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Shadow Warrior High Resolution Pack

User is offline   Hendricks266 

  • Weaponized Autism

  #61

Good stuff! Thanks for going through those threads. I just messaged JonoF about the potential for database backups of his old forums to retrieve any content forgotten there as well.

I set up Mark with commit access to the SWHRP a while back, and I would be willing to train additional maintainers and grant them access if anyone is willing.
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User is offline   Ninjakitty 

#62

I might be interested in that.

Got a few models here, most of them just need skins (or reskins), some also need animations:
https://www.dropbox....odeled.rar?dl=0

*Edit (decided to put together the credits for those models so they're ready to be put into the defs once textured and animated)
Old keys - modeled by Kennedy
Sticky bomb - started by Kennedy, finished by Ninjakitty
Toolbox - modeled by Kennedy
Rail gun trail - modeled by Kennedy
Stone garden lamp - modeled Kennedy
Hornet - modeled by Eric R, retouched by Ninjakitty
Rc car antenna - modeled by Ninjakitty
Grenade - modeled by Ninjakitty

This post has been edited by Ninjakitty: 06 January 2019 - 01:36 PM

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User is offline   Mark 

#63

I just did a quick look at my svn folder. Many of the textures and models are from 2006-2010 and already look outdated. Without planning this could turn into the mish-mash of styles like the DN HRP. Here is an example of one that I made long ago. My skills are much better now but if I remake it, it will likely look out of place.

Attached File(s)



This post has been edited by Mark: 06 January 2019 - 11:00 AM

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User is offline   Ninjakitty 

#64

View PostMark, on 06 January 2019 - 10:59 AM, said:

I just did a quick look at my svn folder. Many of the textures and models are from 2006-2010 and already look outdated. Without planning this could turn into the mish-mash of styles like the DN HRP. Here is an example of one that I made long ago. My skills are much better now but if I remake it, it will likely look out of place.

More than half the textures in this HRP are 2006-ish
I think the problem is most of the textures lack detail like weathering or bumps or proper shading (or they have that stuff but use it in a way that makes it look fake), a lot of rectangles with rectangular bevels are used.
Honestly I think we should just texture things to the best of our ability, because most of the HRP never really looked as good as the original textures. It would probably be a good idea to start redoing old textures, maybe even partially using the current ones to do so. However, that's not as much of a priority as getting new things textured.
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User is offline   Ninjakitty 

#65

Modeled the gas grenade
Posted Image
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Does it look good?
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User is offline   0815Jack 

#66

@Ninjakitty: looks good... please continue....
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User is offline   Ninjakitty 

#67

I think I've got an idea concerning the mishmashing of texture styles.
We should start off by creating a folder for generic materials, kinda like the one called detail, but actually looking like the ones from SW.
The materials there should be resources for making new tiles. There are many tiles that use the same material.
For example:
Posted Image
Posted Image
Posted Image
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These tiles all use a generic metal material, so it would be useful to have that material ready to go in a folder for anyone trying to create new highres tiles.
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User is offline   Ninjakitty 

#68

Here's the gas bomb model:
https://www.dropbox....20bomb.md3?dl=0
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User is offline   0815Jack 

#69

At the moment I don't know how to bring it ingame-- what's the tile nummer?

can you export also the " map" for the skin? (don't know the correct term)
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User is offline   Ninjakitty 

#70

View Post0815Jack, on 09 January 2019 - 02:59 PM, said:

At the moment I don't know how to bring it ingame-- what's the tile nummer?

can you export also the " map" for the skin? (don't know the correct term)

Tile is 1808

I can't currently get it into the game because SWP downright refuses to use the high resolution pack at all now for some reason (someonehelpmeplease)

Also, sorry, I can't texture it, I only know how to model :)
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#71

The proasm.com website of Ben Smit is still up and running; bit of a zombie where SWP is concerned; however one can still download SWP 4.32 and the HRP 2.1 and just by adding sw.grp it works fine from a clean install, HRP and all. Why not try just a clean installation of these and see how it goes? This is on Windows 7 x64, so I guess YYMV.

