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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   NightFright 

  • The Truth is in here

#1471

View Postozz, on Jun 23 2010, 10:26 AM, said:

@ NightFright ....
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


I did those. :) What you had added for pal 7 was red, but in E1L2, the red light in the prison area is definitely pal2. And on the other hand, pal 7 is used in a secret area of E2L2, where it is yellow. If you want to provide better versions for pal2 and 7 on your own, feel free. ^^

Same with 783, post any corrections here. Nothing is added yet, and fixing everything before actually putting it into SVN is what we all want. :)

This post has been edited by NightFright: 23 June 2010 - 02:10 AM

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User is offline   Night Wolf 

#1472

View PostNightFright, on Jun 23 2010, 08:06 PM, said:

I did those. :) What you had added for pal 7 was red, but in E1L2, the red light in the prison area is definitely pal2. And on the other hand, pal 7 is used in a secret area of E2L2, where it is yellow. If you want to provide better versions for pal2 and 7 on your own, feel free. ^^

Same with 783, post any corrections here. Nothing is added yet, and fixing everything before actually putting it into SVN is what we all want. :)


The thing is the pals i posted were probably wrong anyway Lol ,
what exactly does Pal mean? does it refure to cirtain colours , if so what colours would i need to make the Pal's?

Also could you remove 0276 & 0276_2 ... i only posted them on here as examples , ill make better ones then post then in this forum

........
this was the newset normal map for 0783 though im not sure if i did it right , could someone confirm?
Posted Image

I'll make a new spec map too
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User is offline   0815Jack 

#1473

thx for the integration pack, NightFright :) Great Additions, Ozz :)

Is it possible to get normal maps for following textures 1216, 821, 822, 743, 763 ? Or does they already exist ?

I have spotted some issues with the current hrp-svn:

Posted Image


i also noticed that a lot of hidden switches are visible. is this related to the hrp or eduke32 itself?
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User is offline   NightFright 

  • The Truth is in here

#1474

If you make new normal/spec maps, it'd be great if you also provided the defs for them if possible. :) Like I said, I have no idea about defining parallaxbias etc values, you can completely mess up the texture with this. ^^

This post has been edited by NightFright: 23 June 2010 - 03:17 AM

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User is offline   Night Wolf 

#1475

View PostNightFright, on Jun 23 2010, 09:08 PM, said:

If you make new normal/spec maps, it'd be great if you also provided the defs for them if possible. :) Like I said, I have no idea about defining parallaxbias etc values, you can completely mess up the texture with this. ^^


I don't really understand how the defs work .. thus why i don't do them, im a complete noob at normal mapping
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User is offline   NightFright 

  • The Truth is in here

#1476

Well, for #707/708:
pal0 (standard) - white
pal2 - red (as in E1L2 jail area)
pal7 - yellow (as in E2L2 secret area where you find the Freezer)

There is a full list of palette colors somewhere, but I cannot remember where. But anyway, those would be all colors needed for that tile.

-------

HRP integration / currently known issues/needed corrections

> 0276, 0276_2: remove --> will do that asap
> 0297: n/s maps replacement --> Spiker gave me corrected versions, will implement those
> 0707/0708: pal2/7 correction
> 0783: replacement (I added downsided 256x512 version) + n/s maps (+defs!)
> 0937: n/s correction (defs?)
> 1057: n/s correction (defs?)

-------

I have also taken note of the hidden switches visible problem - first chance is E1L1 Duke Nukem II arcade machine (which reveals HoloDuke). You can see the switch being "inside" the machine. Since hacks normally take care of that, I guess something might be broken in current EDuke32 build. Wall-aligned tiles like posters also look pretty distorted.

This post has been edited by NightFright: 23 June 2010 - 04:10 AM

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User is offline   Night Wolf 

#1477

Theres also a green ... example where you fight battlelord

Do i just pick a colour that i think it right and matches the pal colour or do they have to be spacific colours that i would have to imput varibles into say photoshop?
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User is offline   0815Jack 

#1478

here is a pal overview: http://wiki.eduke32.com/wiki/Palette_(envi...)#Palette_Swaps

but i think is easier to use mapster to got thru the palettes to see whats exactly changed ....
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User is offline   NightFright 

  • The Truth is in here

#1479

View Postozz, on Jun 23 2010, 01:32 PM, said:

Theres also a green ... example where you fight battlelord

Do i just pick a colour that i think it right and matches the pal colour or do they have to be spacific colours that i would have to imput varibles into say photoshop?

