Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1755 Posted 05 August 2010 - 07:28 PM
#1759 Posted 05 August 2010 - 10:39 PM
#1761 Posted 06 August 2010 - 08:01 AM
Nfelli64, on Aug 5 2010, 08:27 PM, said:
No.
Looks fricking awesome.
#1764 Posted 06 August 2010 - 03:18 PM
High Treason, on Aug 6 2010, 02:39 AM, said:
That would look awesome.
#1765 Posted 06 August 2010 - 11:47 PM
You could bind one wall as the reference point like you would an angle (like Alt-F) then maybe have an extra code that contains the fade to (transparent) texture???
Is it possible? We've managed to get normal mapping, high-res textures, spotlights and lighting etc... Could this be done also???
This post has been edited by Piano Man: 06 August 2010 - 11:47 PM
#1767 Posted 07 August 2010 - 06:13 AM
The Commander, on Aug 7 2010, 05:00 PM, said:
I mean - imagine having proper texture blending like this... Or would it be possible to have wall texture blending also...
I mean - wouldn't \/ that look awesome???
This post has been edited by Piano Man: 07 August 2010 - 06:13 AM
#1768 Posted 07 August 2010 - 06:46 AM
This post has been edited by Gambini: 07 August 2010 - 06:47 AM
#1769 Posted 07 August 2010 - 07:48 AM
But Polymer doesn´t work here...
NOOOOOOOOOOOOOO!!!!
#1770 Posted 07 August 2010 - 11:25 AM
The only way to do it would be to have your wall or ceiling texture be the 'base' texture and your overlay be an applied sprite. Then you have to have the engine somehow make a nice transition between them, possibly via an alpha channel.
Sounds like it would be simple to do in a modern engine, but a huge pain in the ass to get going in Duke.
#1771 Posted 07 August 2010 - 11:27 AM
#1772 Posted 07 August 2010 - 12:58 PM
This post has been edited by Roma Loom: 07 August 2010 - 01:06 PM
#1774 Posted 08 August 2010 - 04:45 PM
#1775 Posted 08 August 2010 - 11:39 PM
NightFright, on Aug 9 2010, 07:19 AM, said:
Defs for new #3397 textures?
Not really sure ...
I don't understand how defs work, I just get lucky with random numbers sometimes. :|
sorry I can't be of more help.
This post has been edited by ozz: 08 August 2010 - 11:41 PM
#1776 Posted 09 August 2010 - 01:17 AM
#1777 Posted 09 August 2010 - 05:08 AM
> Added: #211_n/s, 3397_d/n/s;
> Modified: #211;
> Deleted: #707_1/2/7/8, 708_1/2/7/8 (autotint now works fine without premade palettes)
As for the red font... where was it posted, anyway?
#1778 Posted 09 August 2010 - 11:02 AM
Never use dummytile in the HRP. Only use setuptile.
Swiss, wasn't your redfont based on the v1.3D redfont? If that's the case, I would be glad to whip up tilefromtexture conversions of the 8-bit v1.3D redfont for inclusion into the HRP.
However, weren't we going to put Daidoh from the XBLA port into the HRP?
This post has been edited by Hendricks266: 09 August 2010 - 11:11 AM
#1779 Posted 09 August 2010 - 11:09 AM
PimpUigi, on Aug 9 2010, 01:45 AM, said:
Expect it really soon.

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