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Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   Spiker 

#1111

Looks odd, more like a portal than a forcefield. Also don't forget that the default pal0 is blue. I think it also needs pal8 (green) apart from the red one.
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User is offline   Night Wolf 

#1112

View PostSpiker, on May 26 2010, 12:38 AM, said:

Looks odd, more like a portal than a forcefield. Also don't forget that the default pal0 is blue. I think it also needs pal8 (green) apart from the red one.


well I am super close due to (No Clip) but your probably right... I'm just throwing out ideas here... im not sure what could be done with duke 3d's force fields
but a force field like a modern game would be nice.
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User is offline   Roma Loom 

  • Loomsday Device

#1113

View Postozz, on May 25 2010, 01:40 PM, said:

I was messing with the force shield texture ... as I didn't really see a point why it was high res when it was just blurred anyway.

so I made a more sharp version with an outer glow ... also made the appearance of scan type lines to it..
came out quite interesting... don't know if you guys would be interested though..
Posted Image

I like it. Cool stuff.
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User is offline   3D Master 

#1114

I like the dots version best.
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User is offline   Spiker 

#1115

View PostRoma Loom, on May 25 2010, 06:07 PM, said:

I like it. Cool stuff.


If I am to choose between "lines" and "dots" version I would choose that one too.
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User is offline   Night Wolf 

#1116

I think Lameduke's forcefields were scan lines actually... but I suppose it doesn't really fit into Duke 3D.

dots don't look too good really but yet the line feel a little out of place too, maybe the forcefields of duke 3d were meant to be more detailed but were limited with the Tech of the time...

I think we could deficiently do better then what we have now ... question is what and how we could achieve this
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User is offline   Master Fibbles 

  • I have the power!

#1117

It is an animated texture so I don't think we can really judge based on single screenshots. I gif of the animation would be a better way to judge the adaptation (dots and lines alike).
From just the single shot, I like the lines because it is more defined as a forcefield but like I said, the animations are important.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1118

I don't think that "dots" make sense. I think that over the game limitation, the forcefield was supposed to be like this kind of stuff:

Posted Image
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User is offline   Night Wolf 

#1119

View PostFox, on May 26 2010, 04:49 AM, said:

I don't think that "dots" make sense. I think that over the game limitation, the forcefield was supposed to be like this kind of stuff:

Posted Image


yes! I totally agree Fox!... this is what we should be aiming for if possible
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User is offline   Tea Monster 

  • Polymancer

#1120

What Calibre do you think Duke's pistol is?
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User is offline   DuduKrazy 

#1121

View PostTea Monster, on May 25 2010, 06:13 PM, said:

What Calibre do you think Duke's pistol is?


most likely is the good old 9mm.
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User is offline   Master Fibbles 

  • I have the power!

#1122

Hahaha...I thought it was higher. How big is the clip?

The recent incarnations of Duke have been carrying 44s but those are much larger and louder than what you see in Duke3D. 9mm would be standard fair..but Duke's pistol is a little larger than what you would see as standard fair. There is also the laser etc.
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User is online   Danukem 

  • Duke Plus Developer

#1123

The clip size in Duke 3D is 12. The bullets don't seem to have much stopping power, considering that it takes 5 shots to kill the weakest lizard trooper, and it goes up sharply from there. But his pistol should look powerful anyway.
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User is offline   Tea Monster 

  • Polymancer

#1124

I would have thought he should have a 45, but from the old base of a Glock and stuff, I'd say 9, just because it ties in with the Arnie quote.
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User is offline   Daniel 

#1125

nice work here, but dont someone think that, some textures are too much saturated (not keeping original duke color tone) and some others looks too much "cartoon" some simple textures looks really weak (by material mean) its just sometimes looks like someone used more filters in PS than painting "1998" but maybe im just forged how hard is create full painted realistic old generation texture because of shader editor in UE3 and most poly details on meshes
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User is online   Danukem 

  • Duke Plus Developer

#1126

View PostDaniel, on May 25 2010, 05:25 PM, said:

nice work here, but dont someone think that, some textures are too much saturated (not keeping original duke color tone) and some others looks too much "cartoon"


You are the 1000th person to have made that observation.

