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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   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
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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

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User is offline   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)
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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 ...
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User is offline   NightFright 

  • The Truth is in here

#1634

Ah, very well. Will include this with next build again, then.
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#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
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User is offline   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

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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

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#1638

View PostDeeperThought, 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.
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User is offline   NightFright 

  • The Truth is in here

#1639

View PostGambini, 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)
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#1640

View PostDeeperThought, 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...)
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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

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User is offline   Danukem 

  • Duke Plus Developer

#1642

View PostSchoeteCitie, 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.
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User is offline   Spiker 

#1643

View PostReaperMan, 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 :)
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#1644

View PostDeeperThought, 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 =/
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User is offline   Tea Monster 

  • Polymancer

#1645

View PostSchoeteCitie, 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.
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#1646

View PostTea 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.
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User is offline   Spiker 

#1647

If I make a HUD version of it it will be scaled to make it look normal, ok?
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#1648

View PostSpiker, 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?
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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

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#1650

View PostMr.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
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User is offline   Roma Loom 

  • Loomsday Device

#1651

Some games just use stretched down HUD weapon models to make them look normal, some games render HUD weaponry with FOV that's lower than world's FOV. STALKER weapons are stretched down by the depth axis that's for sure because I've ripped a scene via 3D Ripper.

This post has been edited by Roma Loom: 10 July 2010 - 08:10 AM

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User is offline   Master Fibbles 

  • I have the power!

#1652

I don't think the FOV of eduke is 90...
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#1653

View PostMr.Flibble, on Jul 10 2010, 11:29 AM, said:

I don't think the FOV of eduke is 90...

I know last time i saw or anything, and this might surprise you, i saw FOV 419 or something i mean wtf?
might've been a bug or anything but i think your right the fov isn't 90

This post has been edited by SchoeteCitie: 10 July 2010 - 10:38 AM

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User is offline   Master Fibbles 

  • I have the power!

#1654

Like I said, when you are dealing with a 2.5D engine, you don't need a FOV at 90. The engine has been changed to be closer to being a 3D engine and therefore the FOV is not perfect for the HUD. This has been an issue for years with developing HUD models. From the oldest to the newest shotgun models, the FOV has been a point of discussion and contention.

I recommend against asking them to change the FOV of the engine, however, since you probably have no idea how many things depend on that FOV being what it is.
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User is offline   Tea Monster 

  • Polymancer

#1655

This brings us back to a similarly old point. Why didn't someone just take the model into a 3D proggy and just scale up the front of the barrel?
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#1656

View PostTea Monster, on Jul 10 2010, 01:19 PM, said:

This brings us back to a similarly old point. Why didn't someone just take the model into a 3D proggy and just scale up the front of the barrel?

Because the whole model would have to be scaled,if you havent noticed the back looks stretched too and so does the handle.
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User is offline   Tea Monster 

  • Polymancer

#1657

View PostSchoeteCitie, on Jul 10 2010, 01:24 PM, said:

Because the whole model would have to be scaled,if you havent noticed the back looks stretched too and so does the handle.


That is pretty easy to do actually with something called a cage.
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User is offline   Spiker 

#1658

View PostTea Monster, on Jul 10 2010, 10:33 PM, said:

That is pretty easy to do actually with something called a cage.


Lattice?

This discussion is pretty pointless and demotivating.
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#1659

View PostSpiker, on Jul 10 2010, 02:35 PM, said:

Lattice?

This discussion is pretty pointless and demotivating.

How can this be demotivating?
You know your doing an awesome job on the shotgun model.
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