Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1621 Posted 07 July 2010 - 08:58 AM
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
#1622 Posted 07 July 2010 - 12:26 PM
#1623 Posted 07 July 2010 - 01:00 PM
The Commander, on Jul 7 2010, 01:26 PM, said:
Its the same now, but they make a 3D model first rather than get the real gun!
#1624 Posted 07 July 2010 - 01:42 PM
> 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).
#1625 Posted 07 July 2010 - 01:59 PM
Tea Monster, on Jul 7 2010, 05:58 PM, said:
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
#1626 Posted 07 July 2010 - 03:10 PM
NightFright, on Jul 8 2010, 07:42 AM, said:
> 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
#1627 Posted 07 July 2010 - 03:45 PM
#1628 Posted 07 July 2010 - 10:25 PM
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.
#1629 Posted 08 July 2010 - 12:21 AM
--------------
@ 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)
#1630 Posted 08 July 2010 - 01:29 AM
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
#1631 Posted 08 July 2010 - 08:52 AM
Cage, on Jul 8 2010, 07:29 PM, said:
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?

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
#1632 Posted 08 July 2010 - 10:51 AM
> 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)
#1633 Posted 08 July 2010 - 11:10 AM
http://i1025.photobucket.com/albums/y319/z...33/0783_s-1.png
I dont think it was ever posted on the forum ...
#1635 Posted 08 July 2010 - 03:39 PM
I mean the duke plus shotgun looks ALOT like the original duke shotgun
#1636 Posted 08 July 2010 - 03:42 PM
SchoeteCitie, on Jul 8 2010, 04:39 PM, said:
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
#1637 Posted 09 July 2010 - 03:08 AM
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
#1638 Posted 09 July 2010 - 06:21 AM
DeeperThought, on Jul 8 2010, 03:42 PM, said:
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.
#1639 Posted 09 July 2010 - 12:56 PM
Gambini, on Jul 9 2010, 01:08 PM, said:
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)
#1640 Posted 09 July 2010 - 01:45 PM
DeeperThought, on Jul 8 2010, 04:42 PM, said:
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...)
#1641 Posted 09 July 2010 - 03:57 PM
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
#1642 Posted 09 July 2010 - 05:44 PM
SchoeteCitie, on Jul 9 2010, 02:45 PM, said:
(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.
#1643 Posted 09 July 2010 - 11:16 PM
ReaperMan, on Jul 10 2010, 01:57 AM, said:
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
#1644 Posted 10 July 2010 - 04:35 AM
DeeperThought, on Jul 9 2010, 06:44 PM, said:
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 =/
#1645 Posted 10 July 2010 - 06:22 AM
SchoeteCitie, on Jul 10 2010, 04:35 AM, said:
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.
#1646 Posted 10 July 2010 - 06:40 AM
Tea Monster, on Jul 10 2010, 07:22 AM, said:
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.
#1647 Posted 10 July 2010 - 06:44 AM
#1648 Posted 10 July 2010 - 06:53 AM
Spiker, on Jul 10 2010, 07:44 AM, said:
Like the original duke shotgun?
#1649 Posted 10 July 2010 - 07:55 AM
This post has been edited by Mr.Flibble: 10 July 2010 - 07:56 AM
#1650 Posted 10 July 2010 - 07:57 AM
Mr.Flibble, on Jul 10 2010, 08:55 AM, said:
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

Help
Duke4.net
DNF #1
Duke 3D #1









