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Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1 Posted 07 May 2009 - 02:22 PM
#2 Posted 07 May 2009 - 03:44 PM
![:rolleyes:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
night, we should add the latest content post hrp 4 before the other forum will be colsed down...
#3 Posted 07 May 2009 - 04:39 PM
Imagebanana list:
4177:
![Posted Image](http://img3.imagebanana.com/img/7lzqne94/thumb/4177.png)
4202 ( marked pipes lastest changes ):
![Posted Image](http://img3.imagebanana.com/img/vrtwfus/thumb/4202_PipeChange2.png)
And 4207:
![Posted Image](http://img3.imagebanana.com/img/6kk010x6/thumb/4207.png)
...Second post...!
This post has been edited by Flacken.WS: 07 May 2009 - 04:40 PM
#5 Posted 08 May 2009 - 09:34 AM
![Posted Image](http://img98.imageshack.us/img98/1747/1405duke.th.png)
As NightFright said, there are other models that could use a reskin, the only thing I had a problem with was the face, and not much else changed. But it's pretty important that he looks like himself right? Have a look and judge for yourself:
![Posted Image](http://img7.imageshack.us/img7/7056/dukefacecompa.th.png)
Anyway, I did already start texturing the babes, but I saw there's possibly going to be a completely new model and that usually means it's best to start texturing from scratch. I have some parts done that stuck out as cartoony and didn't match the general quality of the textures. Here's a set of faces I made:
![Posted Image](http://img413.imageshack.us/img413/3986/babes1.th.png)
#6 Posted 08 May 2009 - 11:32 AM
#7 Posted 08 May 2009 - 04:03 PM
#8 Posted 08 May 2009 - 06:37 PM
![:rolleyes:](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
That's what .psd files are for anyway.
#9 Posted 08 May 2009 - 06:52 PM
Hendricks266, on May 8 2009, 07:37 PM, said:
![:rolleyes:](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
Yeah, pretty much. Hunter_rus gave us a lot of cool features but palmaps weren't one of them. I'd been wanting to remove them for a while, but I'd been afraid of what would break afterwards due to some of the changes made with them. Ended up just biting the bullet recently and they were gone in 5 minutes. Oh well.
![;)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
#10 Posted 09 May 2009 - 01:22 AM
#11 Posted 09 May 2009 - 05:06 AM
#12 Posted 09 May 2009 - 06:53 AM
![Posted Image](http://img3.imagebanana.com/img/8e7a4i4q/thumb/400.png)
For now, I can't use my eduke32 ( and others games ) because my PC has a problem ( maybe Video card ).
![;)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
The original tile is attached.
This post has been edited by Flacken.WS: 09 May 2009 - 06:54 AM
#13 Posted 09 May 2009 - 11:07 AM
#14 Posted 09 May 2009 - 11:13 AM
#15 Posted 09 May 2009 - 02:37 PM
Dr. Kylstein, on May 9 2009, 09:07 PM, said:
Yea, thats a good idea actually. Should probably be done to all models from now on. And yea the level textures are the big problem.
#16 Posted 10 May 2009 - 02:19 AM
![](https://forums.duke4.net/public/style_extra/post_icons/icon11.gif)
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
I'll be sure to keep an eye on it and contribute when i can.
#17 Posted 10 May 2009 - 03:49 AM
It would be nice to see a few things like that.
Maybe we could use DDS textures?
Also, can we tweak glow maps into true illumination maps?
This post has been edited by Tea Monster: 10 May 2009 - 03:55 AM
#18 Posted 10 May 2009 - 11:29 AM
This post has been edited by NightFright: 10 May 2009 - 11:30 AM
#19 Posted 10 May 2009 - 05:31 PM
NightFright, on May 10 2009, 12:29 PM, said:
When hightile support was first added, a thread about the feature eventually became a highres texture replacement thread. Likewise, when model support was added, a thread about that feature eventually turned into a separate thread about HRP models. Similarly, at some point someone decided to remake some existing HRP assets, so all of a sudden now there's a HRP updated textures/models thread.
