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Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   NightFright 

  • The Truth is in here

#2431

Both the 817/818 improvements and the new maphack have been committed.
You can also download updated maphacks from link below, the new hack is included there for immediate testing/usage.

This post has been edited by NightFright: 15 April 2011 - 12:35 AM

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User is offline   Micky C 

  • Honored Donor

#2432

e2l4 done

Posted Image
Posted Image
Posted Image

Edit: the second picture looks almost identical to how it should in classic mode with regards to that red light.

This post has been edited by Micky C: 17 April 2011 - 04:04 AM

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#2433

The ceiling of the first picture really looks good. This makes my maps look like crap without polymer lol.
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User is offline   NightFright 

  • The Truth is in here

#2434

Maphack added to SVN, download link below updated.
1

User is offline   NightFright 

  • The Truth is in here

#2435

Polymer lights for E2L6 by Micky C added to maphacks, download below.
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User is online   fgsfds 

#2436

Slightly improved chaingun model and textures. The top now looks a little better.
Also, maybe someone will ask on Gearbox forum or somewhere else permission to use textures from xbla? They look really awesome. I think that Gearbox will not mind.

Attached thumbnail(s)

  • Attached Image: duke0008.png

Attached File(s)


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User is offline   Master Fibbles 

  • I have the power!

#2437

The XBLA "textures" are the same textures as the original game, aren't they? I haven't played it but my understanding is they took (without giving full credit) the stuff from jfduke and eduke to make the binary work on the Xbox OS. None of the game content was altered.
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User is offline   OpenMaw 

  • Judge Mental

#2438

View PostMr.Flibble, on 19 April 2011 - 04:15 PM, said:

The XBLA "textures" are the same textures as the original game, aren't they? I haven't played it but my understanding is they took (without giving full credit) the stuff from jfduke and eduke to make the binary work on the Xbox OS. None of the game content was altered.


None of the game content was changed.
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User is online   fgsfds 

#2439

I meant logos and loading screens.
http://forums.duke4....3586#entry43586

This post has been edited by empyrock: 19 April 2011 - 07:31 PM

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User is offline   Tea Monster 

  • Polymancer

#2440

The last time I checked, all the alt pal files are still in for the critters.

Also, why aren't we using Millenia's hand model in the HUD?

This post has been edited by Tea Monster: 22 April 2011 - 06:00 AM

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User is offline   Roma Loom 

  • Loomsday Device

#2441

View PostTea Monster, on 22 April 2011 - 05:48 AM, said:

Also, why aren't we using Millenia's hand model in the HUD?

Nobody wants to play with 3ds max files higher than 2008 version :trollface:
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User is offline   Plagman 

  • Former VP of Media Operations

#2442

Is it better than Parkar's new hand model? I think Roma Loom compared them and thought the latter was better.
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User is offline   Tea Monster 

  • Polymancer

#2443

These are the two hands. I know Roma said something about it needing smoothing groups in Max, so maybe he has a better version than the one I have.

But here are the two hands. Millenias looks better (IMO). The only real problem with it is that there is a seam up running around the base of it. In most cases you won't see it though.
Attached Image: hand1.jpg
Attached Image: hand2.jpg
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User is offline   Plagman 

  • Former VP of Media Operations

#2444

Is that seam the same problem as the seam Roma Loom was talking about? I think it's currently in the hand model on the RPG that's checked in, though that might have changed recently. Does the seam go away if you disable normal mapping?
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User is offline   Tea Monster 

  • Polymancer

#2445

No, the seams are on all three textures. I did find a problem with duplicated verts that made the problem look worse. Now that they are gone, its generally a lot less noticeable.
Attached Image: hand3.jpg

Roma, what did you fix on the other one?

This post has been edited by Tea Monster: 26 April 2011 - 11:26 AM

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User is offline   Micky C 

  • Honored Donor

#2446

I've done about half the lighting for e2l8 (I'm leaving e2l7 until last) but don't expect it anytime soon. It's a big level and I'm getting swamped down with other things again.
But here's a screenshot:
Posted Image

It looks even better in-game with ambiant light turned right down.

Edit: I decided to finish it afterall and should be included with the other maphacks shortly. I did something different this time with the lights, I gave everything a uniform dark shade which is what I'm told Parker did for e1l1 and did all the lighting from scratch. Needless to say it'd look a lot better if all the sector lighting was removed for this level, but it should look ok anyway.

