0,1536
28,44,15872,46784,-49152,1536
22,45,16000,48256,-45056,1536
52,78,-192,44288,8192,1536
26,79,-27681,11163,-148480,1648
26,80,-27227,9914,-148480,1648
28,81,-27373,10523,-148480,1648
23,82,-1280,40448,-26624,1536
52,85,9206,41590,8192,1648
44,87,26240,38784,2048,1536
40,107,-32091,6249,-148480,624
22,111,24832,59648,-8192,1536
49,112,25472,59264,-14336,1536
49,113,25472,60032,-14336,1536
100,170,6656,62208,-36864,1536
52,171,24576,47616,-43008,1536
52,172,14656,49600,-23552,1536
52,173,28160,46592,-1048,1536
40,176,19328,58624,-8192,1536
40,177,19072,58624,-8192,1536
44,180,5568,49152,-50176,1536
40,194,8832,56960,8192,1536
49,199,30080,39296,8192,1536
100,209,18688,41728,6656,1536
52,257,15200,62464,-26112,1536
1348,297,15936,49280,-29696,1536
28,337,25984,41536,2048,1536
53,376,31232,43136,-10240,1536
100,400,22016,48640,-60928,1536
1348,411,29504,46592,-38539,1536
28,421,19072,63488,-37888,1536
23,431,19968,48512,-43008,1536
57,447,25344,59648,-14336,1536
60,451,21568,46848,-49152,1536
49,522,15680,56256,-37888,1536
55,527,5248,53792,-47104,1536
22,530,4544,52416,-46080,1536
52,531,18400,58816,8192,1536
54,532,24896,58080,-8192,1536
40,533,21440,52896,0,1536
41,534,16896,50720,-23552,1536
47,535,16704,56672,-46080,1536
40,539,20000,39936,2048,1536
51,540,21920,39936,2048,1536
51,541,22400,39936,2048,1536
54,546,17824,43008,-38912,0
21,548,15360,43520,8192,1536
52,549,15168,56288,-37888,1536
52,577,18176,58368,-37888,1536
41,586,17024,48768,8192,1536
55,595,23104,50560,-43008,1536
49,596,24064,45888,-43008,1536
40,617,15232,46912,8192,1536
40,618,18880,56512,0,1536
40,619,18240,46336,8192,1536
40,620,15168,55680,-23552,1536
52,621,14528,43648,-704,1536
47,632,20800,49664,-16384,1536
57,633,14848,59136,-411648,1536
49,634,15104,59392,-411648,1536
49,636,15104,58880,-411648,1536
40,638,19200,56320,0,1536
Pickup dump finished.
This post has been edited by Hendricks266: 05 February 2012 - 01:38 PM
#2949 Posted 06 February 2012 - 12:50 AM
The real pain comes with the huge levels like "Derelict", or even "Smithsonian Terror" in the DukeDC addon. But it only has to be done once, then never again. Will take a while, but when it's done, hopefully something good has happened for modders and map creators. And voxel users.
*EDIT FEB 12*
HRP Update 5.1.292 has been released, with correctly rotated models and all-new maphacks which include many fixes that go far beyond adaptation of model rotations. XXX Packs have also been updated, plus the first voxel pack has been uploaded.
This post has been edited by NightFright: 12 February 2012 - 01:08 PM
#2950 Posted 12 February 2012 - 03:37 PM
There are three models (attached) that need a change:
- The shotgun pickup needs to be rotated like the Polymer version
- The pistol pickup needs to be rotated and converted to MD3
- The firstperson devastator model needs MD3 conversion (to get rid of the last MD2 in Polymost HRP)
(I failed to ask empy for conversion of my remaining MD2s while he was still active last year. )
Without the rotation the non-Polymer parts of the maphacks would become incompatible and I'd like to avoid learning mapster and going through all the maps for this.
Attached File(s)
-
PolymostModels.zip (342.55K)
Number of downloads: 348
#2951 Posted 13 February 2012 - 01:58 AM
> Animation for babe models: These seem to be pretty much broken. Movements look jerky, and something seems to be wrong with looping animations, too (e.g. the pole dancer). What also never worked correctly is the Chinese porcellain babe statue in E3L1.
> Transparency issues: Some models suffer from problems with transparency, especially the hair of the street hooker (e.g. the one in E1L2 bar) or bras removed from babe models with XXX packs.
> Pain animation for Octabrain: If you shoot the Octabrain, it seems to die already even if it only takes damage. Sucks pretty much if you think it's dead and stop shooting it - just to find out it's still alive.
> Shotgun HUD model: This sticks out negatively worse than ever now, a pain to watch and use. But it's nothing new.
I think modifications for either defs or models might be a good idea (eventually)...
This post has been edited by NightFright: 13 February 2012 - 02:04 AM
#2952 Posted 13 February 2012 - 02:50 AM
NightFright - You'd either need the originals to fix a lot of that, or it's a problem with the def file. Without examining the models, thier animations and the def file, I couldn't really say, and I unfortunately don't have time to do that at the minute.
From what I gather (I might be wrong on this, but this is what I've heard), the original Shotgun model is OK, it needs it's FOV changed in the def file to reduce the 'telescoping' effect it suffered from. For years everyone said the FOV was screwed on the shotty, then they changed the FOV in the HUD and nobody then altered the def.
