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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Mark 

#4471

Working with the previous Duke model and texture I converted the skin down to 256 x 256 and the 8 bit eduke palette. It looks pretty good as a base for a voxel.

Attached thumbnail(s)

  • Attached Image: duke8bitpal.jpg

1

User is offline   Jimmy 

  • Let's go Brandon!

#4472

Not bad! But there are some orange spots on his face, arms, and hair that kind of look bad.
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User is offline   Mark 

#4473

Might be lighting from my model program. I didn't try it out in the game.
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User is offline   Jimmy 

  • Let's go Brandon!

#4474

It could be, but it looks like whatever program you used interpreted the color as the orange part of the palette instead of the brown. Happens all the time.
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User is offline   Kyanos 

#4475

That's the ticket Mark, every skin in the HRP should have been made using the original palette like that. The wrong colours in skins break the highpal lookup too.
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User is offline   Mark 

#4476

I'll load the model into the game in a few minutes and report back.
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User is offline   Mark 

#4477

Looks fine in the game.

Attached thumbnail(s)

  • Attached Image: TESTDUKE.jpg

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4478

Doom II ending style.

Posted Image
6

User is offline   Cage 

#4479

View PostMark., on 09 March 2013 - 07:02 PM, said:

Looks fine in the game.


You're using the 32-bit renderer, check it out in 8-bit. I have quite a bit of experience in converting art to Duke's 8-bit palette, and you have the orangey spots on the skin - this happens very often, and those colors are from a different color ramp - the orange/gold range behaves pretty badly in the shade-tables - take a look at Drek's screenshot posted on the page before.

I recommend that you apply some gradient maps before converting, for best effect. Pick up the colors for the ramp straight from palette. If you want to use the gold range, apply it only to a whole single object or plane - it looks lees broken this way (for example the original shell casings in DN3D)

EDIT: Damn, been a while since I've converted anything to Duke's palette - I've forgot about two other problem areas.

1. The fullbright pixels - those weird three hue ramps in the end of the pal, are fullbright - those are used for glowing PigCop eyes, for example. Most of those aren't problematic except the red fullbrights, but if you use gradient maps well, those won't appear, since they're more saturated than Duke's red range.

2. The violet-red range: this one can be a bitch sometimes - while the light shades are simillar to the red range and look right on the picture itself, those colors behave differently in the shade tables - usually this results in sudden blotches of dark red on the sprite/texture.

I've found an easy way around this - I've assembled a Duke palette without the fullbrights and violet range, so you can use this for whatever GFX that don't use those colors :angry: (photoshop format)

This post has been edited by Cage: 10 March 2013 - 02:00 AM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4480

View PostDrek, on 09 March 2013 - 10:46 AM, said:


I think I have seen this guy in the Transformers movie.
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User is offline   Mark 

#4481

Cage: I can't check out the model in 8bit because models don't display in software mode.
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User is offline   Hank 

#4482

deleted - has no point here

This post has been edited by Hank: 10 March 2013 - 06:45 AM

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User is offline   Mark 

#4483

I'm not using anything fancy. Just freeware Misfit Model 3D. No palette options.
1

User is offline   Hank 

#4484

wow - you make good work then with minimal software. My compliments! Posted Image
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User is offline   Mark 

#4485

Thanks.
1

User is offline   Gambini 

#4486

View PostCage, on 10 March 2013 - 01:13 AM, said:

You're using the 32-bit renderer, check it out in 8-bit. I have quite a bit of experience in converting art to Duke's 8-bit palette, and you have the orangey spots on the skin - this happens very often, and those colors are from a different color ramp - the orange/gold range behaves pretty badly in the shade-tables - take a look at Drek's screenshot posted on the page before.

I recommend that you apply some gradient maps before converting, for best effect. Pick up the colors for the ramp straight from palette. If you want to use the gold range, apply it only to a whole single object or plane - it looks lees broken this way (for example the original shell casings in DN3D)

EDIT: Damn, been a while since I've converted anything to Duke's palette - I've forgot about two other problem areas.

1. The fullbright pixels - those weird three hue ramps in the end of the pal, are fullbright - those are used for glowing PigCop eyes, for example. Most of those aren't problematic except the red fullbrights, but if you use gradient maps well, those won't appear, since they're more saturated than Duke's red range.

2. The violet-red range: this one can be a bitch sometimes - while the light shades are simillar to the red range and look right on the picture itself, those colors behave differently in the shade tables - usually this results in sudden blotches of dark red on the sprite/texture.

I've found an easy way around this - I've assembled a Duke palette without the fullbrights and violet range, so you can use this for whatever GFX that don't use those colors :angry: (photoshop format)


I have a psd composed of Duke´s original palette. When im drawing 8bits art I create layers with those color ramps and then I just match colors from the image tab. Works with separate layers.

I also make temporal conversions using disseminated noise (is that the term?) just for those colors that have clumsy shadetable transitions, like purple.

The last resort is to select the wrong colors with the wand and replace them with something more harmonic.
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User is offline   Kyanos 

#4487

I could probably put this up in the resources thread but it's relevant here so..