This post has been edited by Micky C: 28 April 2011 - 05:51 AM

1

User is offline   Tea Monster 

  • Polymancer

#2447

NEW LUNAR OVERLORD
Model by Jean Gorospe Skins by Jean Gorospe and Tea Monster
Brought to you by Mr. Green
who contacted Jean, commissioned the critter and 'herded' him back to the HRP - Many thanks!

Posted Image

Posted Image

GET SOME
3

User is offline   Spiker 

#2448

View PostTea Monster, on 28 April 2011 - 06:03 AM, said:

NEW LUNAR OVERLORD


Awesome work there!
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User is offline   NightFright 

  • The Truth is in here

#2449

Polymer lights for E2L8 by Micky C added to maphacks, download below.
The new Overlord model has been added to SVN with build #248.

This post has been edited by NightFright: 28 April 2011 - 07:16 AM

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User is online   fgsfds 

#2450

Great model, but why in def is written

skin { pal 0 surface 1 file "highres/sprites/monsters/2760_overlord_tech_d.png" specpower 2 specfactor 2 }
specular { file "highres/sprites/monsters/2760_overlord_bio_d_s.png" }
normal { file "highres/sprites/monsters/2760_overlord_tech_n.png" parallaxbias 0.1 parallaxscale 0.1 }

Maybe it should be 2760_overlord_tech_s?


Also, after CORNFEDSPACEFROGPURCHASEAGRICULTURALREALESTATE textures for rocket and overlord_tech are defined, but they are already defined in the beginning. And surface numbers for speculars and normals aren't specified.
I think def should look like this:
// Lunar Overlord (2760)
model "highres/sprites/monsters/2760_overlord.md3" {
  scale 45 shade 2

  skin { pal 0 surface 0 file "highres/sprites/monsters/2760_rocket.png" }
  glow { surface 0 file "highres/sprites/monsters/2760_rocket.png" }

  skin { pal 0 surface 1 file "highres/sprites/monsters/2760_overlord_tech_d.png" specpower 2 specfactor 2 } 
  specular { surface 1 file "highres/sprites/monsters/2760_overlord_tech_s.png" }
  normal { surface 1 file "highres/sprites/monsters/2760_overlord_tech_n.png" parallaxbias 0.1 parallaxscale 0.1  }

  skin { pal 0 surface 2 file "highres/sprites/monsters/2760_overlord_bio_d.png" specpower 2 specfactor 2 }
  specular { surface 2 file "highres/sprites/monsters/2760_overlord_bio_s.png" }
  normal { surface 2 file "highres/sprites/monsters/2760_overlord_bio_n.png" parallaxbias 0.1 parallaxscale 0.1 }
  glow { surface 2 file "highres/sprites/monsters/2760_overlord_bio_g.png" }

  // CORNFEDSPACEFROGWALKING
  anim { frame0 "frame_1" frame1 "frame_20" fps 22 flags 0 }   
  frame { name "frame_1" tile0 2760 tile1 2779 smoothduration 0.2 }
  
  // CORNFEDSPACEFROGIDLE
  anim { frame0 "frame_25" frame1 "frame_30" fps 10 flags 0 }  
  frame { name "frame_25" tile0 2780 tile1 2789 smoothduration 0.3 }
  
  // CORNFEDSPACEFROGDODGETHIS
  anim { frame0 "frame_35" frame1 "frame_40" fps 10 flags 0 }  
  frame { name "frame_35" tile0 2790 tile1 2799 smoothduration 0.2 }
  
  // CORNFEDSPACEFROGPURCHASEAGRICULTURALREALESTATE
  skin { pal 0 surface 2 file "highres/sprites/monsters/2760_overlord_bio_pain_d.png" specpower 2 specfactor 2 }
  specular { surface 2 file "highres/sprites/monsters/2760_overlord_bio_pain_s.png" }
  normal { surface 2 file "highres/sprites/monsters/2760_overlord_bio_n.png" parallaxbias 0.1 parallaxscale 0.1  }
  
  anim { frame0 "frame_50" frame1 "frame_80" fps 12 flags 1 }
  frame { name "frame_50" tile0 2800 tile1 2809 smoothduration 0.3 }}


This post has been edited by empyrock: 28 April 2011 - 11:10 AM

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User is offline   Tea Monster 

  • Polymancer

#2451

It should read like you suggested for the spec line. I'd fixed that earlier today. I must have grabbed an earlier version when I put the release together.

