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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   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

 Mr.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

 Tea 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

 SchoeteCitie, 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

 Tea 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

 Spiker, 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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User is offline   Spiker 

#1660

I'm busy at the moment. I just watch some random tutorials before going to sleep but I will resume it again soon.

An experienced artist would be able to create a compliacted model (with rigging, animation and textures) like cycloid emperor for example in about one day. And no I'm not kidding, and what's more funny tweaking it takes more time than creating it from scratch.
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#1661

 Spiker, on Jul 10 2010, 02:58 PM, said:

I'm busy at the moment. I just watch some random tutorials before going to sleep but I will resume it again soon.

An experienced artist would be able to create a compliacted model (with rigging, animation and textures) like cycloid emperor for example in about one day. And no I'm not kidding, and what's more funny tweaking it takes more time than creating it from scratch.

Idc if you take 2 months to finish it as long as it doesnt get..D-N-F'edO_O.. i'm fine
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User is offline   necroslut 

#1662

 Tea Monster, on Jul 10 2010, 10:19 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?

Wouldn't that look weird when reloading it?
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User is offline   Master Fibbles 

  • I have the power!

#1663

Well, I think MD3s are all vertex animated so you can make it change shape as it is propped up to cock. The difficulty is getting it to look correct at the FOV. The entire process involves a lot of work and I, for one, appreciate the work put into it. I don't mind the current shotgun but if Spiker can produce a higher quality one and get the animation to work right, I am all for it.
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User is offline   Night Wolf 

#1664

 necroslut, on Jul 11 2010, 08:25 AM, said:

Wouldn't that look weird when reloading it?



Wait.... this is asuming that this shotgun with even reload ... remember this is Duke Nukem 3D ... the shotgun is magic and reloads itself
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User is offline   necroslut 

#1665

 ozz, on Jul 11 2010, 08:01 AM, said:

Wait.... this is asuming that this shotgun with even reload ... remember this is Duke Nukem 3D ... the shotgun is magic and reloads itself

I meant the cocking.
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User is offline   Tea Monster 

  • Polymancer

#1666

I've not studied the anims closely, but one trick is to use a different model for the cocking. You would stretch out the main one, and switch the models for the cocking one in the def file.
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User is offline   necroslut 

#1667

View PostTea Monster, on Jul 11 2010, 10:36 AM, said:

I've not studied the anims closely, but one trick is to use a different model for the cocking. You would stretch out the main one, and switch the models for the cocking one in the def file.

But wouldn't that cause a noticable "jump" when switching between them?
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User is offline   Stabs 

#1668

that new alien trooper model has some issues, it has a jerky death animation and its skin is way to bright , It goes pitch black at 37 most sprites go pitch black at 27 - 28 max
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User is offline   Gambini 

#1669

I second this ^

The model looked pretty cool in the screenshots but in game i just missed the old one.

Also: Why monsters still loop the shooting animation when they´re standing? is that so hard to fix?
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#1670

View Postnecroslut, on Jul 11 2010, 01:40 AM, said:

But wouldn't that cause a noticable "jump" when switching between them?

Uhmm you scale up the model when you walk with it then the shoot animation then the cocking animation goes upwards right? you stretch it a bit each animation it goes up, then it looks more real?
(ehmm if you dont understand me nvm i guess..)
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User is offline   Night Wolf 

#1671

#0316

Posted Image

.....Revised ......
Added more depth to broken parts.

#0360
Posted Image

#0361
Posted Image
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User is offline   Parkar 

  • Honored Donor

#1672

View PostTea Monster, on Jul 11 2010, 10:36 AM, said:

I've not studied the anims closely, but one trick is to use a different model for the cocking. You would stretch out the main one, and switch the models for the cocking one in the def file.


Actually I was experimenting with this when I decided to make a new shotgun altogether (which I never got around to though). Anyway, You just need to scale the thing after it's animated and it should look ok. Might run into problems with polymer down the road though with shadows etc not looking right. But you probably won't know for sure if that's an issue until after you try it.

The best option is of course if the engine would support rendering the hud models at custom fovs. This is the most common trick used, usually the guns are rendered at say 45-60 while the world around 75-90. Since the guns are placed very close to the camera, cover a large part of the screen and have some part that goes behind the camera the stretching is more obvious than on the world.

Edit:

View PostRoma Loom, on Jul 10 2010, 06:07 PM, said:

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.


Actually that's probably just the side effect of 3D Ripper assuming everything is at the same fov. You get the whole world scaled along the depth axis if it rips at a different fov then the game renders it at, the guns are probably just rendered at a lower fov.

This post has been edited by Parkar: 13 July 2010 - 01:55 PM

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User is offline   NightFright 

  • The Truth is in here

#1673

SVN build #136 committed. Changes:

> Updated: #360, 361, 363
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User is offline   Tea Monster 

  • Polymancer

#1674

The only way to find out if it works is to try it.

I've found that the most time-consuming part of modelling isn't the modelling, the texturing, or the animating, its the constant arsing around with getting the def's right. Especially for HUD models.

On that note, just saying that I've pretty much finished the HUD pistol. I'm just tweaking the textures. Parkar has given me his latest hand so I'll put them together and see how they work out. I probably won't be releasing it just yet as the HUD lighting isn't ready. I will be releasing an improved pick up pistol in the next week or so.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1675

Does said hand include separate flesh textures from the weapon as what plotted on the HRP to-do?
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User is offline   Tea Monster 

  • Polymancer

#1676

View PostHendricks266, on Jul 16 2010, 10:36 AM, said:

Does said hand include separate flesh textures from the weapon as what plotted on the HRP to-do?

Should be no problem. Just needs handling the same way that Duke and the Jetpack are.
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User is offline   Spiker 

#1677

After a few days off I worked on it again. I think I'm getting there, am I not?

Posted Image
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User is offline   Tea Monster 

  • Polymancer

#1678

That looks like it is developing nicely. Still needs a lot more detail.

This post has been edited by Tea Monster: 17 July 2010 - 12:59 AM

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User is offline   Night Wolf 

#1679

It's looking better...
the trigger and handle look a little odd.
try making the inside area of the trigger more oval shaped like in the picture of the real gun.
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User is offline   Gambini 

#1680

@Spiker: Keep up the good work, from the last time i checked this thread to now, your model improved a lot and it´s close to the quality the game would need.

Keep in mind that the second cannon is where the shells are stored and therefore it´s thicker and a little bit shorter than the above one. Also you should add grips and mold details to the sides of the handle.
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