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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   Rellik 

#1351

Ozz, sounds like you found the GL Compression bug

Posted Image
By rellik66 at 2009-02-26

Not a lot that can be done other than turning texture compression off in the game options, and taking a performance hit.
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User is offline   Night Wolf 

#1352

View PostRellik, on Jun 10 2010, 11:57 PM, said:

Ozz, sounds like you found the GL Compression bug
Not a lot that can be done other than turning texture compression off in the game options, and taking a performance hit.


Ahhhh I did not know you could do that

I thought that it was just the way the engine handled colours ... this should help me out heaps .. hopefully without a major performance hit

Edit: Actually is this option even in the menu.. can't seem to find GL compression

This post has been edited by ozz: 10 June 2010 - 06:56 AM

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User is offline   Roma Loom 

  • Loomsday Device

#1353

just put r_texcompr 0 into console and then restartvid
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#1354

just a quick question:

This is the original palm. But there is a second one, was that ever used in the game? Honestly I don't remember that one

P.s. I was still working on the tree, custom leafs and the shrub shape does now match

Attached thumbnail(s)

  • Attached Image: palmoriginal.jpg
  • Attached Image: palmoriginal2.jpg


This post has been edited by BuddhaMaster: 10 June 2010 - 08:39 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #1355

Yes, both are used.
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User is offline   Tea Monster 

  • Polymancer

#1356

View Postozz, on Jun 10 2010, 06:52 AM, said:

Ahhhh I did not know you could do that

I thought that it was just the way the engine handled colours ... this should help me out heaps .. hopefully without a major performance hit

Edit: Actually is this option even in the menu.. can't seem to find GL compression

I think it's called 'texture quality' or something like that.

I've argued for years that it should be set by default to 'OFF' as if left on, the HRP looks like crap.

I wouldn't be surprised if half the negative comments on the quality of the HRP were due to that stupid ass setting being left on.
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User is offline   Night Wolf 

#1357

View PostTea Monster, on Jun 11 2010, 04:09 AM, said:

I think it's called 'texture quality' or something like that.

I've argued for years that it should be set by default to 'OFF' as if left on, the HRP looks like crap.

I wouldn't be surprised if half the negative comments on the quality of the HRP were due to that stupid ass setting being left on.


Its not that .. ive had my setting set to have maximum texture quality ... its to do with something else that's got nothing to do with the menu settings ... its seems to mainly effect dark grey colours ....

ill try that console command,.

but yes it should be set default to OFF.. people must have some what decent computers now days right .. I mean come on
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User is offline   Night Wolf 

#1358

That console command worked like a charm . cheers Roma

and I didn't lose any framerate ... there should be an option for this in the HRP menu

This post has been edited by ozz: 10 June 2010 - 10:50 AM

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User is offline   Roma Loom 

  • Loomsday Device

#1359

there was something like "compress cached textures" in the menu, I dunno where is it now.
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User is offline   Tea Monster 

  • Polymancer

#1360

View PostRoma Loom, on Jun 10 2010, 11:19 AM, said:

there was something like "compress cached textures" in the menu, I dunno where is it now.


In Renderer Settings. This all started when people complained about not being able to run the old HRP on their Pentium I machine with their TNT Vanta video cards that they used for 'DOS Duke'.
Attached Image: screenres.jpg
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User is offline   Night Wolf 

#1361

View PostTea Monster, on Jun 11 2010, 06:27 AM, said:

In Renderer Settings. This all started when people complained about not being able to run the old HRP on their Pentium I machine with their TNT Vanta video cards that they used for 'DOS Duke'.
Attachment screenres.jpg


I had my render setting to best quality and on disk texture cache to on , not compress , even turning it to off didn't fix the colour problems( im pretty sure) ,
though with the console command that whole option is unavailable (darkened out) which fixes it.
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User is offline   Night Wolf 

#1362

Had some attempts at making a normal map for the monitor textures ive been working on ... but I just cant get it right
surely in not meant to colour the shading in by hand?

Posted Image Posted Image


Ive simplified this texture for map purposes, if anyone wholes skilled in normal mapping would like to have a go.
its twice the size at the moment so its easier to normalise
ideally I wanted to make the screen pop out like a Curve Screen CRT TV.. alas Im not skilled enough with normal mapping to do this
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User is offline   Tea Monster 

  • Polymancer

#1363

Not the normal map colours by hand, but what you are 'supposed' to do if you are not modelling it, is to make a greyscale texture, where the highest parts are white and the parts farthest away from 'the camera' are black. Then you feed it through Nvidia's normal map plugin and it does the same thing as 'crazy bump'. There is also a similar plug-in for GIMP. The only problem I can see with the one you made is that the bevels don't actually bevel, they seem to suddenly drop off.

I'll model a bezel for you and bake it off.

This post has been edited by Tea Monster: 11 June 2010 - 08:34 AM

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User is offline   Zaxtor 

#1364

I always wondered why some of these HRP textures (most of them) have that fluo-color textures.
Lava one can be see through it like clouds.

