Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1442 Posted 20 June 2010 - 12:46 AM
#1443 Posted 20 June 2010 - 02:49 AM
Roma Loom, on Jun 19 2010, 07:09 PM, said:
I'm getting similar crashes with the synthesis build: they seem to happen when I've been in null space in 3D mode for a while (both in Polymer or Polymost). MinGW builds don't crash this way for me...
#1444 Posted 20 June 2010 - 05:16 AM
This post has been edited by Marked: 20 June 2010 - 05:20 AM
#1445 Posted 20 June 2010 - 08:51 AM
#1446 Posted 20 June 2010 - 09:12 AM
Jokke_r, on Jun 20 2010, 02:46 AM, said:
It differ from game to game.
EDuke's implementation is basically a color cutout of the texture that is overlayed and not affected by the lighting in the area
#1447 Posted 20 June 2010 - 11:38 AM
Spiker - I've fixed a few problems with the Pistol smooth groups and I've re-designed the handle a bit, so I'll re-release that soon for pick-up.
No word yet on HUD. There isn't much point anyway till they implement lighting in the HUD.
This post has been edited by Tea Monster: 20 June 2010 - 11:38 AM
#1448 Posted 20 June 2010 - 11:52 PM
If I see correctly, painskins are missing? And it also seems the provided palettes might not match, one time pal0 is blue, while in the original release it is green (or the other way round, don't remember).
#1449 Posted 21 June 2010 - 04:00 AM
No one has really commented on its progress..... it would be nice to have an ETA
Edit : regarding the trooper model .. it think it could be further worked on ... The troopers wrist bands are too long , and pointy instead of a smooth cylinder shape .. and the shoulder pads should be pointed in shape instead of cupping over the shoulder...
who made this model? its nice but yeah it would be good if they would fix those things.
Heres what I mean, look at the shoulders and the wrists on the sprites and the models...they do not match
also I just noticed the metal things on its feet are missing in the model, not to mention the jetpack being to long on the trooper
also pretty sure the sprite trooper has armour plates with spikes on each side of its legs not a box with cog symbols
This post has been edited by ozz: 21 June 2010 - 04:40 AM
#1450 Posted 21 June 2010 - 07:59 AM
#1451 Posted 21 June 2010 - 09:22 AM
#1452 Posted 21 June 2010 - 09:35 AM
Spiker, on Jun 22 2010, 03:22 AM, said:
If i new the slightest thing about modeling i would aim at making it as close as possible...but i don't....
First of all ...
Don't get me wrong this new trooper is pretty damn good , but it could be improved , If the artist has gone this far shouldnt they then finalize it? Otherwise it will just end up getting remade somewhere in the future
why not aim for perfection when the model already seems around 90% completed it just needs touch ups in some places then it would be perfect
makes sence to me
#1453 Posted 21 June 2010 - 10:05 AM
The author is gone and no clue if he ever returns or not. The source is not released .....
It's good that we all want to arrive at perfection and you seem to pay attention to details which I sometimes lack (It seems that I have more impressionistic than analitic approach which you present) . But when I think that after I complete some serious model and there is ozz waiting ready to point out every slight mistake which fixing would take me much time or even is impossible then I'm getting scared Nah, at least this would force me to learn more and learn how to please even the most demanding clients Keep up your perfectionist approach
#1454 Posted 21 June 2010 - 10:58 AM
Go for a model Spiker .Most of us arent ogres and we do try and help. My first ever game model was the hand dryer. So choose something simple to start with. If you run into any problems either let us know or drop me a PM.
#1455 Posted 21 June 2010 - 11:24 AM
Speaking of the bottles, are there spec/norm etc maps for models yet? I know those are low importance but if I knew anything about texture maps I'd probably take a stab at making the glass and such shine.
#1456 Posted 21 June 2010 - 05:37 PM
Jokke_r, on Jun 20 2010, 03:46 AM, said:
http://forums.duke4....?showtopic=2070
#1457 Posted 21 June 2010 - 06:37 PM
Spiker, on Jun 22 2010, 01:22 AM, said:
Yeah it looks super rad. Reminds me of the Beast Wars Transmetals Style.