This post has been edited by Tea Monster: 13 February 2012 - 02:55 AM
#2953 Posted 13 February 2012 - 05:44 AM
pack.zip (16.18K)
Number of downloads: 340
#2954 Posted 13 February 2012 - 06:53 PM
Tea Monster, on 13 February 2012 - 02:50 AM, said:
Thanks for your helpfulness. After more thinking about it and trying to figure out what I need exactly I'm somewhat confused ATM. I'd better finish the update of the pack as far as it goes and then come back to this issue.
#2955 Posted 14 February 2012 - 12:48 PM
LeoD, on 29 December 2011 - 03:57 PM, said:
I've just added 4266 to the alien spaceship set, 281 should be easy in comparison with that.
BTW should I upload shotgun FOV fix as well? It definately looks better but some may complain because it works only with Polymer..... But that's a good reason to download LeoD's Polymost HRP if someone uses that isn't it?
#2956 Posted 14 February 2012 - 02:22 PM
This post has been edited by Tea Monster: 14 February 2012 - 02:22 PM
#2957 Posted 14 February 2012 - 02:33 PM
Spiker, on 14 February 2012 - 12:48 PM, said:
Spiker, on 14 February 2012 - 12:48 PM, said:
Yes, but it's a small texture used on big structures in usermaps. Unfortunately I can't come up with an example right now.
Spiker, on 14 February 2012 - 12:48 PM, said:
EDIT
Tea Monster - shame on me, after sorting it out it appears that the old Polymost models have been correct all the time and there is no showstopper. I'm about to release the new pack to catch up with the Polymer revision. However, I'd be pleased if you could convert the last remaining MD2 models of the Polymost HRP to MD3. (And maybe two more from my Z-pack? ). No idea how much work that would be. I won't cry if it doesn't happen.
Attached File(s)
-
Md2ModelsToMd3.zip (1.35MB)
Number of downloads: 346
This post has been edited by LeoD: 14 February 2012 - 04:30 PM
#2958 Posted 14 February 2012 - 03:47 PM
NightFright, on 13 February 2012 - 01:58 AM, said:
Happens only in Polymer, btw.
#2959 Posted 14 February 2012 - 10:29 PM
Tea Monster, on 14 February 2012 - 02:22 PM, said:
Accidentally I gave you some rep hehe. I did not know it has a anything attached but if it's not shown it probably looks inferior doesn't it?
LeoD said:
This texture gave me a pain but even for a sec I didn't think these are worms or anything organic. Actually this texture sucks terribly because most of the time you wonder "wtf is it?" It's good to have it off the list with many much easier textures still being there.
#2960 Posted 15 February 2012 - 12:32 AM
Spiker, on 14 February 2012 - 12:48 PM, said:
I have done that yesterday already. The shotgun looks so much better with this, it's almost like a new model. Maybe this fix is significant enough to justify a refresh of the update pack, I don't think much stuff will accumulate so soon which would be worth waiting for.
This post has been edited by NightFright: 15 February 2012 - 12:48 AM
#2961 Posted 15 February 2012 - 02:27 AM
Pistol is 'none00', Devastator is 'Frame00' through 'Frame03', Piggy seems to have retained his names.
I've put two versions in. One is a straight conversion. The one marked with _r has had an automatic normal fixing pass run on it. Check which one works best.
Md2Modelsconvertedwnormals.zip (633.73K)
Number of downloads: 350
Cheers Spiker! I repped you for sorting out the shotty.
This post has been edited by Tea Monster: 15 February 2012 - 02:28 AM
#2963 Posted 15 February 2012 - 03:05 PM
Spiker, on 15 February 2012 - 04:49 AM, said:
Btw, what do these specpower and specfactor entries actually do in the diffuse map lines? I guess they don't matter when using Polymost? Working on my packs sometimes still feels like prodding an elephant with a stick to make him move off my lawn.
Spiker, on 14 February 2012 - 10:29 PM, said:
NightFright, on 15 February 2012 - 12:32 AM, said:
Tea Monster, on 15 February 2012 - 02:27 AM, said:
Tea Monster, on 15 February 2012 - 02:27 AM, said:
@the-other-guys-who-downloaded-this: The actual frames of the devastator are 'Frame 00' through 'Frame 03'.
This post has been edited by LeoD: 15 February 2012 - 03:27 PM
#2964 Posted 16 February 2012 - 12:41 AM
LeoD, on 15 February 2012 - 03:05 PM, said:
As the name suggests they control the specularity so yes, you can get rid of them.
#2965 Posted 16 February 2012 - 08:50 AM
#2966 Posted 16 February 2012 - 11:39 AM
#2967 Posted 16 February 2012 - 12:18 PM
#2968 Posted 16 February 2012 - 12:52 PM
#2969 Posted 16 February 2012 - 01:30 PM
#2970 Posted 16 February 2012 - 03:11 PM
NightFright, on 16 February 2012 - 11:39 AM, said:
And the reason why it is happening is that Polymer is still not optimized and still does not run well for most people. I was against having two different HRPs myself, but after all this time I can't blame people for doing it.
Trying to combine both HRPs into one would be just about the most horrible thing imaginable, not to mention impossible without major source code changes.