Attached File  DUKEPALLETTES.zip (2.16K)
Number of downloads: 178
Three photoshop palettes,

1. Original Duke3D Game Palette

2. Duke 3D Game pal that will replace 8bit transparent pink with 32bit transparency.
Load the sprite, switch image mode from indexed to RGB, then switch it back and define the new palette with regular white and gray checkered transparency for 32bit renderers.

3. WGR2 Game Palette :angry:

I'm off to make some voxels of my own, @Mark, if you'd donate me your skin, I'll see about making a new Duke voxel from it. And to anyone else who may be interested in voxels, go try out poly2vox and slab6. Here is the pack I'm starting with:http://moreplease.fr...voxelindex.html
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User is offline   Mark 

#4488

here it is

Attached thumbnail(s)

  • Attached Image: duke8bit.jpg

1

User is offline   Kyanos 

#4489

Thanks.

Edit, added this link. A quick sample video.
http://youtu.be/VpSwOfwBWG4

This post has been edited by Drek: 10 March 2013 - 11:54 AM

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User is offline   Kyanos 

#4490

View PostMark., on 10 March 2013 - 09:40 AM, said:

here it is

And here's the voxel, well the first frame :angry:
Attached Image: SL6D0000.png
2

User is offline   Lunick 

#4491

View PostDrek, on 10 March 2013 - 09:43 AM, said:

Thanks.

Edit, added this link. A quick sample video.
http://youtu.be/VpSwOfwBWG4


Hmm

Are you going to call it the Duke3D Voxel Pack or the Duke 3D HRP Voxel pack or... Hmm, I can't think of a nice name because when I think of Duke 3D Voxel pack, I think of ReaperMan's voxels he did.
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User is offline   Gambini 

#4492

Looks better! The forehead and elbow have bits of yellow color that will look awfull when the voxel becomes darker.
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User is offline   Mark 

#4493

never mind

This post has been edited by Mark.: 10 March 2013 - 06:39 PM

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User is offline   Kyanos 

#4494

View PostLunick, on 10 March 2013 - 06:30 PM, said:

Hmm

Are you going to call it the Duke3D Voxel Pack or the Duke 3D HRP Voxel pack or... Hmm, I can't think of a nice name because when I think of Duke 3D Voxel pack, I think of ReaperMan's voxels he did.


I'm thinking The High Detailed Voxel Pack, or HDVP for short.

View PostGambini, on 10 March 2013 - 06:31 PM, said:

Looks better! The forehead and elbow have bits of yellow color that will look awfull when the voxel becomes darker.


You called it. In game shot of the new duke voxel.
Attached Image: duke0007.png
1

User is offline   Lunick 

#4495

View PostDrek, on 10 March 2013 - 08:02 PM, said:

I'm thinking The High Detailed Voxel Pack, or HDVP for short.


:angry: I like it!
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User is offline   Tetsuo 

#4496

Drek, not to sound smart or anything but going by your screenshots that seems to be a misnomer. It's no more detailed than the original 8-bit art actually in some ways I think it's worse. So if anything I think it should just be called the D3DVP as in the Duke3D Voxel Pack. More power to you for making it though, if that floats your boat then have at it.

Go ahead and down-vote me into oblivion for having a dissenting opinion against voxels. I'm probably one of the only people around here who doesn't particularly care much for voxels as they are implemented right now.

This post has been edited by Tetsuo: 10 March 2013 - 10:11 PM

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User is offline   Micky C 

  • Honored Donor

#4497

It's higher resolution than the original art (hence the HD), and it's 3D. And compared to Reaper Man's voxel pack it's definitely higher res.

In fact the resolutions are so big that Drek had to modify eduke32 to stop the voxels from filling up the cache.
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User is offline   Tetsuo 

#4498

Having actual high resolution detail (quality) and filling up memory cache due to quantity are two different things to be frank. I'm not disputing that it's 3D but it just does not qualify as high resolution. On the other hand that doesn't necessarily make that bad if that's the sort of thing you are into (the chunky pixel look). But yeah... no, that's not high resolution. Even if it's higher res than a previous voxel pack. It's like comparing 320x240 to 512x384 in the HD (720p and above) age and calling 512x384 High Res. Again mind you not that I'm saying it's crap or anything just not high res.

This post has been edited by Tetsuo: 10 March 2013 - 10:23 PM

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User is offline   Micky C 

  • Honored Donor

#4499

It's probably the highest resolution that the software renderer will support. And this pack is intended for software, so I think the name is fitting. In fact it's probably the highest resolution voxels eduke32 supports full stop.
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User is offline   Tetsuo 

#4500

Well, let's say that software only supported 800x600 at the most and previous games where made for 320x240 and someone made a mod that took advantage of 800x600 and called it a full HD remake in this day and age. Then said, well this engine consumes a lot of RAM even for just that so it must be HD! Just being more than the original does not make it so. That was just an example by the way and I'm pulling those numbers from thin air but it's to illustrate a point. What's with all this full stop business anyway? If it's the highest that can be done with voxels in eduke32 that makes it highly detailed and thusly a HRP end of discussion? Well, thanks for enlightening me but that does not make it high res nonetheless. I'm sorry but I just do not agree. :angry:

This post has been edited by Tetsuo: 11 March 2013 - 12:55 AM

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