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Duke It Out In D.C. HRP + Music Pack  "Coming up: New music pack by Jimmy!"

User is offline   Micky C 

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#91

That plane would probably drop like a rock if it tried to fly, but good work Posted Image

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

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User is offline   Spiker 

  • 257

#92

View PostMicky C, on 25 May 2011 - 04:40 AM, said:

That plane would probably drop like a rock if it tried to fly, but good work Posted Image


That's why it's only used as an exhibit in the museum :P

Looks like those alien bastards drank all my beer.
1

User is offline   Hendricks266 

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  #93

I've just run into two months of mostly free time, so it would be fun for me and great for the project if an SVN could be set up, so I could make the updates I promised back at the beginning of the thread.
0

User is offline   Spiker 

  • 257

#94

This could be useful. In the mean time I've remade 2 more textures but I don't feel like posting anything until there's more stuff. If there was an SVN I would submit them instantly. On the other hand the list got much shorter recently and having an SVN could result in only offcial releases being posted here and people would not be aware of any upadates until the next release. Also some people are not keen on SVN and this would mean they wouldn't be able to download the updates until the offcial release. Other than that it's a great feature for large projects where many people contribute.

Looks like those alien bastards drank all my beer.
0

User is online   NightFright 

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#95

I am planning on releasing a new build of the HRP on June 1. Then at least you guys will have the latest stuff again. Will use the remaining time until then to check for errors in the pack.
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User is offline   Spiker 

  • 257

#96

View PostNightFright, on 30 May 2011 - 01:02 AM, said:

I am planning on releasing a new build of the HRP on June 1.


Just be sure to include these new textures:

- 3657-3659
- 3712
- 3727
- 3750
- 3751

Attached File  textures.zip (3.55MB)
Number of downloads: 195

Looks like those alien bastards drank all my beer.
1

User is online   NightFright 

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#97

As promised, v1.54 of the DC HRP has been released. Changelog:

v1.54 (06-01-2011)
------------------
> Added:
    - dukedc\sprites\props: 3683 (aeroplane)
    - dukedc\textures: 3628 (glass), 3650 (white marble with stripes), 3657-3659 (computer panels),
                       3691 (light brown wood), 3692 (blue tiles), 3694 (black stone/metal wall),
                       3712 (duct grill), 3727 (locker door), 3750/3751 (bright wood wall)

> Maphacks:
    - dukedc4.mhk: Polymer lighting added

> Revisions:
    - dukedc\sprites\props: 3670 (window --> model instead of texture) 
    - dukedc\sprites\switches: 3715 (model instead of texture) 
    - dukedc\textures: 3610, 3611, 3629, 3654, 3690, 3695, 3713 (Polymer versions)

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User is offline   Micky C 

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#98

Does dukedc4.mhk actually work with the lights? They barely showed up in-game from what spiker and I could tell.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

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User is offline   Spiker 

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#99

View PostMicky C, on 01 June 2011 - 02:02 PM, said:

Does dukedc4.mhk actually work with the lights? They barely showed up in-game from what spiker and I could tell.


It won't work right because you were too lazy to fix it :)

Looks like those alien bastards drank all my beer.
0

User is online   NightFright 

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#100

So far, I could only check out the first three levels. Will look at the rest hopefully by the weekend.
0

User is offline   Mike Norvak 

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#101

Is there a SVN link for this?
0

User is offline   Spiker 

  • 257

#102

View PostNorvak, on 02 June 2011 - 05:48 PM, said:

Is there a SVN link for this?


Nope. But maybe Nightfright will set it up when he is less busy.


I found out that most textures won't look top notch without using some 3d application. This one (3774) I first modeled in Blender and I'm much more satisified with it than with most textures that I created only in Photoshop. Still finding and learning new techniques.

Attached Image: 3774_d.png
Attached Image: 3774_n.png
Attached Image: 3774_s.png

texture 3774 {
pal 0 { file "dukedc/textures/3774_d.png" specpower 5 specfactor 1 }
normal { file "dukedc/textures/3774_n.png" parallaxbias 0.01 parallaxscale 0.01 }
specular { file "dukedc/textures/3774_s.png" }
}

Looks like those alien bastards drank all my beer.

This post has been edited by Spiker: 03 June 2011 - 09:02 AM

2

User is online   NightFright 

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#103

I don't have the knowledge or access to set up an SVN. Anyway, it should be similar to setting up the SVN for the normal HRP. No idea who did this in the first place, but maybe Parkar can help.
0

User is offline   Hendricks266 

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  #104

Plagman is the man.
0

User is offline   Plagman 

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#105

I set up a bunch of different repos for you a while ago, why wasn't this part of your request?

EDuke32 - "The corrupt doctrine of terror has begun."
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User is online   NightFright 

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#106

View PostPlagman, on 04 June 2011 - 01:11 PM, said:

I set up a bunch of different repos for you a while ago, why wasn't this part of your request?

I guess because back then, there was no demand for it due to no activity regarding this project... xD
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User is offline   Hendricks266 

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  #107

View PostPlagman, on 04 June 2011 - 01:11 PM, said:

I set up a bunch of different repos for you a while ago, why wasn't this part of your request?