Seems pretty unnecessary now that most of the HRP work has slowed down. I'm sure it'll pick up again once Polymer has been officially released but it's still a good idea to keep all of this in one place. Separating textures and models like that essentially distinguishes between replacing a sprite and replacing a texture, which is a distinction that doesn't need to be made.
#20 Posted 11 May 2009 - 08:38 AM
#21 Posted 13 May 2009 - 04:15 PM
Theres a texture in the HRP that has to be replaced on the Lunar Apocalypse level Overlord.
Reason? It is a texture taken from Activisions "Star Trek: Elite Force II", which obviously is copyright protected.
#22 Posted 13 May 2009 - 04:46 PM
// Spinning Nuke Icon - sprite (2813) texture 2813 { pal 0 { file "highres/screen/menu/2813.png" } } texture 2814 { pal 0 { file "highres/screen/menu/2814.png" } } texture 2815 { pal 0 { file "highres/screen/menu/2815.png" } } texture 2816 { pal 0 { file "highres/screen/menu/2816.png" } } texture 2817 { pal 0 { file "highres/screen/menu/2817.png" } } texture 2818 { pal 0 { file "highres/screen/menu/2818.png" } } texture 2819 { pal 0 { file "highres/screen/menu/2819.png" } } texture 2820 { pal 0 { file "highres/screen/menu/2813.png" } } // Spinning Nuke Icon - model (3190) model "highres/screen/menu/3190_spinnuke.md2" { scale 0.3 shade 0 skin { pal 0 file "highres/screen/menu/3190_spinnuke.png" } anim { frame0 "spin00" frame1 "spin19" fps 17 flags 0 } frame { frame "spin00" tile0 2813 tile1 2819 } frame { frame "spin00" tile0 3190 tile1 3196 } skin { pal 0 file "highres/screen/menu/3190_spinnuke_yellow.png" } frame { frame "spin00" tile0 3200 tile1 3206 } skin { pal 0 file "highres/screen/menu/3190_spinnuke_green.png" } frame { frame "spin00" tile0 3210 tile1 3216 } } texture 3190 { pal 0 { file "highres/screen/menu/2813.png" } } texture 3191 { pal 0 { file "highres/screen/menu/2814.png" } } texture 3192 { pal 0 { file "highres/screen/menu/2815.png" } } texture 3193 { pal 0 { file "highres/screen/menu/2816.png" } } texture 3194 { pal 0 { file "highres/screen/menu/2817.png" } } texture 3195 { pal 0 { file "highres/screen/menu/2818.png" } } texture 3196 { pal 0 { file "highres/screen/menu/2819.png" } }
Attached File(s)
-
2813_nukeicon.zip (56.14K)
Number of downloads: 1866
#23 Posted 14 May 2009 - 01:09 AM
BTW, it'd be nice if you marked the changed code lines somehow in future postings. This way it will be much easier to modify existing defs.
#24 Posted 14 May 2009 - 03:04 AM
#25 Posted 14 May 2009 - 05:21 AM
#26 Posted 14 May 2009 - 06:04 AM
Parkar, on May 15 2009, 01:21 AM, said:
Ive already converted a couple of the textures (that the easy part) the bitch part about it is getting them to look correct in game.
#28 Posted 14 May 2009 - 06:08 AM
Plagman, on May 15 2009, 02:05 AM, said:
Creating the normal and specular from the original image, why? Is that bad practice?
#29 Posted 14 May 2009 - 06:24 AM
In commercial products you will often find the normal maps are very "precise".
This post has been edited by Alexraptor: 14 May 2009 - 06:24 AM
#30 Posted 14 May 2009 - 06:25 AM
It can give good enough results in some cases with a bit of editing and/or the right software. I have used it on a bunch of textures in the HRP with good to awsome results.