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Any way to take HRP 5.0's pistol animation/muzzle flash and use it in 4.0?

#1

It is an odd request, but here's my dilemma:
-I LOVE the HRP pack and DukePlus, but my computer doesn't handle Polymer so well, so I'd like to use the former two without the latter.
-HRP 5.0 doesn't work well without Polymer (floating RPG, anyone?), so I want to use 4.0 instead. 4.0 looks great in my opinion, except for....
-how the pistol's muzzle flash comes out the back pistol for some reason in 4.0 @___@. However, it was fixed in 5.0, and looks VERY nice.

So my question is, can I take 5.0's pistol files and somehow overwrite 4.0's pistol with them? And how could I do that? Copying+pasting the files hasn't worked for me so far :(
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User is offline   E.C.S 

#2

The HRP has some models made only for Polymer. Download this: http://www.mediafire...7jf5qc8i9dh4rcr this will fix the "floating RPG" issue.
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User is offline   Daniel 

#3

View PostE.C.S, on 07 June 2011 - 01:59 AM, said:

The HRP has some models made only for Polymer. Download this: http://www.mediafire...7jf5qc8i9dh4rcr this will fix the "floating RPG" issue.


Maybe someone can fix that specular shiny f*ckfest at polymer too :dukecry: maybe good idea to not placing mindlessly specular map everywhere...
Have even polymer some future? its somehow ugly (plastic-like, unnatural,) and performance is just joke (is even possible to make it fast?), isnt better take irrlicht or Ogre and rewrite it and port all levels to new modern per-pixel engine with some copy protection asking for Duke3D.grp?

animation doesnt feel good, maybe ask someone from MOD communities ? (even old UT2003/2004 Modification have better animations)

and somehow something do with entire HRP its feel like joke compared to old Duke3D, HRP models are fat and funny and its simply doesnt feel good as original duke 3D, old duke3D graphic feels more fluent

Sorry i know im little bit rude but its for good thing :D
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User is offline   Danukem 

  • Duke Plus Developer

#4

View PostDaniel, on 11 June 2011 - 10:39 AM, said:

Sorry i know im little bit rude but its for good thing :dukecry:


You mean you think your rant will do some good? I doubt that very much.

Open the console and type this: r_pr_specularmapping 0
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User is offline   Plagman 

  • Former VP of Media Operations

#5

The reason most models or surfaces look too shiny is that no-one bothered to fine-tune their specular material. Disabling specular mapping will probably make stuff _more_ shiny if anything, since what specular maps do is allow you to mitigate the specular effect of the lights per-pixel.

Tweaking specular material is very easy to do, it's just two values to find in-game using the r_pr_specular* tuning CVARs and transcribe them to the .DEF file after you found the right values for this surface. You can contribute to the HRP and fix the problems you're talking about instead of ranting about it and making it sound it was a design decision to make everything look like cheap plastic.
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User is offline   Daniel 

#6

im trying to tweak some textures from ep1 l1 little bit, but those dynamic excessive lights do half of issue :dukecry: actually how this normal map X parallax work? i must say i hate this (its possible to have 1 texture for normalmap and 1 texture for parallax?) or at least how this works (im used to work with different material workflow - UDK) its seams that parallax is taken from normals (which dont give me much tweeking) but what opacity do?

(Parallax for medium/large details; Normals for fine and small details)

i would like to contribute but i have so many projects already, there is no space for another one :D

This post has been edited by Daniel: 11 June 2011 - 06:32 PM

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User is offline   Hank 

#7

View PostPlagman, on 11 June 2011 - 02:37 PM, said:

The reason most models or surfaces look too shiny is that no-one bothered to fine-tune their specular material. Disabling specular mapping will probably make stuff _more_ shiny if anything, since what specular maps do is allow you to mitigate the specular effect of the lights per-pixel.

Tweaking specular material is very easy to do, it's just two values to find in-game using the r_pr_specular* tuning CVARs and transcribe them to the .DEF file after you found the right values for this surface. You can contribute to the HRP and fix the problems you're talking about instead of ranting about it and making it sound it was a design decision to make everything look like cheap plastic.

Then perhaps someone can answer my simple question here

http://forums.duke4....dpost__p__94039
and we can fine tune the specular thingy, it's simple with Gimp but not easy.

@ Daniel - parallax work the same as high/bump maps in id Tech 4. Maya uses bump maps today; that technology is here to stay - methinks Posted Image
I forgot, while I'm in such a good mood, UDK is worst piece of shit to work with when it comes to make it look half decent.

This post has been edited by Hank: 11 June 2011 - 06:44 PM

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User is offline   Daniel 

#8

View PostHank, on 11 June 2011 - 06:39 PM, said:

Then perhaps someone can answer my simple question here

http://forums.duke4....dpost__p__94039
and we can fine tune the specular thingy, it's simple with Gimp but not easy.

@ Daniel - parallax work the same as high/bump maps in id Tech 4. Maya uses bump maps today; that technology is here to stay - methinks Posted Image
I forgot, while I'm in such a good mood, UDK is worst piece of shit to work with when it comes to make it look half decent.


its because UDK (unreal engine 3.0+) using only cheapest parallax (parallax with offset limiting...) i hate it too, its not much usable for more aggressive use actually parallax has no future we got tessellation now :dukecry:
what i dont understand is this:

"parallax work the same as high/bump maps in id Tech 4. Maya uses bump maps today; that technology is here to stay - methinks"

i know how parallax work and know what is difference between bumps, displacement, normals and parallax and for purposes they are used but i dont know how make for dnd3D polymer "material" texture with diffuse + specular + normal map (small details) + parallax (for larger details) i think that parallax isnt so expensive (isnt so good) in duke3D to use for finest or smallest details its creating ugly surfaces for such micro-scale use so i want use parallax only for larger details like (rims, screws,larger pothole..) and normal map for even smaller details but without parallax effect (scratches, dust particles...).

