What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4471 Posted 09 March 2013 - 04:44 PM
#4472 Posted 09 March 2013 - 05:57 PM
#4473 Posted 09 March 2013 - 05:58 PM
#4474 Posted 09 March 2013 - 06:01 PM
#4475 Posted 09 March 2013 - 06:19 PM
#4476 Posted 09 March 2013 - 06:48 PM
#4479 Posted 10 March 2013 - 01:13 AM
Mark., on 09 March 2013 - 07:02 PM, 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 (photoshop format)
This post has been edited by Cage: 10 March 2013 - 02:00 AM
#4480 Posted 10 March 2013 - 01:46 AM
#4481 Posted 10 March 2013 - 04:05 AM
#4482 Posted 10 March 2013 - 04:31 AM
This post has been edited by Hank: 10 March 2013 - 06:45 AM
#4483 Posted 10 March 2013 - 04:34 AM
#4484 Posted 10 March 2013 - 05:00 AM
#4486 Posted 10 March 2013 - 06:46 AM
Cage, on 10 March 2013 - 01:13 AM, said:
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 (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.
#4487 Posted 10 March 2013 - 07:07 AM
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
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
#4489 Posted 10 March 2013 - 09:43 AM
This post has been edited by Drek: 10 March 2013 - 11:54 AM
#4490 Posted 10 March 2013 - 05:45 PM
#4491 Posted 10 March 2013 - 06:30 PM
Drek, on 10 March 2013 - 09:43 AM, 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.
#4492 Posted 10 March 2013 - 06:31 PM
#4493 Posted 10 March 2013 - 06:38 PM
This post has been edited by Mark.: 10 March 2013 - 06:39 PM
#4494 Posted 10 March 2013 - 08:02 PM
Lunick, on 10 March 2013 - 06:30 PM, said:
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.
Gambini, on 10 March 2013 - 06:31 PM, said:
You called it. In game shot of the new duke voxel.
#4495 Posted 10 March 2013 - 09:58 PM
Drek, on 10 March 2013 - 08:02 PM, said:
I like it!
#4496 Posted 10 March 2013 - 10:08 PM
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
#4497 Posted 10 March 2013 - 10:10 PM
In fact the resolutions are so big that Drek had to modify eduke32 to stop the voxels from filling up the cache.
#4498 Posted 10 March 2013 - 10:13 PM
This post has been edited by Tetsuo: 10 March 2013 - 10:23 PM
#4499 Posted 10 March 2013 - 10:44 PM
#4500 Posted 11 March 2013 - 12:51 AM
This post has been edited by Tetsuo: 11 March 2013 - 12:55 AM