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

#1411

View PostFox, on Jun 17 2010, 04:23 PM, said:

It's impressive how that tree has a modern game look but still match perfectly the classic one

Can you show the texture?



If you could try the other tree too

Sabal palm (sabal palmetto)

Posted Image


I'm on the other tree too.

Well the exporting does look like a problem, there is option to export as .obj which I could easily converted further to .m3d
But this option is surprisingly (?) disable for the UDK edition.
Updating is probably highly expensive
Maybe I can find someone that can convert it for me.
Basically the last hope.

These are the textures at half size
The dry leaf is rather ugly...

Attached thumbnail(s)

  • Attached Image: palm_bark_v_tmp_copy.png
  • Attached Image: palmfrond.png
  • Attached Image: palmfronddry.png


This post has been edited by BuddhaMaster: 17 June 2010 - 02:13 PM

0

User is online   Hendricks266 

  • Weaponized Autism

  #1412

Once the trees are completed, even if you can't export them, upload everything you have in regards to the final products. That way, your work won't be lost.
0

User is offline   Night Wolf 

#1413

View PostRoma Loom, on Jun 17 2010, 11:59 PM, said:

@Ooz: You should probably make glowmaps for your monitor sets


Yeah sounds like a good idea,
if anyone has any free time to sculpt the broken monitor be my guest...

View PostBuddhaMaster, on Jun 18 2010, 08:12 AM, said:

Well the exporting does look like a problem, there is option to export as .obj which I could easily converted further to .m3d
But this option is surprisingly (?) disable for the UDK edition.
Updating is probably highly expensive
Maybe I can find someone that can convert it for me.
Basically the last hope.


yeah its expensive if you buy it ... wink wink*
0

#1414

View PostHendricks266, on Jun 18 2010, 06:29 AM, said:

Once the trees are completed, even if you can't export them, upload everything you have in regards to the final products. That way, your work won't be lost.


Yeah, actually it's not that hard to make this tree. With a little skill in modelling one can easily reproduce these leaves according to wireframe model. Duplicate them 40-50x, The trunk itself even a complete noob is able to make a straight cylinder.

Anyone some idea's how I can make that dry leaf look a bit more realistic?

This post has been edited by BuddhaMaster: 18 June 2010 - 12:36 AM

0

User is offline   Night Wolf 

#1415

View PostBuddhaMaster, on Jun 18 2010, 06:36 PM, said:

Yeah, actually it's not that hard to make this tree. With a little skill in modelling one can easily reproduce these leaves according to wireframe model. Duplicate them 40-50x, The trunk itself even a complete noob is able to make a straight cylinder.

Anyone some idea's how I can make that dry leaf look a bit more realistic?


I think the dry leaves look fine ... its not like you are going to be staring at them in the game

Edit .. if you are picky about it you could always take the green leaf and add a brownish colour to it match it to the current dry leaf and cut out the edges better , currently the dry leaf looks likes its gone through a cheap cut out job..
but I don't really see point, you wont notice this from a distance

This post has been edited by ozz: 18 June 2010 - 12:48 AM

0

User is offline   Parkar 

  • Honored Donor

#1416

View PostHendricks266, on Jun 16 2010, 06:16 PM, said:

Sounds like a DNS issue. Try the IP addresses.

Pinging duke4.net [174.123.173.123] with 32 bytes of data:
Pinging forums.duke4.net [88.191.13.88] with 32 bytes of data:


Yea probably, haven't bothered with looking it to it at home yet. I'll see if the IPs work.
0

User is offline   The Commander 

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

#1417

I see a few textures have been done in the last couple of pages in this thread, but they still haven't been added to the SVN? :(
0

User is offline   Spiker 

#1418

Not to spam this thread with giant files I will post just the links. :( Anyway need opinions if this is good or not. I've skipped normal and heightmap couse it's combined in the parallax map. No comments means it goes in :( The files are 1024x1024 and might need to be scaled down by half. I've tested it in game, for me it looks fine.

http://img37.imageshack.us/i/0297.png/

http://img99.imagesh...us/i/specg.png/

http://img541.images...s/i/testsh.png/

http://img15.imagesh.../2339/glowu.png

This post has been edited by Spiker: 18 June 2010 - 02:07 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1419

I think that only the monitor screen glowing would be more realistic
0

User is offline   Spiker 

#1420

Yeah, now I see what I did wrong with this glowmap, especailly when looking at my computer in a dark room, only the screen is visible. I will fix it tomorrow. Also it may be to strong, I may need to reduce the glow.
0

User is offline   Gambini 

#1421

Great work Spiker, your skills seem to be approaching to what Ozz is doing.