I think there has been some progress lately with better textures.
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User is offline   ReaperMan 

#1127

View PostTea Monster, on May 25 2010, 05:13 PM, said:

What Calibre do you think Duke's pistol is?


Well, it looks like Duke Uses a Glock 20 in Duke 3D, which i believe is a 10mm.
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User is offline   OpenMaw 

  • Judge Mental

#1128

Dukes pisol is some kind of a mutated Glock with a LAM. I say mutated because the back end of the slide is totally weird and doesnt match any real life Glock.

I havent been able to find a make or model that looks like the one he has. Your safest bet is a Glock 19 in 9mm with an LAM attachment.
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User is offline   Night Wolf 

#1129

Errrr I don't know if you guys realised but the title menu in the HRP is totally wrong
it shouldn't display the nuke symbol it should look like this
Posted Image
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User is offline   Spiker 

#1130

Yes and no. More specifically it should display demo files but they are not working. This texture was supposed to be just a place-holder in case there are no any demos.
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User is offline   Night Wolf 

#1131

View PostSpiker, on May 26 2010, 10:22 PM, said:

Yes and no. More specifically it should display demo files but they are not working. This texture was supposed to be just a place-holder in case there are no any demos.


But this is still what it looks like in classic software mode... and the top metal options bar then makes sense instead of just floating.
Im pretty sure the nuke symbol was just used in the loading screen of maps ...example ( Loading Hollywood Holocaust )
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User is offline   Hendricks266 

  • Weaponized Autism

  #1132

Originally, it actually displays the green slime texture from episode 2. JonoF or TX changed it so that it displays the gray metal tile for 8-bit, and the nuke tile for highres. (This is because the nuke tile does not shade well, so it looks malformed.)
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User is offline   Night Wolf 

#1133

View PostHendricks266, on May 27 2010, 03:01 AM, said:

Originally, it actually displays the green slime texture from episode 2. JonoF or TX changed it so that it displays the gray metal tile for 8-bit, and the nuke tile for highres. (This is because the nuke tile does not shade well, so it looks malformed.)


Actually I think I remember that...barely haven't played the dos version in years ...its the same green tile as when you minimize the screen in game ...I think.
The nuke symbol should still be changed though especially since a majority of people now use windscreen monitors , I know I do
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User is offline   Night Wolf 

#1134

Anyone like this lava texture I made? ...
I've made a whole set of seamless ones
Posted Image
there practically the same as the original tile
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User is offline   Tea Monster 

  • Polymancer

#1135

That looks pretty good. One thing I didn't like too much on the latest liquid textures was that they seemed to be patterned off an automatic reflection generator. Caustics is something you usually don't get with lava!
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User is offline   Night Wolf 

#1136

The only problem .. with using tiles for water lava etc.

Is that from a distance it becomes a noticeable pattern
someone was talking about texture blending earlier .. would that fix that problem?
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User is offline   Night Wolf 

#1137

Anyone know who made this?
Its such a fluid water animation for eduke...
looks awesome :(

http://www.youtube.c...h?v=-HQfTXG7hC0

if there was away to also make the lava animate this fluent there wouldn't be a problem...
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User is offline   Spiker 

#1138

I think this water (and some other textures) was mady by Usurper.

Originally it was meant to replace some art in DukePlus. I'm not sure but this should be available at 3DR forums somewhere at the beginning of DukePlus thread.
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User is offline   Tea Monster 

  • Polymancer

#1139

It was made using this caustics generator

http://www.dualheights.se/caustics/

Great for swimming pools...
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1140

View Postozz, on May 27 2010, 11:23 PM, said:

Anyone know who made this?
Its such a fluid water animation for eduke...
looks awesome :(

http://www.youtube.c...h?v=-HQfTXG7hC0

if there was away to also make the lava animate this fluent there wouldn't be a problem...

That is Sobek's video. I'm not sure where he got the water texture from.
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