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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 

#1750

Hell yeah!
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User is offline   Hendricks266 

  • Weaponized Autism

  #1751

Posted Image
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1752

*glee*
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User is offline   Master Fibbles 

  • I have the power!

#1753

/flapflapflapflap
/gizz

Epicness in a picture.
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User is offline   NF64 

  • Touched by the Banhammer

#1754

Am I the only one who stopped breathing for a second? :)
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User is offline   Master Fibbles 

  • I have the power!

#1755

I actually had to look at it twice before I noticed that the chaingun was shaded.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1756

I like how he hid the entire HUD. Nice effect.
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User is offline   Plagman 

  • Former VP of Media Operations

#1757

It's not complete yet:

Posted Image
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User is offline   Yatta 

  • Pizza Lawyer

  #1758

Plagman that's some sick shit, keep it up! :)
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#1759

For some reason I wonder how cool that would look if the gun and arm had proper height maps and stuff, for some reason I just think it would look cool seeing the light affect the hairs on Duke's arm.
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User is offline   necroslut 

#1760

Wow!!!!
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User is offline   Tea Monster 

  • Polymancer

#1761

 Nfelli64, on Aug 5 2010, 08:27 PM, said:

Am I the only one who stopped breathing for a second? :)


No.

Looks fricking awesome.
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User is offline   Richard Shead 

  • "Dick Nasty"

#1762

Consider my praise added. Outstanding work, Plagman.
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User is offline   Night Wolf 

#1763

Oh hell yes!
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User is offline   ReaperMan 

#1764

 High Treason, on Aug 6 2010, 02:39 AM, said:

For some reason I wonder how cool that would look if the gun and arm had proper height maps and stuff, for some reason I just think it would look cool seeing the light affect the hairs on Duke's arm.


That would look awesome.
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User is offline   Piano Man 

#1765

Interesting question - Is it possible in the new polymer engine to fade from one texture to another (like a gradual transparency) to create a little more realistic map? Soften the edges between gravel and grass etc instead of clear cut texture lines????

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

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1766

Yes I would like texture blending as well...
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User is offline   Piano Man 

#1767

 The Commander, on Aug 7 2010, 05:00 PM, said:

Yes I would like texture blending as well...


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???

Attached Image: snapshot20100807221035.jpg

This post has been edited by Piano Man: 07 August 2010 - 06:13 AM

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User is offline   Gambini 

#1768

Engines that feature blending textures, render one on top of the other, then managing the alpha channel of the first you get that ^ result (because the part where the bottom texture can be seen is 100% transparent). I don´t think Polymer is any good at rendering alpha channels at the moment, there are huge translucency problems that should be fixed first. Unless they use another way to make it.

This post has been edited by Gambini: 07 August 2010 - 06:47 AM

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User is offline   RazorZ 

#1769

Delicious lighting. :)

But Polymer doesn´t work here... :)

NOOOOOOOOOOOOOO!!!!
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User is offline   Tea Monster 

  • Polymancer

#1770

It's a great idea, but how would you control it? Duke is very 1996 in how it handles textures.


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.
0

#1771

I don't think it is feasible in the original levels, but you could create the effect with sprites/custom textures in your own maps, personally, i rather like the straight lines in Duke 3D anyway.
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User is offline   Roma Loom 

  • Loomsday Device

#1772

The only possible way to make a texture to texture transition is to add new flag in dn3d wall struct which tells the engine to blend two different textures (sectors) that share this (red-lined) wall via a simple mask that would be just a greyscale gradient. If only there's an unused bit in "cstat" or "extra" value for instance...

This post has been edited by Roma Loom: 07 August 2010 - 01:06 PM

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User is offline   NightFright 

  • The Truth is in here

#1773

@ozz:
Defs for new #3397 textures?
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User is offline   PimpUigi 

#1774

So what's going on with the new shotgun and new shotgun skin?
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User is offline   Night Wolf 

#1775

View PostNightFright, on Aug 9 2010, 07:19 AM, said:

@ozz:
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

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User is offline   SwissCm 

#1776

So is anyone going to add that red font I made a few weeks ago to the hrp svn or do I have to do it? Requires some fiddly .def work since they require that you create dummy tiles due to different dimensions. Also I'm considering making a 8-bit version of the font so if you were to turn off the HRP in game all the menu text wouldn't be white boxes.
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User is offline   NightFright 

  • The Truth is in here

#1777

SVN build #142 committed. Changes:

> 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? :wacko:
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User is offline   Hendricks266 

  • Weaponized Autism

  #1778

If the text is all white boxes, we have a problem. Let me say this once, and hopefully everyone will see it:

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

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User is offline   Spiker 

#1779

 PimpUigi, on Aug 9 2010, 01:45 AM, said:

So what's going on with the new shotgun and new shotgun skin?


Expect it really soon.
0

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