The best idea is probably to check what it looks like without HRP (make screenshot) and then make it match the original tile as closely as possible. For the alien spaceship door and lights leading into E1L5 Battlelord chamber, I tried to match the green color of the surrounding textures to make it fit.

It would be best if the game could color the palettes for highres tiles on its own, but it seems it still creates too many errors. For red it works well often, but for colors like yellow or green it can fail, so separate palettes are sometimes required.

-------------

BTW once again, I would like to bring to your attention that we are missing only very few textures and models to finish up Ep.2. If anyone liked to try him-/herself on those, it'd be really great! :)

This post has been edited by NightFright: 23 June 2010 - 04:14 AM

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User is offline   Roma Loom 

  • Loomsday Device

#1480

Ooz
Your #0783 (which is a 2.5 meters high room wall for instance) is 320x640 while #0821 is 512x1024 (which is a 2 meters high door). Though this texelrate disproportion isn't probably noticable we should use some logical approach to this kind of stuff. But there are cases in classic Duke3D maps where some textures are scaled by 2 times in leveleditor and they look ok among other, non-scaled ones.
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User is offline   Night Wolf 

#1481

I should be able to match the light colours pretty good. I might have alredy done the green


Ive still got a boken monitor to finish which fits into E2 although there in pretty much every episode...
I think theres just one monitor to finish after the current one im working on.
also need some normal maps for them if anyone has time to make them ...
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User is offline   Night Wolf 

#1482

View PostRoma Loom, on Jun 24 2010, 02:30 AM, said:

Ooz
Your #0783 (which is a 2.5 meters high room wall for instance) is 320x640 while #0821 is 512x1024 (which is a 2 meters high door). Though this texelrate disproportion isn't probably noticable we should use some logical approach to this kind of stuff. But there are cases in classic Duke3D maps where some textures are scaled by 2 times in leveleditor and they look ok among other, non-scaled ones.



I thought i posted #0783 at 512 x 1024?
did someone shrink it... or am i just imagining things

Edit : yeah your right , hmmm i must have missed that ... ill fix that

This post has been edited by ozz: 23 June 2010 - 08:42 AM

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User is offline   Night Wolf 

#1483

Here..
I also made new spec and normal maps
not sure how to make the wood part pop out.
0783 / 0783_n / 0783_s
Posted Image Posted Image Posted Image
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User is offline   Roma Loom 

  • Loomsday Device

#1484

Tiles #181, 783 have been submitted to SVN.

Ooz: Yeah, the painted color stripe and that polished wood on the bottom should be lighter on specmap to be more "reflective" but the cracks should be darker plus overall specmap should have more contrast, otherwise it will be hard to notice the effect ingame. But don't bother on this one, I've uploaded the tweaked version to SVN.

And yeah, look at yourself :) Not so long ago you were afraid of making normals and specmaps and now I'm afraid there only one step left for you to starting making models... :) Keep up the good work.

This post has been edited by Roma Loom: 23 June 2010 - 12:51 PM

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User is offline   NightFright 

  • The Truth is in here

#1485

To avoid further confusion regarding added contents, I have committed my pack to SVN for now, leaving Roma Loom's latest changes untouched and intact. It should bring SVN contents back up-to-date.

Before I will compile a new HRP preview version, following issues still need to be taken care of:
> 0707/0708: pal2/7 correction
> 0937: n/s correction
> 1057: n/s correction
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User is offline   Mark 

#1486

Here you go Nightfright. #0590 I figured no one else would bother with this tile because it is a tiny sprite used in only 1 place according to GViewer. And because of that I'm hoping everyone won't be too critical on how it looks. :)
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User is offline   Spiker 

#1487

View PostRoma Loom, on Jun 23 2010, 10:49 PM, said:

Keep up the good work.


Yeah, he seems to spit out these textures like a machine :D As if he was some unemployed beggar :D Nothing compared to a poor, graduating student working for dust instead of money :) :) Need to find more info about him :D
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User is offline   Night Wolf 

#1488

View PostMarked, on Jun 24 2010, 11:33 AM, said:

Here you go Nightfright. #0590 I figured no one else would bother with this tile because it is a tiny sprite used in only 1 place according to GViewer. And because of that I'm hoping everyone won't be too critical on how it looks. :)

Looks good!
I was wondering when that was going to get done, it's in fusion station (E2l4)

@ Roma ... Nice job on the spec map loooks alot better then what i did , :)

This post has been edited by ozz: 23 June 2010 - 10:33 PM

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User is offline   Night Wolf 