The glow, however should not be like that, neither the screen, the glow should be only in the bright colours of the screen, case letters
0

#1422

View Postozz, on Jun 18 2010, 10:41 AM, said:

I think the dry leaves look fine ... its not like you are going to be staring at them in the game

Edit .. if you are picky about it you could always take the green leaf and add a brownish colour to it match it to the current dry leaf and cut out the edges better , currently the dry leaf looks likes its gone through a cheap cut out job..
but I don't really see point, you wont notice this from a distance


oh you noticed my terrible, terrible cutting job :) should have fired my gardener
0

User is offline   Sobek 

  • There's coffee in that nebula!

#1423

What about something like this? I tried to give it this dry, slightly 'wilted' look about it. Maybe it could so with a couple of missing leaves or something...

Posted Image
0

User is offline   Spiker 

#1424

View PostGambini, on Jun 19 2010, 01:02 AM, said:

Great work Spiker, your skills seem to be approaching to what Ozz is doing.

The glow, however should not be like that, neither the screen, the glow should be only in the bright colours of the screen, case letters


I'm not a specialist so we'll do as you suggest. Still need to do the broken version and I'm not sure which of these maps need to be redone, which can be the same and which are not needed at all (probably glowmap)
0

User is offline   Night Wolf 

#1425

View PostSobek, on Jun 19 2010, 03:11 PM, said:

What about something like this? I tried to give it this dry, slightly 'wilted' look about it. Maybe it could so with a couple of missing leaves or something...

Posted Image

Looks good , maybe cut off a few leaves , so it looks like they died and fell off.
.....................................

@ Spiker ... Good work... yeah the glow map is not right
Also.. with the texture you have overlaid on the monitor .... try and making it look more plastic ... I originally went with metal loo too but it should be plastic like a tv also I would recommend desaturating the grey parts

Use this and make the transparency 11%
Posted Image

Then overlay this over the top of that at 7% transparency
Posted Image


I actually used one more texture but cant find it .. should be fine with 2

Also make your monitor 512 x 512

Edit: you might want to fiddle with the contrast of the darker areas on the second overlay texture, you only want a very tiny bit of grunge.

This post has been edited by ozz: 19 June 2010 - 12:08 AM

0

User is offline   Spiker 

#1426

Ok, I've done EVERYTHING you guys suggested.

But I can't find which tile is the broken version, ozz maybe you know it? :)

http://img194.images...4/4738/0297.png

http://img534.images...4/968/0297s.png

http://img35.imagesh...us/i/0297n.png/

http://img535.images...us/i/0297g.png/

This post has been edited by Spiker: 19 June 2010 - 08:12 AM

0

User is offline   Night Wolf 

#1427

View PostSpiker, on Jun 19 2010, 08:58 PM, said:

Ok, I've done EVERYTHING you guys suggested.

But I can't find which tile is the broken version, ozz maybe you know it? :)

There's a problem with the left side of the grill panel at the bottom of the tile .. I think its a result from resizing the image .. you could easily fix this by adding in a line

The broken tile is... #0362

This post has been edited by ozz: 19 June 2010 - 03:05 AM

0

User is offline   Spiker 

#1428

Fixed.

Edit: someone really has to update the SVN. I think it hasn't been updated since the new cola vending machine, or was there something before not included?

Jokke_r: are you planning to finish your texture? It's really good and even if you don't want to finish it (meaning creating maps for it) it's much better than the current one so you should release it.

I would update it myself but unfortuantely I don't have the access to it. :)

This post has been edited by Spiker: 19 June 2010 - 03:25 AM

0

User is offline   Jokke_r 

#1429

i think you might need to invert the red and green channel in your normal map, i'm not sure about eduke but i loaded up your bump-map in crazybump and the up/down "axis" was inverted. Didn't someone say that blender does this incorrectly compared to almost every other program? if that's what you used to create it that is.

This post has been edited by Jokke_r: 19 June 2010 - 04:25 AM

0

User is offline   Spiker 

#1430

I've already inverted the channels. Don't know what's the problem. Unfortunately I don't use crazy bump (yet).
0

User is offline   Night Wolf 

#1431

View PostSpiker, on Jun 19 2010, 09:13 PM, said:

someone really has to update the SVN. I think it hasn't been updated since the new cola vending machine, or was there something before not included?

The cola machine still isn't added to svn .. and there were pages before that that had updated tiles that still haven't been added , I think it goes back over 15 pages lol
although some of the ones i did still dont have normal maps so partly the reason.

but there's alot of recent one's posted that either don't required normal maps, or have had normal maps posted here and still not been added ... its getting a little messy and confusing if they arnt added to svn

This post has been edited by ozz: 19 June 2010 - 03:37 AM

0

User is offline   Parkar 

  • Honored Donor

#1432

View PostSpiker, on Jun 18 2010, 11:46 PM, said:

Not to spam this thread with giant files I will post just the links. :) Anyway need opinions if this is good or not. I've skipped normal and heightmap couse it's combined in the parallax map. No comments means it goes in :) The files are 1024x1024 and might need to be scaled down by half. I've tested it in game, for me it looks fine.

