Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1651 Posted 10 July 2010 - 08:07 AM
This post has been edited by Roma Loom: 10 July 2010 - 08:10 AM
#1653 Posted 10 July 2010 - 10:37 AM
Mr.Flibble, on Jul 10 2010, 11:29 AM, said:
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
#1654 Posted 10 July 2010 - 10:59 AM
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.
#1655 Posted 10 July 2010 - 12:19 PM
#1656 Posted 10 July 2010 - 12:24 PM
Tea Monster, on Jul 10 2010, 01:19 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.
#1657 Posted 10 July 2010 - 01:33 PM
SchoeteCitie, on Jul 10 2010, 01:24 PM, said:
That is pretty easy to do actually with something called a cage.
#1658 Posted 10 July 2010 - 01:35 PM
Tea Monster, on Jul 10 2010, 10:33 PM, said:
Lattice?
This discussion is pretty pointless and demotivating.
#1659 Posted 10 July 2010 - 01:48 PM
Spiker, on Jul 10 2010, 02:35 PM, said:
This discussion is pretty pointless and demotivating.
How can this be demotivating?
You know your doing an awesome job on the shotgun model.
#1660 Posted 10 July 2010 - 01:58 PM
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.
#1661 Posted 10 July 2010 - 02:11 PM
Spiker, on Jul 10 2010, 02:58 PM, said:
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
#1662 Posted 10 July 2010 - 02:25 PM
Tea Monster, on Jul 10 2010, 10:19 PM, said:
Wouldn't that look weird when reloading it?
#1663 Posted 10 July 2010 - 05:50 PM
#1664 Posted 10 July 2010 - 10:01 PM
necroslut, on Jul 11 2010, 08:25 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
#1665 Posted 10 July 2010 - 11:45 PM
ozz, on Jul 11 2010, 08:01 AM, said:
I meant the cocking.
#1666 Posted 11 July 2010 - 12:36 AM
#1667 Posted 11 July 2010 - 01:40 AM
Tea Monster, on Jul 11 2010, 10:36 AM, said:
But wouldn't that cause a noticable "jump" when switching between them?
#1668 Posted 11 July 2010 - 02:23 AM
#1669 Posted 11 July 2010 - 07:07 AM
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?
#1670 Posted 11 July 2010 - 07:44 AM
necroslut, on Jul 11 2010, 01:40 AM, said:
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..)
#1671 Posted 13 July 2010 - 09:57 AM

.....Revised ......
Added more depth to broken parts.
#0360

#0361
#1672 Posted 13 July 2010 - 01:47 PM
Tea Monster, on Jul 11 2010, 10:36 AM, said:
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:
Roma Loom, on Jul 10 2010, 06:07 PM, said:
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
#1674 Posted 15 July 2010 - 11:17 AM
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.
#1675 Posted 16 July 2010 - 10:36 AM
#1676 Posted 16 July 2010 - 11:31 AM
Hendricks266, on Jul 16 2010, 10:36 AM, said:
Should be no problem. Just needs handling the same way that Duke and the Jetpack are.
#1677 Posted 16 July 2010 - 01:28 PM
#1678 Posted 17 July 2010 - 12:59 AM
This post has been edited by Tea Monster: 17 July 2010 - 12:59 AM
#1679 Posted 17 July 2010 - 01:59 AM
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.
#1680 Posted 17 July 2010 - 06:26 AM
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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