Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 163 Pages +
  • « First
  • 53
  • 54
  • 55
  • 56
  • 57
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Tea Monster 

  • Polymancer

#1621

Its a good start. Here is a pic of the real weapon to go off of. This one is missing the forward grip, but otherwise, looks just like it. Try importing it to the Blender viewport and then matching the shapes up. Your main barrel is tapering down and is missing the heat sheild.

Don't be afraid to add more polys to make little shapes like the block that attaches the two barrels and the heatsheild. That was my biggest problem with the pistol. I was that used to Quake 3 style modelling that I stinged on the polys and it messed up my smoothing groups.

http://dynamicarmame...v2008/50580.jpg
0

User is offline   The Commander 

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

#1622

Back in my day we made weapons like this. :)

http://www.youtube.c...h?v=GUIx628Bxxw
0

User is offline   Tea Monster 

  • Polymancer

#1623

View PostThe Commander, on Jul 7 2010, 01:26 PM, said:

Back in my day we made weapons like this. :)

http://www.youtube.c...h?v=GUIx628Bxxw


Its the same now, but they make a 3D model first rather than get the real gun!
0

User is online   NightFright 

  • The Truth is in here

#1624

SVN build #130 committed. Changes:
> Added: #342/342_s
> Modified: #181_s, 342/343_n, 783_n/s, 814_n

ToDo:
> normal/spec defs for #378 (added, but might need finetuning)
> normal/spec defs for #1097 (commented out right now in textures.def)

-----------

In the meantime, I have uploaded a new preview build which you can download from my signature link (filesize 466.4 MB).
0

User is offline   Spiker 

#1625

View PostTea Monster, on Jul 7 2010, 05:58 PM, said:

Its a good start. Here is a pic of the real weapon to go off of.


I've tried to follow your suggestions. I still lack some technique and often I have to guess how to achieve certain things. I've added all the details I could see on this pic and now it's slightly above 800 faces. I guess that some external render would make it look better. Hopefully it's not that bad. Not sure what should be the next step :)

Posted Image
0

User is offline   Night Wolf 

#1626

View PostNightFright, on Jul 8 2010, 07:42 AM, said:

SVN build #130 committed. Changes:
> Added: #342/342_s
> Modified: #181_s, 342/343_n, 783_n/s, 814_n


I think the previous spec map for 0783 that roma made was better ... the new one makes the wall too shiny, kind of kills the dirty effect.

Also why is the spec map for 0181 a completely different texture to whats been used in the tile.. looks odd when it doesnt reflect the tile properly... :)

This post has been edited by ozz: 07 July 2010 - 03:18 PM

0

User is online   NightFright 

  • The Truth is in here

#1627

Well, what doesn't work can be reverted back to previous versions. And if you come up with better normal/spec maps, feel free to post them here to add them. ^^
0

User is offline   Tea Monster 

  • Polymancer

#1628

I'll try to have a go at some normal maps this weekend.

Spiker - That is starting to look the part. I'd concentrate on the grips at the moment. They look a little strange. Also, don't be afraid to put in the ribs on the pump.
0

User is online   NightFright 

  • The Truth is in here

#1629

I will try to revert updated #0783_s to previous version tonight when I am back home. About #0181_s I don't know if there had been another version before - if not, maybe you folks could make a new one? ^^

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

@ Tea Monster:
Since you are intending to do something about normal maps anyway, maybe you can also fix the following:

> normal/spec defs for #378 (added, but might need finetuning)
> normal/spec defs for #1097 (commented out right now in textures.def)
0

User is offline   Cage 

#1630

Well 0181 always seemed to me to look like a flat plastic, equally shiny floor, so I used generic textures to make it look shiny but worn - form walking, dust etc.

As for 0783 i like the feeling of the shiny wood and the shiny stripe, looks like some thick paint, feel free to revert it back if you don't like it though. Or maybe the map could be toned down a bit
0

User is offline   Night Wolf 

#1631

View PostCage, on Jul 8 2010, 07:29 PM, said:

Well 0181 always seemed to me to look like a flat plastic, equally shiny floor, so I used generic textures to make it look shiny but worn - form walking, dust etc.