This isn't my project. ;)
0

User is offline   Hank 

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#108

View PostSpiker, on 03 June 2011 - 05:10 AM, said:

I found out that most textures won't look top notch without using some 3d application. This one (3774) I first modeled in Blender and I'm much more satisified with it than with most textures that I created only in Photoshop. Still finding and learning new techniques.

Are you willing to teach, like newbies?

Ein sarkastischer Deutscher a.k.a. Thought Criminal.
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User is offline   Plagman 

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#109

Tea Monster wrote a piece exactly on this topic (modelling textures to produce normal maps). See:

http://forums.duke4....ender-feedback/

EDuke32 - "The corrupt doctrine of terror has begun."
1

User is offline   Spiker 

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#110

Actually I was talking about creating a texture not a normal map. The way I do it is that I first model the thing and later bake or render ambient occlussion pass which gives me an excellent base for the texture to work in photoshop.

I've just remade this crazy spinning texture, get it here:
Attached File  3770.zip (2.72MB)
Number of downloads: 193

Also Nightfright please remove 3708 from the to do list since it's already been remade as a skybox which if fact fits perfectly and so you can't even see this texture in game.

Looks like those alien bastards drank all my beer.
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User is offline   Spiker 

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#111

#3711. It's a wall texture not sand. It's probably not used but I wanted to remake it anyway.

Attached Image: 3711_d.png

Attached Image: 3711_n.png

Attached Image: 3711_s.png

texture 3711 {
pal 0 { file "dukedc/textures/3711_d.png" specpower 1 specfactor 0.2 }
normal { file "dukedc/textures/3711_n.png" parallaxbias 0.00 parallaxscale 0.01 }
specular { file "dukedc/textures/3711_s.png" }
}

Looks like those alien bastards drank all my beer.

This post has been edited by Spiker: 06 June 2011 - 12:01 PM

2

User is online   NightFright 

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#112

Hehe, we are slowly getting somewhere. The to-do list gets shorter and shorter. Never thought I would ever see this happen... ^^
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User is offline   Spiker 

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#113

There is slightly more to do than on the list. A few assets need revision but my plan is to start from the bottom and finish off the remaining textures, then revise/polymerize/replace with a model the textures that need it. When this is done I will move upward etc until the list will vanish :P I'm still learning this, maybe there isn't much interest in this project but I do it mainly for my own pleasure and pratice. Later I will move to the main HRP or some other TC (Nuclear Winter or Vaccation) if there will any interest in it. Of course any help would be appreciated to speed up things but we are not in hurry, right?B)

Looks like those alien bastards drank all my beer.
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User is offline   Micky C 

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#114

I think there's enough interest to finish the HRPs for all the addon packs, let's face it, it'd be far easier to get the smaller ones done first before moving on and finishing off the main HPR as you said.


I might even add add lights to the other addon packs (if there's enough interest there). Caribbean might be a bit hard because everything's already so bright, and the lights would have little to no effect, but can you imagine how awesome Nuclear Winter would look with colourful chirstmas coloured lights? Pretty good! Of course NW was my least favourite of the addon packs so we'll see.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

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User is online   NightFright 

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#115

Well, maybe you could really check the DUKEDC1 maphacks again. The ones we currently use are really a bit bright, especially in the starting area. IIRC you already tried to fix that by reducing overall brightness in that area. But in general, great work so far. With Polymer lighting, the maps really look a whole lot better!
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User is offline   Micky C 

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#116

I'm retiring for a bit from lighting until I get a nice big block of free time, which might not be until the end of the year. I don't even have the time to finish off Project Zero by hooking it up to dukeplus lighting effects (it'll probably be too slow to play anyway).

Still, if it's something small I could probably fix it. Is it just the first level which is too bright, or do some of the others need fixing? Also, it'd be a really great help if some photos could be taken of the problem areas which will allow me to get right into fixing it without having to examine every room. I should also get around to fixing dukedc4.

Edit: and you're welcome NightFright B)

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!

This post has been edited by Micky C: 07 June 2011 - 03:36 AM

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User is offline   Spiker 

  • 257

#117

Is this some kind of a joke? Is it another unused texture? Pity because I really like how it looks in game.

Posted Image

Attached File  3714.zip (680.83K)
Number of downloads: 187

Looks like those alien bastards drank all my beer.

This post has been edited by Spiker: 07 June 2011 - 10:20 AM

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User is online   NightFright 

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#118

Actually, it is unfortunately true, this tile is not used in the addon. I did not really check whether those tiles are used in the addon when I made the list some years ago, I just looked into the included ART files and listed their contents. I will check which of the remaining tiles are actually used and will mark the others in the to-do list.


This post has been edited by NightFright: 07 June 2011 - 10:56 AM

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User is offline   Spiker 

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#119

It's update time!

New texture:
- 3752

Remade from scratch polymer versions:
- 3729
- 3779

Replaced with model:
- 3596

Attached File  downloadme.zip (1.98MB)
Number of downloads: 170

Looks like those alien bastards drank all my beer.
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User is online   NightFright 

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#120

You confused some stuff. Instead of including defs for new 3729, you included defs for already existing 3629.
Also, you defined 3751_s for 3752 specular, even though you provided 3752_s separately.


This post has been edited by NightFright: 11 June 2011 - 02:37 AM

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