My new HD intro screens & textures
#61 Posted 07 July 2011 - 07:37 PM
Two new bullet castings with different details and lights.
And a new more detailed texture for the shark ( I tried to keep the colors closer to the original 2D shark )... the glow map is the same as the current one.
#62 Posted 07 July 2011 - 09:19 PM
#63 Posted 07 July 2011 - 10:08 PM
#64 Posted 08 July 2011 - 06:41 AM
I opened the hrp.zip, deleted the old ones (BTW this took my machine 15 mins to do!) then I tried to copy/paste the new ones in but it just crashed out after 5 or so mins and had wiped out all the files in the whole .zip file except for a few of the new ones I was copying in. I have a backup so no worries there... but is there an easier way than this, wtf am I doing wrong? (I expect a lot )
thanks in advance
latchford.
This post has been edited by osjclatchford: 08 July 2011 - 06:41 AM
#65 Posted 08 July 2011 - 01:20 PM
SwissCm, on 07 July 2011 - 09:19 PM, said:
Yes it is, the contrast is mostly a personal taste, but sometimes I don't realize it and I overdo it.
Spiker, on 07 July 2011 - 10:08 PM, said:
I'm not using a 3d software at the moment... all that I did is made in photoshop. If I need to use a video source I use some video editing software to export the frames into separate pictures ( I'll also adjust the timings, frame numbers and loops ), and I edit them separately... this way it helps me have more control with the way that the frames are going to end up looking.
osjclatchford, on 08 July 2011 - 06:41 AM, said:
I opened the hrp.zip, deleted the old ones (BTW this took my machine 15 mins to do!) then I tried to copy/paste the new ones in but it just crashed out after 5 or so mins and had wiped out all the files in the whole .zip file except for a few of the new ones I was copying in. I have a backup so no worries there... but is there an easier way than this, wtf am I doing wrong? (I expect a lot )
thanks in advance
latchford.
Check the folder in which the frames are ( octabrain blast is in polymer_hrp.zip\highres\sprites\projectiles ) and drag the new ones into the rar... then you can select not to compress the files, so it doesn't take too long. Not very subtle but it works
#66 Posted 09 July 2011 - 11:38 PM
thanks anyway...
I guess it's just my machine is not man enough ram-wise...
#67 Posted 10 July 2011 - 12:55 AM
If somebody remember the Duke Nukem Advanced intro "movie",
Duke's boots had a nuclear sign on them...
This post has been edited by Besli: 10 July 2011 - 01:04 AM
#68 Posted 10 July 2011 - 10:55 PM
Besli, on 10 July 2011 - 12:55 AM, said:
If somebody remember the Duke Nukem Advanced intro "movie",
Duke's boots had a nuclear sign on them...
totally agree here!
I've only just played that recently on a freinds gba. (I never had one, and never new the game existed till a fortnight ago!)
When I saw the intro just knew that those boots/prints would have to be implemented for hrp too!
This post has been edited by osjclatchford: 10 July 2011 - 11:04 PM
#69 Posted 11 July 2011 - 03:44 PM
Besli, on 10 July 2011 - 12:55 AM, said:
If somebody remember the Duke Nukem Advanced intro "movie",
Duke's boots had a nuclear sign on them...
Ok not a bad idea at all... I checked the original footprints sprites ( the old ones, not the HD ) and I noticed that they are entirely different from the HD version so I recreated the old ones, with some different details including this new idea. As far as I know, I positioned the images in the correct way ( left & right )... if there's something wrong let me know.
They have the same gray color as before, so they don't look too strong with the gray background of the forum, but they are fine in game.
This post has been edited by Lightsource: 11 July 2011 - 03:45 PM
#71 Posted 11 July 2011 - 10:43 PM
*UPDATE*
ok, tried 'em in-game and I'm afraid they need a bit of a tweak; the 'grey' colour of the print needs to be about 40% lighter in colour , because when the colour of what you've stepped in is overlayed on the prints, it is barely distinquishable at present, in fact all prints are almost black...
sorry to nitpick but, hey, its just imo...
*END*
This post has been edited by osjclatchford: 12 July 2011 - 04:53 AM
#72 Posted 11 July 2011 - 11:21 PM
#73 Posted 12 July 2011 - 11:20 AM
SchoeteCitie, on 11 July 2011 - 11:21 PM, said:
You mean the old 2d sprite or the texture for the new 3d shotgun... I'm not currently doing sprites for the HD versions of the old sprites, and don't have a 3d program installed at the moment to make an entirely new shotgun model. I think the current 3d shotgun looks pretty good, but if I have time in the future to model a new weapon I'll give it a try.
In the meantime here four things that I did... I wasn't happy with my bullet castings from previous post so I did them again... this time trying to make them look closer to the original, including the second casting in a different position ( now it looks like the bullet moves )... also I did a more fiery version of the RPG muzzle flash and a clearer version of the dollar bill.
#74 Posted 12 July 2011 - 12:02 PM
However I don't really see the reason to replace the octabrain projectile frames, I thought mine were reasonably detailed and close enough to the original.
#75 Posted 12 July 2011 - 02:57 PM
gt1750, on 12 July 2011 - 12:02 PM, said:
However I don't really see the reason to replace the octabrain projectile frames, I thought mine were reasonably detailed and close enough to the original.