Those are good suggestions for the surface numbers. I'd forgotten to put them in on the file.

Thanks for spotting it!
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User is online   fgsfds 

#2452

One more glitch. Rockets look transparent.

Attached thumbnail(s)

  • Attached Image: duke0002.png

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User is offline   Tea Monster 

  • Polymancer

#2453

No, those are the flames from the rockets launching

This post has been edited by Tea Monster: 28 April 2011 - 12:11 PM

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User is offline   NightFright 

  • The Truth is in here

#2454

Fixes for monsters.def added in build #249.
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User is online   fgsfds 

#2455

What is the 2760_overlord_bio_d_s.png? It isn't used.
And ice model is broken:
Invalid frame name on line highres/sprites/ice.def:99
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User is offline   NightFright 

  • The Truth is in here

#2456

View Postempyrock, on 28 April 2011 - 03:20 PM, said:

What is the 2760_overlord_bio_d_s.png? It isn't used.
And ice model is broken:
Invalid frame name on line highres/sprites/ice.def:99


ice.def was still not adjusted to the new model. I had forgotten about that, sorry. Scale, skin and frame defs have been modified and should work now with SVN build #250. As frozen skin, I went for the pain skin (2760_overlord_bio_pain_d) since you have to damage the boss considerably before you can freeze him. I have also removed the obviously not needed specular map. In case it is needed after all, still got a backup here. :dukegoof:

Still, I dunno if these two lines still belong in there:

// Frozen Moon Overlord (2760)
model "highres/sprites/monsters/2760_overlord.md3" {
scale 45 shade 2
skin { surface 0 file "highres/sprites/monsters/2630_muzzle.png" }
skin { surface 1 file "highres/sprites/monsters/2630_muzzle.png" }

skin { surface 2 file "highres/sprites/monsters/2760_overlord_bio_pain_d.png" }
frame { pal 1 name "frame_1" tile 2760 }
}


They look outdated to me since I find them nowhere on the original model. They might also just be placeholders which are not used at all. I have no idea if this works anyway, still have to check it ingame.

This post has been edited by NightFright: 29 April 2011 - 12:25 AM

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User is online   fgsfds 

#2457

Of course, these strings aren't needed. Textures should be the same as for the main model.

  skin { pal 0 surface 0 file "highres/sprites/monsters/2760_rocket.png" }
  glow { surface 0 file "highres/sprites/monsters/2760_rocket.png" }

  skin { pal 0 surface 1 file "highres/sprites/monsters/2760_overlord_tech_d.png" specpower 2 specfactor 2 } 
  specular { surface 1 file "highres/sprites/monsters/2760_overlord_tech_s.png" }
  normal { surface 1 file "highres/sprites/monsters/2760_overlord_tech_n.png" parallaxbias 0.1 parallaxscale 0.1  }

  skin { pal 0 surface 2 file "highres/sprites/monsters/2760_overlord_bio_d.png" specpower 2 specfactor 2 }
  specular { surface 2 file "highres/sprites/monsters/2760_overlord_bio_s.png" }
  normal { surface 2 file "highres/sprites/monsters/2760_overlord_bio_n.png" parallaxbias 0.1 parallaxscale 0.1 }
  glow { surface 2 file "highres/sprites/monsters/2760_overlord_bio_g.png" }


But I do not understand why do we need ice defs for bosses if we can't freeze them (except battlelord) and don't have "ice" skins for them?

This post has been edited by empyrock: 29 April 2011 - 01:08 AM

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User is offline   Micky C 

  • Honored Donor

#2458

The minibosses can be frozen, and don't highpalookups take care of the frozen 'skins'?
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User is offline   NightFright 

  • The Truth is in here

#2459

Well except for the Battlelord, all other bosses don't use skins from the "ice" subdir, but use their own. I never managed to freeze a boss, just the Battlelord Sentry, I think.

I have hopefully fixed ice.def for Lunar Overlord for good now. All I did was to remove the glowmaps (no frozen models have them) and delete the "pal 0" parts (those are for pal 1). Should work - if you ever manage to freeze this guy. :dukegoof:

This post has been edited by NightFright: 29 April 2011 - 01:34 AM

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User is online   fgsfds 

#2460

I think you can completely remove defs for overlord and cycloid. But let's wait for what more skilled guys will tell.
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