Also, if you're using the HRP as a directory (which I guess you probably are as developing for it): while SWP will autodetect the HRP .zip file, if using it as a directory, you need to use -jsw_hrp in the command line.

This post has been edited by Martin Howe: 10 January 2019 - 11:23 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #72

The SWHRP is maintained here, the 2.1 download is slightly outdated: http://svn.eduke32.c...?repname=sw_hrp
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User is offline   Ninjakitty 

#73

I just replaced HRP.bat and sw.def with the ones from the newest version and now it's working again, thanks!
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User is offline   Mark 

#74

Can you post a good pic of the gas bomb sprite or voxel?

This post has been edited by Mark: 11 January 2019 - 06:36 AM

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User is offline   Ninjakitty 

#75

View PostMark, on 11 January 2019 - 06:36 AM, said:

Can you post a good pic of the gas bomb sprite or voxel?

Posted Image
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At the time I made the gas bomb, I was only really looking at higher res images of the gas bomb, which may have been a little inaccurate, so I might have to tweak the model a little
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User is offline   0815Jack 

#76

maybe something like this Attached File  gas_grenade_propstoreref_01.jpg (160K)
Number of downloads: 12
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User is offline   Ninjakitty 

#77

View Post0815Jack, on 11 January 2019 - 02:19 PM, said:

maybe something like this Attachment gas_grenade_propstoreref_01.jpg

AAAAAAAAAAAAAAAAAAAHHHHHHH

3D PIXELS SO HARD TO DECIPHER :)

So, that neck section the hinged handle thingy goes over, I don't know whether or not it actually exists in the gas bomb. On the sprite, there's a gap, on the voxel, nO. Also, the front circle thingy on my model, I have no idea how to interpret that in any way other than the way I did, but that's not how grenades work, this is confusing.
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User is offline   Ninjakitty 

#78

Wait, maybe the hinge is just reversed. Instead of two sides of the handle going over the hinge thingy, it's only one in the middle, and it's the big circle/hinge that's attached to the neck.
Anyone else think they know?
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User is offline   Tea Monster 

  • Polymancer

#79

This is the dilemma with all of this. When you look at the sprite, the top section is about 4 or 5 pixels wide. Is that particular pixel you are looking at a spout or a pull ring? The best thing to do is to look at a real-life version of what it's supposed to be, and then make that. Otherwise, you can go bananas trying to make out what is what on a 16 pixel wide picture.

Looking at the original object and making something that resembles it in game is how the original sprite artist started out.

Are you Polymering or Polymosting for your HRP?

If Polymering, then you could add that lower ring indent on the cylinder with a normal map and save some polys.

This post has been edited by Tea Monster: 12 January 2019 - 01:03 AM

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User is offline   Mark 

#80

Other than the screen pic that Plagman posted years ago with Polymer test in SWP it hasn't been actually been included so I'm assuming that Polymost will continue to be used.
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User is offline   Tea Monster 

  • Polymancer

#81

Y'all AO bake then?
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User is offline   Mark 

#82

I wish I could.
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User is offline   Mark 

#83

Because the model is going to be reworked I spent only a few minutes slapping on a simple test skin so you could see what your model looks like.

Attached File(s)

  • Attached File  BBB.jpg (14.67K)
    Number of downloads: 17


This post has been edited by Mark: 13 January 2019 - 12:50 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #84

I would recommend making Polymer-grade assets and contributing them to the HRP. You can always bake them down to a Polymost skin and add that as well, like Roma has been doing for Duke. You can't do the reverse.

Can PBR bake down to specular+diffuse+normal?
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User is offline   Tea Monster 

  • Polymancer

#85

If you have a funky texturing program like Substance Painter, then yes. Substance Painter is paid for, but there is another, free one called 'Materialise' that is available, and is designed to take existing textures and 'PBR-ize' them. It was used to update the textures in older Uncharted games.