As for 0783 i like the feeling of the shiny wood and the shiny stripe, looks like some thick paint, feel free to revert it back if you don't like it though. Or maybe the map could be toned down a bit



Hmmm the previous 0181_s... might need some tuneing I guess.. it did seem a little weird when lit up in a dark room ... not so sure changing the texture completly is a good idea though... however im no expert of spec maps...
maybe it would be best to make a simmilar one using the same texture in the tile... like this?
Posted Image

As for 0783 ... maybe just tune the wood part of the previous one Roma made, to make the wood part slightly shinier... I wouldnt make the paint shinier ...its shiny enough ... tends to look more dirty and realistic if its not as shiny.

Nice work on the vent maps though.

This post has been edited by ozz: 08 July 2010 - 09:01 AM

0

User is online   NightFright 

  • The Truth is in here

#1632

SVN build #132 committed. Changes:
> Modified: #181_s, #783_s (reverted back to version from this post)
> E1L5: lighting added (build #131)

ToDo:
> normal/spec defs for #378 (added, but might need finetuning)
> normal/spec defs for #1097 (commented out right now in textures.def)
0

User is offline   Night Wolf 

#1633

0783_s should have been reverted to this ...
http://i1025.photobucket.com/albums/y319/z...33/0783_s-1.png

I dont think it was ever posted on the forum ...
0

User is online   NightFright 

  • The Truth is in here

#1634

Ah, very well. Will include this with next build again, then.
0

#1635

Hey why dont we use the cruizer shotgun from duke plus and add a handle on the cocking thingy?
I mean the duke plus shotgun looks ALOT like the original duke shotgun
0

User is online   Danukem 

  • Duke Plus Developer

#1636

View PostSchoeteCitie, on Jul 8 2010, 04:39 PM, said:

Hey why dont we use the cruizer shotgun from duke plus and add a handle on the cocking thingy?
I mean the duke plus shotgun looks ALOT like the original duke shotgun


The animation would need some editing if it's going to match the original, but otherwise you're right. In fact, I think I have a def that would make it work with the HRP without any CON code.


EDIT: The model was originally made for a now defunct HL mod. I got permission to use it for DP, but it shouldn't be under the HRP license.

This post has been edited by DeeperThought: 08 July 2010 - 03:50 PM

0

User is offline   Gambini 

#1637

Disruptor posted a few screenshots of a texture pack he´s working on and i found his Octabrain´s skin to be perfect for the pal 17 Octabrains. I suggested he could share this skin with the HRP team, and he nicely accepted.

His post below:

http://forums.duke4.net/index.php?s=&s...ost&p=46526

somebody should add the proper def lines to make it use the pal 17 skin.

This post has been edited by Gambini: 09 July 2010 - 03:10 AM

0

#1638

 DeeperThought, on Jul 8 2010, 03:42 PM, said:

The animation would need some editing if it's going to match the original, but otherwise you're right. In fact, I think I have a def that would make it work with the HRP without any CON code.


EDIT: The model was originally made for a now defunct HL mod. I got permission to use it for DP, but it shouldn't be under the HRP license.

Wait since you've got permission to use it,Then i think the makers of the HRP should ask permission too
I mean seriously the original HRP model looks like a stick with shells.
0

User is online   NightFright 

  • The Truth is in here

#1639

 Gambini, on Jul 9 2010, 01:08 PM, said:

Disruptor posted a few screenshots of a texture pack he´s working on and i found his Octabrain´s skin to be perfect for the pal 17 Octabrains. I suggested he could share this skin with the HRP team, and he nicely accepted.

His post below:

http://forums.duke4.net/index.php?s=&s...ost&p=46526

somebody should add the proper def lines to make it use the pal 17 skin.


SVN build #133 committed. Changes:

> Added: #1820 (pal 17 skins)
0

#1640

 DeeperThought, on Jul 8 2010, 04:42 PM, said:

The animation would need some editing if it's going to match the original, but otherwise you're right. In fact, I think I have a def that would make it work with the HRP without any CON code.


EDIT: The model was originally made for a now defunct HL mod. I got permission to use it for DP, but it shouldn't be under the HRP license.