For exaple 0815.png texture i want normal maps details but eliminate parallax details.. because ingame this texture look f*cked with parallax. (its not smooth enough for road but i need normalmaps for emulating small marbles which is totally crazy do with so inaccurate parallax like in Duke3D.

i actually never seen in any game accurate parallax which is closer to DirectX demos (its too performance expensive))

PS: so i have solved issue for 0815_n.png by parallaxscale 0.000 but still it would be nice to have extra channel input for parallax :D

This post has been edited by Daniel: 11 June 2011 - 08:27 PM

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User is offline   Hank 

#9

View PostDaniel, on 11 June 2011 - 07:50 PM, said:

PS: so i have solved issue for 0815_n.png by parallaxscale 0.000 but still it would be nice to have extra channel input for parallax :dukecry:

Ok, so how did you get that value make to work? For the last three days I try to get one ugly tile into this game. The game shows everything except a new tile in hi-def.

This post has been edited by Hank: 11 June 2011 - 08:37 PM

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User is offline   Daniel 

#10

View PostHank, on 11 June 2011 - 08:36 PM, said:

Ok, so how did you get that value make to work? For the last three days I try to get one ugly tile into this game. The game shows everything except a new tile in hi-def.


i have made new road texture (815) and deliver normal from enhance tweaking (crazybump) than i rewrited in texture pack 815.png and 815_n texture, in texture.def i have changed value for 815_n to disable parallax (parallaxscale 0.000 and in game i disabled cache and set textures to highest quality. (i have HRP 5.0)
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User is offline   Hank 

#11

View PostDaniel, on 12 June 2011 - 09:43 AM, said:

i have made new road texture (815) and deliver normal from enhance tweaking (crazybump) than i rewrited in texture pack 815.png and 815_n texture, in texture.def i have changed value for 815_n to disable parallax (parallaxscale 0.000 and in game i disabled cache and set textures to highest quality. (i have HRP 5.0)

Thanks again. Still, this does not help, it's my English and temper I guess. I have all those tools. The Gimp for normal and specular maps, Blender for bump (parallaxed) maps, True Space for models etc. What I need to find out is how to place a ready hi-res tile into the Eduke32 game.
I place a dummy tile in the art file set. I edit the autoload/../../textures.def and define the place holder with the hi-res tile set. I open mapster32 in hi-res. It flickers when I use V to pick the desired tile. I pick the tile eventually, and nothing. All I see is the dummy tile in Mapster32 and the game. - When the dust settles with DNF, I'll make a thread with sample tiles. That will get the interest of the community and an answer. Posted Image

This post has been edited by Hank: 12 June 2011 - 11:24 AM

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User is offline   Daniel 

#12

View PostHank, on 12 June 2011 - 11:24 AM, said:

Thanks again. Still, this does not help, it's my English and temper I guess. I have all those tools. The Gimp for normal and specular maps, Blender for bump (parallaxed) maps, True Space for models etc. What I need to find out is how to place a ready hi-res tile into the Eduke32 game.
I place a dummy tile in the art file set. I edit the autoload/../../textures.def and define the place holder with the hi-res tile set. I open mapster32 in hi-res. It flickers when I use V to pick the desired tile. I pick the tile eventually, and nothing. All I see is the dummy tile in Mapster32 and the game. - When the dust settles with DNF, I'll make a thread with sample tiles. That will get the interest of the community and an answer. Posted Image


can you send me files? i will try it

Do you use tangent or object space for normal mapping?
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User is offline   Plagman 

  • Former VP of Media Operations

#13

Hank, it seems your problem is a lot more basic than trying to get parallax mapping to work. To get highres textures in the game, look at highres/textures.def from the HRP tree. If you don't have a tile number to replace and you just want something new, use tilefromtexture to create a tile.

I'm not sure how this related to the specular material, though. These are just two numbers that define the shininess and glossiness of a surface, they're not related to a texture map (but you can have an optional specular map to define these two values per-pixel).

Daniel, the parallax mapping algorithm in EDuke32 should be a lot more detailed than regular offset limiting since it has quite a few iterations. You just have to make sure that your height map doesn't have too sharp transitions from one texel to another. The way it works is that the RGB components of the normal map define the tangent-space normal vector and the A component defines the height, which is scaled and biased by the two corresponding values for this material. It can yield some pretty excellent results if you know what you're doing with your heightmap, for example on the sinks and doors in these shots:

http://plagman.net/s...0_renderer3.png
http://plagman.net/s...0_renderer4.png
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User is offline   Hank 

#14

View PostPlagman, on 12 June 2011 - 01:38 PM, said:

Hank, it seems your problem is a lot more basic than trying to get parallax mapping to work. To get highres textures in the game, look at highres/textures.def from the HRP tree. If you don't have a tile number to replace and you just want something new, use tilefromtexture to create a tile.

Thanks.

@ Daniel - No. I found the answer searching the keyword 'tilefromtexture'; and I have no clue if The Gimp works only with tangents or objects. Like your Crazy Bump with the Gimp I have like 49 pre settings and can work on a tile until it looks right.
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