Like Texture name 0000_n.png

This post has been edited by Zaxtor: 11 June 2010 - 01:37 PM

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User is offline   Micky C 

  • Honored Donor

#1365

You mean like that weird blue one a few posts back? Why that's the normal map of course. When using polymer, that's the thing which tells the renderer how to make the texture look 3D, with height and depth and how to reflect light from certain angles. I hope I'm not getting confused between the different maps as I've also heard of a specular map which I believe alters the manner in which the texture reflects light, but I'm pretty sure I'm on the right track.

This post has been edited by Micky C: 11 June 2010 - 09:51 PM

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User is offline   Tea Monster 

  • Polymancer

#1366

That is right. The Normal map gives extra bumps that aren't actually on the model. If it's translucent, that means that it has a height map bundled in the alpha channel so that the texture can actually stick up from the wall or floor.

Specular maps control shinyness.
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#1367

View Postozz, on Jun 11 2010, 04:46 PM, said:

ideally I wanted to make the screen pop out like a Curve Screen CRT TV.. alas Im not skilled enough with normal mapping to do this


Like this?

on current resolution:
select inner screen portion, leave a small border
smooth mask by 7px
solid fill a slightly brighter grey than surrounding frame
remove massk, gaussian blur by 15px
reselect, inverse and clear overlapping areas

btw. your heightmaps look good, what technique do you use to do these fine details/bevels?

Attached thumbnail(s)

  • Attached Image: screennormalm.png


This post has been edited by BuddhaMaster: 11 June 2010 - 05:52 PM

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User is offline   Zaxtor 

#1368

I see so those blue,violet,pink,cyan textures are for polymer thingie
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User is offline   The Commander 

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

#1369

View PostZaxtor, on Jun 12 2010, 03:54 PM, said:

I see so those blue,violet,pink,cyan textures are for polymer thingie

Yes, but please do not ask in this thread how they work or how to make them because it will take about 2 pages to explain it to you. (No offence but this is from examples of other threads you have made asking how to import a simple 32bit image into EDuke32)
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User is offline   Night Wolf 

#1370

View PostTea Monster, on Jun 12 2010, 02:30 AM, said:

I'll model a bezel for you and bake it off.


cheers TM.

View PostBuddhaMaster, on Jun 12 2010, 11:47 AM, said:

Like this?

on current resolution:
select inner screen portion, leave a small border
smooth mask by 7px
solid fill a slightly brighter grey than surrounding frame
remove massk, gaussian blur by 15px
reselect, inverse and clear overlapping areas

btw. your heightmaps look good, what technique do you use to do these fine details/bevels?


I originally tried something like this but, when you apply the filter the screen parts come out line like and sharp,
although if I were to blur that area it might work.

Regards to the height maps .... I normally start off the texture im making with a simple flat shape and then apply details over that top so then I can just turn off the detail layers in photoshop mess around with height ... save the undetailed texture when i'm ready to make a height map .. and desaturate it.
of course this doesn't work for really detailed textures
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User is offline   Tea Monster 

  • Polymancer

#1371

here is the normal map and a parallax map.
Attached Image: monitorbevel_normals.PNG Attached Image: monitor_paramap.png
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User is offline   Night Wolf 

#1372

Nice work TM ...
when overlaying this normal map to my texture it seems that the right side is off by a few pixels on my texture .... I didn't even notice that ... your normal map is the right proportions ...good stuff
ill just fix up the the right side to match the normal map you made ..

should be an easy fix ... ill post all the completed monitors in one post when i've finished
just got the broken texture to do.

This post has been edited by ozz: 12 June 2010 - 04:23 PM

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User is offline   king karl 

#1373

any idea when their will b a release of an update pack? i havnt upgraded ina long time but i see alot of updated models and textures, but the packs in the download section havnt changed
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User is offline   Micky C 

  • Honored Donor

#1374

There's a program you can use to make sure you've always got the latest HRP, read on about it in this recent thread :( http://forums.duke4....?showtopic=2251
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User is offline   Night Wolf 

#1375

Does this look alright for a smashed monitor?
supposedly behind the glass is a sheet of metal ,,, according to pictures I've seen

Posted Image

also preiew of normal map by Tea Monster
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User is offline   Master Fibbles 

  • I have the power!

#1376

Considering that is 10+ years ago (right?) those are probably CRTs or older LCDs. I don't think there is much in monitors anyway except gas and such. That said, what you have isn't bad.
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User is offline   Rellik 

#1377

IIRC, inside a CRT monitors there is a metal sheet of sorts, but it's perforated kinda like a ultra fine cheese grater.
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User is offline   Master Fibbles 

  • I have the power!

#1378

I know that most modern LCDs would not have much left if you shot it up with a shotgun...I'm pretty sure the shot would go straight through.

I haven't taken apart a CRT but I know that it uses tubes of gas with electrical current to create different colors...or at least that is what cathode ray tubes are.
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User is offline   Night Wolf 

#1379

Actually its even simpler then what ive got ... found a decent picture
Posted Image

if I remove the wires from mine then that's pretty much it
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User is offline   Tea Monster 

  • Polymancer

#1380

I've included an AO map if anyone wants to try using them in the texture. The cola one needs trimming down.
Attached Image: colaAO.png Attached Image: monitorbevel_occlusion.PNG
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