http://img37.imageshack.us/i/0297.png/

http://img99.imagesh...us/i/specg.png/

http://img541.images...s/i/testsh.png/

http://img15.imagesh.../2339/glowu.png


On the specular the screen should be a flat bright texture and not have this heavy noise. I can't think of any screen that reflects light like that.
0

User is offline   Spiker 

#1433

Fixed. I'm already tired of revising this stupid texture.
0

User is offline   Roma Loom 

  • Loomsday Device

#1434

pHRP SVN rev 118:

Screen tiles by Ooz: 293,363 (needs specmap and normal), 4130, 4131, 4132, 4133
Misc tiles by Ooz: #414 (checker floor tile), #749 (wooden floor), #884 (wooden crate), #1215, 1217 (Cola wending machine)
Screen tile by Spiker: #297 (heightmap conflicts with normal map)

also added specmap to #414 (checker floor tile), flipped vertical axis (green channel) for 4130_n.png and 297_n.png
also please remove the unused alpha channel from your diffuse textures to be make files a bit smaller...

also it's really sad how more and more unstable is mapster32 becoming. The last synthesis build (1657) crashes immediately upon switching between 2d/3d, vidrestart, just quitting, so I've reverted back to 1646 build, but lost the ability to tweak parallax and specular via keybord (a.m32 script) :)

P.S. would be great to have specmap for 1215 and spec+norm for 1217 (or at least specular to make the broken glass "reflect" correctly)

This post has been edited by Roma Loom: 19 June 2010 - 09:11 AM

0

User is offline   Night Wolf 

#1435

View PostRoma Loom, on Jun 20 2010, 03:09 AM, said:

pHRP SVN rev 118:

Screen tiles by Ooz: 293,363 (needs specmap and normal), 4130, 4131, 4132, 4133
Misc tiles by Ooz: #414 (checker floor tile), #749 (wooden floor), #884 (wooden crate), #1215, 1217 (Cola wending machine)
Screen tile by Spiker: #297 (heightmap conflicts with normal map)

also added specmap to #414 (checker floor tile), flipped vertical axis (green channel) for 4130_n.png and 297_n.png
also please remove the unused alpha channel from your diffuse textures to be make files a bit smaller...

also it's really sad how more and more unstable is mapster32 becoming. The last synthesis build (1657) crashes immediately upon switching between 2d/3d, vidrestart, just quitting, so I've reverted back to 1646 build, but lost the ability to tweak parallax and specular via keybord (a.m32 script) :)

P.S. would be great to have specmap for 1215 and spec+norm for 1217 (or at least specular to make the broken glass "reflect" correctly)

Good job on updating SVN but..
You forgot #0181
and #0783 (asuming ive done the normal map right :) )
also the updated #0743 with curtains.. it was posted a while ago
& spec n normal for 0293, 4130, 4131, 4132, 4133 are already done they use the same normal n spec maps

This post has been edited by ozz: 19 June 2010 - 12:00 PM

0

#1436

whatever, these are the leafs needed for the second palm.
It shows the basic shape and distribution.
They are done, but I'm really having troubles making the third.
Wrongly rendered, the third Frond should have a circular shape


Posted Image

Attached thumbnail(s)

  • Attached Image: dried_leafs.jpg
  • Attached Image: d3dpalmnr2.jpg


This post has been edited by BuddhaMaster: 22 June 2010 - 11:30 AM

0

User is offline   Roma Loom 

  • Loomsday Device

#1437

View Postozz, on Jun 19 2010, 10:41 PM, said:

Good job on updating SVN but..
You forgot #0181
and #0783 (asuming ive done the normal map right :) )
also the updated #0743 with curtains.. it was posted a while ago

Yeah, forgot about 181, 783, 743

Quote

& spec n normal for 0293, 4130, 4131, 4132, 4133 are already done they use the same normal n spec maps

Yeah, they were uploaded, I would just want to get normal and specmap for broken screen 363 and for broken cola machine. I'll see if I could get time to make them by myself...
0

User is offline   Spiker 

#1438

Also the pistol pickup wasn't updated. Unless you want to do it together with the HUD version (God only knows when).
0

User is offline   NightFright 

  • The Truth is in here

#1439

Finally found again some time to stop by. I used the opportunity to update the HRP beta build with latest SVN content (build #119 -> last build I compiled was #082). Log shows no error message during game startup, so I guess the contents and defs are OK. See the updated signature link if you wish to download. Nothing was added compared to the SVN build except for a new version screen. Still, I have only little time so I cannot check whether everything since my last activity has been added or not. For now, all I can do is to put up a new beta build every month or two.

Hopefully, Parkar and me will get the chance to put together a new full release later this year, but it would make more sense if some new milestone were reached first (e.g. all Ep.2+3 textures completed).
0

User is offline   Night Wolf 

#1440

Glowmaps for monitors

0293_g
Posted Image

4130_g
Posted Image

4131_g
Posted Image

4132_g
Posted Image

4133_g
Posted Image
0

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