#1458 Posted 22 June 2010 - 12:18 AM
The HRP screenies on the HRP site are really outdated. It'd be great if you could provide me with some nice Polymer screenshots from most recent HRP build so we can show that something has changed. You might want to wait until I am done with adding any missing content since April to the SVN, though. Should be done soon. ^^
#1459 Posted 22 June 2010 - 02:41 AM
Why havent tiles #0857 ect. been remade the same as the bathroom tiles? they are suposed to be the same tile, but (0857) insted of being plain has a coloured stripe
This post has been edited by ozz: 22 June 2010 - 02:42 AM
#1460 Posted 22 June 2010 - 03:13 AM
ozz, on Jun 22 2010, 12:41 PM, said:
Why havent tiles #0857 ect. been remade the same as the bathroom tiles? they are suposed to be the same tile, but (0857) insted of being plain has a coloured stripe
I was working on all the tile textures but kinda got stuck working on the ones with pipes. Quiet a lot of work to get them right. I would probably start from scratch again If I would continue with them.
#1461 Posted 22 June 2010 - 04:16 AM
Parkar, on Jun 22 2010, 09:13 PM, said:
Oh i see ... the tile's with pipes were looking really good, shame that they never got finished
#1462 Posted 22 June 2010 - 06:37 AM
0821 / 0822
Im not sure what to do with the size, ive posted it as 512 x 1024...
256 x 512 , Looks Horrible ...
This post has been edited by ozz: 22 June 2010 - 09:12 AM
#1463 Posted 22 June 2010 - 11:33 AM
ozz, on Jun 22 2010, 04:37 PM, said:
0821 / 0822
Mmmmh, I love wood when it looks that crisp!
Reminds me of DooM textures again
#1464 Posted 22 June 2010 - 01:24 PM
Examples regarding normal/spec maps def check: #1057 and #937. I definitely got the defs wrong since these look screwed up ingame.
HRP 4.2.119+ Update Pack (Integration Candidate, 39.1 MB)
BTW:
What still isn't included here didn't fully convince me, I probably have not skipped it while checking.
This post has been edited by NightFright: 23 June 2010 - 12:01 AM
#1465 Posted 22 June 2010 - 01:40 PM
#1466 Posted 22 June 2010 - 08:11 PM
#1467 Posted 22 June 2010 - 08:18 PM
Only the front has a light.
#1468 Posted 22 June 2010 - 11:40 PM
NightFright, on Jun 23 2010, 07:24 AM, said:
Examples regarding normal/spec maps def check: #1057 and #937. I definitely got the defs wrong since these look screwed up ingame.
What is also still missing is a glowmap for #1216 (side panel of coke machine).
HRP 4.2.119+ Update Pack (Integration Candidate, 39.1 MB)
BTW:
What still isn't included here didn't fully convince me, I probably have not skipped it while checking.
The side of the coke machine is posted in this forum somewhere check the last few pages (Althogh probs best not to add it yet i will be changing the metal border texture)
Im fixing up the coke machine i wasnt happy with how it turned out , it lacked realism , the damgaged was ok , but mainly ill be fixing up the non broken. ill also try and make some spec maps
Rellik, on Jun 23 2010, 02:11 PM, said:
only the front glows yes... i think i might just darken the sides like the broken texture
but the front part just glows one bright colour not sections ... i did some research of vending machines from other games and images from tv shows ... so i think i know what directiion to head for in terms of glow n grit
sorry about the shitty angle best i could get
Edit: video from crysis showing both glowing and broken machine..
http://www.youtube.c...h?v=KDxTgFJimZM
This post has been edited by ozz: 22 June 2010 - 11:56 PM
#1469 Posted 22 June 2010 - 11:50 PM
Spiker, on Jun 22 2010, 11:40 PM, said:
Ah, I erroneously thought the ones already included were better. Will fix that, then.
And updated #1216 did not elude me, it is included. But on 2nd thought I agree, no glowmap for that one. ^^ In general, I don't know why we are still keeping the "old" textures (without _d) in the pack. They are not used/defined and therefore only make the zipfile bigger than it has to be.
This post has been edited by NightFright: 23 June 2010 - 12:13 AM
#1470 Posted 23 June 2010 - 12:26 AM
Not sure who did the Pal colours for the lights #0707 etc ... but they all seem to have a red tinge to them which looks wrong , shouldnt they have been the silver texture with colour added to them not red?
also #0783 is using the wrong normal n spec maps