Wait by the way we could make it look like the Duke nukem forever shotgun, add a handle on the cocking thing and let it reload like it does in duke plus,IMO i find that cooler than moving it up then cocking cuz you see, Would you waste 2 seconds of survival that could kill you just by moving your shotgun up to reload?
(sorry for sounding so stupid...)
0

User is offline   ReaperMan 

#1641

@Spiker

I thought i might help you a bit on the shotgun, so here are the actual frames of the shotgun from duke3d. (Like the one commander showed)

Also here are some more links to pics that should help you make the grips. here and here.

I hope these will help you. :)

This post has been edited by ReaperMan: 09 July 2010 - 04:06 PM

0

User is online   Danukem 

  • Duke Plus Developer

#1642

 SchoeteCitie, on Jul 9 2010, 02:45 PM, said:

Wait by the way we could make it look like the Duke nukem forever shotgun, add a handle on the cocking thing and let it reload like it does in duke plus,IMO i find that cooler than moving it up then cocking cuz you see, Would you waste 2 seconds of survival that could kill you just by moving your shotgun up to reload?
(sorry for sounding so stupid...)


So you want it to look like the shotgun in DP and reload like it? So just use DP already...

I think it makes more sense to have a new shotgun model specifically made for the HRP.
0

User is offline   Spiker 

#1643

 ReaperMan, on Jul 10 2010, 01:57 AM, said:

@Spiker

I thought i might help you a bit on the shotgun, so here are the actual frames of the shotgun from duke3d. (Like the one commander showed)

Also here are some more links to pics that should help you make the grips. here and here.

I hope these will help you. :)


Thanks, may come in handy later on. And don't worry I will make a GOOD looking shotgun, even if it's now looking like crap. I just need some time A very important exam is coming with big steps :)
0

#1644

 DeeperThought, on Jul 9 2010, 06:44 PM, said:

So you want it to look like the shotgun in DP and reload like it? So just use DP already...

I think it makes more sense to have a new shotgun model specifically made for the HRP.

I do use DP all the time =/
Prob is if the HRP people make a new model it'l probably look like the old stretched shell firing stick they got ATM =/
0

User is offline   Tea Monster 

  • Polymancer

#1645

 SchoeteCitie, on Jul 10 2010, 04:35 AM, said:

I do use DP all the time =/
Prob is if the HRP people make a new model it'l probably look like the old stretched shell firing stick they got ATM =/


If you want to troll, go to the DNF forum.
0

#1646

 Tea Monster, on Jul 10 2010, 07:22 AM, said:

If you want to troll, go to the DNF forum.

I'm not trolling i'm just saying it how it is, the duke plus shotgun looks WAY MORE like the original duke nukem sprite than the model the HRP has, i mean seriously a shotgun wont look that stretched irl unless your the largest man in the world.
And dont get me wrong here i dont try to troll i just like to say the truth rather than lying and saying "Hey nice job your doing good on that model" while they're not.
0

User is offline   Spiker 

#1647

If I make a HUD version of it it will be scaled to make it look normal, ok?
0

#1648

 Spiker, on Jul 10 2010, 07:44 AM, said:

If I make a HUD version of it it will be scaled to make it look normal, ok?

Like the original duke shotgun?
0

User is offline   Master Fibbles 

  • I have the power!

#1649

The problem isn't the model. The problem is the Field of View. With sprites you can have whatever FOV you want but as soon as you introduce any sort of FBA (such as we have with 3D models as HUD weapons) you need to have a FOV that is normal.

This post has been edited by Mr.Flibble: 10 July 2010 - 07:56 AM

0

#1650

 Mr.Flibble, on Jul 10 2010, 08:55 AM, said:

The problem isn't the model. The problem is the Field of View. With sprites you can have whatever FOV you want but as soon as you introduce any sort of FBA (such as we have with 3D models as HUD weapons) you need to have a FOV that is normal.

FOV 90 is usually the default in any game,look at doomsday engine for doom the fov is 90 the models look like the sprites(some do) quake live fov is 90/95 the models dont look stretched either same for F.E.A.R. and all
0

Share this topic:


  • 163 Pages +
  • « First
  • 53
  • 54
  • 55
  • 56
  • 57
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options