Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1351 Posted 10 June 2010 - 05:57 AM
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.
#1352 Posted 10 June 2010 - 06:52 AM
Rellik, on Jun 10 2010, 11:57 PM, said:
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
#1354 Posted 10 June 2010 - 08:37 AM
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
This post has been edited by BuddhaMaster: 10 June 2010 - 08:39 AM
#1356 Posted 10 June 2010 - 10:09 AM
ozz, on Jun 10 2010, 06:52 AM, said:
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.
#1357 Posted 10 June 2010 - 10:36 AM
Tea Monster, on Jun 11 2010, 04:09 AM, said:
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
#1358 Posted 10 June 2010 - 10:42 AM
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
#1359 Posted 10 June 2010 - 11:19 AM
#1360 Posted 10 June 2010 - 12:27 PM
Roma Loom, on Jun 10 2010, 11:19 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'.
#1361 Posted 11 June 2010 - 12:08 AM
Tea Monster, on Jun 11 2010, 06:27 AM, said:
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.
#1362 Posted 11 June 2010 - 07:46 AM
surely in not meant to colour the shading in by hand?
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
#1363 Posted 11 June 2010 - 08:30 AM
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
#1364 Posted 11 June 2010 - 01:36 PM
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
#1365 Posted 11 June 2010 - 04:34 PM
This post has been edited by Micky C: 11 June 2010 - 09:51 PM
#1366 Posted 11 June 2010 - 04:44 PM
Specular maps control shinyness.
#1367 Posted 11 June 2010 - 05:47 PM
ozz, on Jun 11 2010, 04:46 PM, 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?
This post has been edited by BuddhaMaster: 11 June 2010 - 05:52 PM
#1368 Posted 11 June 2010 - 07:54 PM
#1369 Posted 11 June 2010 - 08:00 PM
Zaxtor, on Jun 12 2010, 03:54 PM, said:
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)
#1370 Posted 11 June 2010 - 11:19 PM
Tea Monster, on Jun 12 2010, 02:30 AM, said:
cheers TM.
BuddhaMaster, on Jun 12 2010, 11:47 AM, said:
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
#1372 Posted 12 June 2010 - 04:22 PM
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
#1373 Posted 12 June 2010 - 09:38 PM
#1374 Posted 13 June 2010 - 12:21 AM
#1375 Posted 13 June 2010 - 08:23 AM
supposedly behind the glass is a sheet of metal ,,, according to pictures I've seen
also preiew of normal map by Tea Monster
#1376 Posted 13 June 2010 - 09:00 AM
#1377 Posted 13 June 2010 - 09:20 AM
#1378 Posted 13 June 2010 - 10:01 AM
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.
#1379 Posted 13 June 2010 - 10:10 AM
if I remove the wires from mine then that's pretty much it