It's actually much easier to go from PBR to Polymost, weirdly enough.

With PBR metallic, you usually have 4 textures. 1. Base Colour, 2. Normal, 3. Roughness and 4. Metallness (insert Iron Maiden joke here). In this example, You can configure most software to export an Ambient Occlusion map, even though technically PBR shouldn't use them. I've also got a height and glow map in this example.

Posted Image

CONVERT TO POLYMOST

You just take the Base Colour map, which is what we used to call a diffuse map, and chuck the Ambient Occlusion map on top and you have a good shader for Polymost.

CONVERT TO POLYMER

If you want to go to Polymer, then take the Normal, Base Colour and Roughness maps. The Roughness map is actually an inverted gloss map. So either invert the Roughness in your 2D graphics app to get a Gloss map, or get your texturing app to output a gloss map. You'll need a specular map to complete the shader, but again, most soft can output different maps if required.

Here is a recent model I did. I rendered it first with full PBR and then with just the Diffuse (Base Colour) and Ambient Occlusion.
Posted Image

There are other tricks you can do for Polymost, like baking your Ambient Occlusion map to get an exaggerated range and darkening the models base, giving it the illusion of solidity. You do this by putting a flat plane under the model when baking. That can add a lot of atmosphere to a Polymost model.

This post has been edited by Tea Monster: 14 January 2019 - 12:41 AM

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User is offline   Tea Monster 

  • Polymancer

#86

I took the liberty of making a more up-to-date gas bomb model. If you were doing this properly, I'd make a high-poly model and bake down the normals and so forth. For illustration purposes, I've just made a very basic model just to show people.

One important thing to mention. I applied an autosmooth to the normals. This makes a big difference in how the model appears. It can define different areas more clearly and generally it dosen't look like a blob. This step is important to get stuff looking good in older or more basic renderers. Especially look at the area around the top of the cylinder.

Posted Image

First off, here is the PBR render in Substance Painter (Iray). I'm not going into a Painter tut as there are loads of them on the interwebs. GIYF.
Posted Image

I baked an AO map in Blender multiplied it on top of the Base Colour map. I baked the AO map in Blender because in most modern texture apps, the AO is very minimal and washed out as PBR rendering dosen't really require an AO map. As we are going to be faking 'proper' lighting in Polymost, I've gone old-school in Blender and rendered my AO map there. This will give us a much stronger AO map to use.

Note the block under the gas bomb. That will cause the bottom of the gas bomb to darken as the AO will take into account the proximity of the block. This will make it look like the bottom of the cylinder of the gas bomb is darker, which will add to it's presence in whatever scene you put it into.
Posted Image

I take my Blender AO map and combine it on top of my Base Colour map from Painter and use 'Multiply' to do the overlay. That is saved out as my diffuse map for Polymost.
Posted Image

Here is a comparison of what the two different approaches look like when finished. Again, look at the top and bottom of the cylinder to see the effect. Also check out what appears to be a shadow of the pull ring on the body of the cylinder.
Posted Image

Here is the blend file, PBR and combined Polymost textures.

Attached File(s)



This post has been edited by Tea Monster: 14 January 2019 - 04:39 AM

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User is offline   Mark 

#87

That looks great. But I'm still not quite clear on your methods. If you would be kind enough to do maybe a dozen or so more models, I'll take it from there. :)

This post has been edited by Mark: 14 January 2019 - 06:49 AM

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User is offline   Ninjakitty 

#88

Woah, I feel kinda inadequate now, lol

That looks pretty good, and it's probably not far off from the final design. I'ma experiment with different designs for the gas bomb, but if I can't come up with one that feels more accurate, I say we use yours.
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User is offline   Tea Monster 

  • Polymancer

#89

I put this up for information and to hopefully inspire people to make better models. Sorry if I've upset you.
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User is offline   Ninjakitty 

#90

Huh? I didn't mean that I was upset, I'm just impressed you are able to create something good looking on such short notice. I've got a long way to go before I can do anything like that, lol

This is good information to know :)
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