#1489

Ive almost finished the Pals for the lights , whist doing so I notised a problem , it seems the red pals arent being used where there suposed to be ..
for instsnce the sushi sign at the start of E3L1 ... is using the white pal insted of the red pal..
hopefully this will be fixed when then new ones are done

Edit: Here are the pals in .png
0707
Posted Image

0708
Posted Image

This post has been edited by ozz: 13 August 2010 - 12:18 AM

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User is offline   Night Wolf 

#1490

View PostSpiker, on Jun 24 2010, 03:51 PM, said:

Yeah, he seems to spit out these textures like a machine :D As if he was some unemployed beggar :D Nothing compared to a poor, graduating student working for dust instead of money :) :) Need to find more info about him :D


LOL ... I find making textures alot easier then i did when i first started , since ive learnt new skills i can make them faster ...i can make a texture in under 20 mins (0821) for example

it used to take me hours when i fisrt started ... coz i just made a mess with layers and stuff like that .. if you keep everything simple and then overlay details its a lot less time consuming

This post has been edited by ozz: 24 June 2010 - 12:10 AM

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User is offline   NightFright 

  • The Truth is in here

#1491

Well done regarding 707/708, even though you got palette numbers wrong again. :) Pal7 is actually pal2 (red), while yellow is pal7. But don't worry, they will be added with the correct defs.

Seeing the quality of the recent remakes, I'd be curious about what some of the still missing highres textures would look like if you did them... ^^

Left to do for new preview release:
> 0937: n/s correction
> 1057: n/s correction

This post has been edited by NightFright: 24 June 2010 - 12:35 AM

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User is offline   Spiker 

#1492

Edited out

This post has been edited by Spiker: 24 June 2010 - 02:09 AM

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User is offline   Green 

  #1493

Some of that texture doesn't seem to fit in with the overall look but other then that it's fantastic! (The broken glass is very nice :) )

Edit - Those random holes should have some computer hardware looking bits inside them?

Attached thumbnail(s)

  • Attached Image: brokena.jpg


This post has been edited by Mr. Green: 24 June 2010 - 12:49 AM

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User is offline   Night Wolf 

#1494

View PostNightFright, on Jun 24 2010, 06:25 PM, said:

Well done regarding 707/708, even though you got palette numbers wrong again. :) Pal7 is actually pal2 (red), while yellow is pal7. But don't worry, they will be added with the correct defs.

Seeing the quality of the recent remakes, I'd be curious about what some of the still missing highres textures would look like if you did them... ^^

Left to do for new preview release:
> 0937: n/s correction
> 1057: n/s correction


I did that deliberatly , even if it is technacly ment to be yellow , yellow doesnt look at all like the red lights in the game ... if you make it yellow they are just that, yellow .. when they should be red ...
unless theres somthing im missing, maybe all the pal 7 (yellow) were in the wrong place in game , when they should have been pal 2 (red)?



@ spiker

Looks alright , but yet it looks as if some parts are low res, like you've stretched them, example the glass part of the main screen
and just having black holes to nowhere looks odd ...
im still tring to fingure out what to do with the current broken one im doing that also has smashed pastic insted of just glass, its quite tricky to make it look realistic ... :)

This post has been edited by ozz: 24 June 2010 - 01:36 AM

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User is offline   0815Jack 

#1495

i noticed some other missing textures

> 0297 needs pal 21 version
> 0225 needs pal 21 version

dont know whats wrong with the model 1088 (reactor) .... why is it so small now?
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User is offline   NightFright 

  • The Truth is in here

#1496

I will check the palettes for 707/708 again ingame, but I am sure the textures had been defined correctly before. Yellow version is only used 1x in the original episodes afaik, which is in E2L2.
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User is offline   Spiker 

#1497

Posted Image

Any better?
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User is offline   Night Wolf 

#1498

Looks better spiker .. maybe take off that grungy texture you've overlaid, it seems to be taking away the sharpness of the edges
the wires look pretty good, not sure that behing the screen part there would be wires though since a normal tv or monitor has pretty much nothing in it.


Ive finished the broken one ive been working on,
0360
Posted Image
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User is offline   NightFright 

  • The Truth is in here

#1499

@ Spiker:
Could you please also add the tile number? I am too lazy to look it up! :)

This post has been edited by NightFright: 24 June 2010 - 03:32 AM

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User is offline   Night Wolf 

#1500

Actually use this one , i forgot to allow a layer to show.. :)
0360
Posted Image
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