Well believe that I didn't do it with the intention of replacing your stuff with mine...since the original pics were not made by hand frame by frame but using a video source, the animation was fluid and consistent, and so you can have some problems when re-drawing the animation by hand because you need to re imagine the original picture. I only thought that I could do the same as them, but with a higher resolution, besides it does not mean that yours is going to be replaced.
#76 Posted 12 July 2011 - 06:50 PM
I uploaded the video here.
#77 Posted 12 July 2011 - 07:12 PM
#78 Posted 13 July 2011 - 08:31 AM
#79 Posted 13 July 2011 - 12:18 PM
#80 Posted 13 July 2011 - 11:43 PM
lock and load me
its not a breathtaking sprite job, I know but I don't use photoshop or anything fancy like that...
Why?
well, maybe it was because the original had no writing, or maybe its because the writing on the new one often goes backwards when the shell animates, or maybe its because the current writing says; 'buck and pheasant load' (why are hunting shells being used in a warzone? surely they'd be '00' standard issue kill-shot?), let alone 'winchester' where-as the shell box clearly states; 'Remington' on the side , or maybe its because the shell moves to fast to see the writing clearly anyway.
well, it could just be that it was just all of the above.
Anyway, with this one, the 'duke' symbol can't really appear backwards when animating and is clear to see even at the breifest of glimpses.
love it or loathe it, your choice!
regards
Latchford
This post has been edited by osjclatchford: 14 July 2011 - 12:06 AM
#81 Posted 14 July 2011 - 12:06 PM
osjclatchford, on 13 July 2011 - 11:43 PM, said:
lock and load me
its not a breathtaking sprite job, I know but I don't use photoshop or anything fancy like that...
Not bad, I haven't thought of the writings, the shell moves too fast to read it anyway. Although the original is a png with 256 indexed color, and this one is RGB 24 bits... I'm not sure how it is going to look in game.
Anyway I took your idea and applied it to the shotgun box ammo. I also leave another one without the symbol... but still with some new details, like different shading in the shel and box.... and the shotgun shell with indexed color
Also I did a new 0070 graphic ( wood behind the mirror )... I tried to make it with a similar color as the original but with some new details, shading and texture. Along with it, I did the normal and specular maps.
Edit: I updated the shotgun ammo textures with the closing for the shell, so it looks more complete and realistic. Make sure to change the texture names to 0049shotgunammo.png and 2535.png if you update the zip file.
This post has been edited by Lightsource: 14 July 2011 - 01:34 PM
#83 Posted 14 July 2011 - 03:36 PM
This post has been edited by Captain Awesome: 14 July 2011 - 03:36 PM
#84 Posted 14 July 2011 - 03:44 PM
Captain Awesome, on 14 July 2011 - 03:36 PM, said:
Ahh don't blame me, the shotgun box texture was not made by me, I only added the shadowing ( because I thought it looked too flat ) and the nuclear symbol in the alternate version ... but the red color, text and texture was from the original file... I can make a hole new texture if the current one doesn't look to good.
The atomic shell was Latchford idea.
#85 Posted 14 July 2011 - 06:54 PM
The brand is the original Remington and I also tried to imitate the design of their boxes, replacing their crosshair logo with the atomic symbol in the same place. The texture is also new with different shading and details... unfortunately I couldn't add all the writing that I wanted ( warnings and stuff ) because the sides repeat except for the front, and it looks like crap with the text, but I still I used the symbol as a pattern from one side to the other.
Also the top of the box is flipped because it shares part of the texture with the front flap... but it looks in the correct position in game, and the flap uses the lines pattern that I did at the top.
Two versions one with the alternate shotgun shell...
#86 Posted 14 July 2011 - 10:25 PM
The first shotgun ammo model and textures was made by me, but I'm not very experienced in 2d art...
#87 Posted 14 July 2011 - 10:51 PM
Hey Lightsource, can I make another request?
Can you make a new #3392 with better grass and this nuke symbol:
http://www3.picturep...em-Symbol02.jpg
(And maybe also new #3401, #3402 and #3403, with better grass)
Tile #0803 is only the grass, I think. Oh, and I think it would be nice if they are 512x512 (or bigger).
Thank you very much!!
This post has been edited by Besli: 14 July 2011 - 10:53 PM
#88 Posted 14 July 2011 - 11:40 PM
also, as for the image colour index, I don't know what that is or why its necessary as the shell works fine in eduke32 as it is, but I guess you guys know it better than I...
anyway, as I said LOVING the ammo box and the mirror looks groovy, great stuff as usual!
This post has been edited by osjclatchford: 14 July 2011 - 11:55 PM
#89 Posted 15 July 2011 - 01:09 AM
I only have one criticism, which is that imo the inclusion of nuke symbols on the ammo box and shell casings is gratuitous. There is an unfortunate tendency in the HRP to put nuke symbols on just about everything, which brings the whole project down a bit. Yes, we know he is Duke Nukem, but that doesn't mean he lives in a world where nuke symbols are everywhere. That certainly wasn't the case in the original art from 1996. It's like the world of the HRP has become a nuke symbol worshiping cult (or perhaps a Duke Nukem worshiping cult, which is just as ridiculous).
#90 Posted 15 July 2011 - 01:23 AM
DeeperThought, on 15 July 2011 - 01:09 AM, said:
Ah, you mean like Duke Nukem Forever.... the world there was like that.... (a Duke Nukem worshipping cult with nuke symbols everywhere... and ridiculous... depending on who you talk to. )
Also I thought here at Duke4 we where a Duke Nukem worshipping cult as well.