Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#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.
#1780 Posted 09 August 2010 - 12:51 PM
Hendricks266, on Aug 9 2010, 09:02 PM, said:
I hope you won't. It doesn't look nearly as good as the one you have now or the original.
#1781 Posted 09 August 2010 - 05:29 PM
Spiker, on Aug 9 2010, 02:09 PM, said:
You read my comment about the Atomic symbol right?
Do try to make sure we can see the whole thing on the shotgun.
Doesn't matter how tiny you have to make it, the one on the original shotgun is pretty tiny too. (bigger than the original would be better, just so long as we can see the whole thing.)
This post has been edited by PimpUigi: 09 August 2010 - 05:30 PM
#1782 Posted 09 August 2010 - 11:07 PM
the only reason Daidoh was an option was becaue the old red font looked like shit, but this new red font by SwissCm is great, really fit's in well with duke.
#1783 Posted 10 August 2010 - 01:21 AM
I remade it so that it matched the revised #0764 since they are the same parts to this particular buliding. (although this isnt added into svn yet)

& link to revised 0764 posted awhile back
http://i1025.photobucket.com/albums/y319/z...d333/0764-1.png
theres currently no revised normal map for this but it will work fine with the existing one for now.
Edit: changed size to 1024 x 512 (tile is used for big walls in the game)
This post has been edited by ozz: 10 August 2010 - 02:40 AM
#1784 Posted 10 August 2010 - 03:56 AM
#1786 Posted 10 August 2010 - 08:39 AM
The freezer needs reworking, it doesnt look anything like the sprites.. possibly just the angle.
This post has been edited by ozz: 10 August 2010 - 08:39 AM
#1787 Posted 10 August 2010 - 09:38 AM
#1788 Posted 10 August 2010 - 11:13 AM
Hopefully the def files are correct (not checked), and parallax values might need adjustment when polymer HUD support is added. There is a problem with alpha on the muzzleflash when playing with polymer but Plagman says it will be fixed, it's fine in polymost. As for the animation I've tried hundreads of ways to create it as well as different ways of defining it and I think that it's very unlikely to get something better than this with the current HUD animation in Eduke, for me it looks decent. Also from now on any new weapon that will need hands should use the textures included which are made by Parkar.
Any comments are welcome.
Attached File(s)
-
shotgun.zip (1.91MB)
Number of downloads: 321
#1789 Posted 10 August 2010 - 11:59 AM
Quote
Invalid frame name on line highres/sprites/firstperson.def:322
Invalid frame name on line highres/sprites/firstperson.def:323
Invalid frame name on line highres/sprites/firstperson.def:324
Invalid frame name on line highres/sprites/firstperson.def:325
Invalid frame name on line highres/sprites/firstperson.def:326
Invalid frame name on line highres/sprites/firstperson.def:327
Invalid frame name on line highres/sprites/pickups.def:76
Nevermind those errors. I did something wrong with my install. However, unless I need to update eduke to see the shotgun HUD, I see nothing. I also need to figure out how to integrate the defs...but I do like the pickup model.
EDIT: Here is what I mean (with the latest eduke synthesis)
This post has been edited by Mr.Flibble: 10 August 2010 - 12:14 PM
#1790 Posted 10 August 2010 - 12:25 PM
Edit: or copy this.
// Shotgun (2613)
model "highres/sprites/firstperson/2613_shotgun.md3" {
scale 6
skin { pal 0 surface 0 file "highres/sprites/firstperson/2613_shotgun_d.png" }
skin { pal 0 surface 1 file "highres/sprites/firstperson/2613_shotgun_d.png" }
normal { file "highres/sprites/firstperson/2613_shotgun_n.png" parallaxbias 0.1 parallaxscale 0.1 }
specular { file "highres/sprites/firstperson/2613_shotgun_s.png.png" }
skin { pal 0 surface 2 file "highres/sprites/firstperson/2613_shotgun_d.png" }
normal { file "highres/sprites/firstperson/2613_shotgun_n.png" parallaxbias 0.1 parallaxscale 0.1 }
specular { file "highres/sprites/firstperson/2613_shotgun_s.png.png" }
skin { pal 0 surface 3 file "highres/sprites/firstperson/2613_shotgun_d.png" }
normal { file "highres/sprites/firstperson/2613_shotgun_n.png" parallaxbias 0.1 parallaxscale 0.1 }
specular { file "highres/sprites/firstperson/2613_shotgun_s.png.png" }
skin { pal 0 surface 4 file "highres/sprites/firstperson/duke_hand_d.png" }
normal { file "highres/sprites/firstperson/duke_hand_n.png" parallaxbias 0.1 parallaxscale 0.1 }
specular { file "highres/sprites/firstperson/duke_hand_s.png.png" }
frame { name "frame_1" tile 2613 }
frame { name "frame_2" tile 2616 }
frame { name "frame_20" tile 2617 }
frame { name "frame_30" tile 2618 }
frame { name "frame_60" tile 2619 }
frame { name "frame_1" tile 2614 }
frame { name "frame_1" tile 2615 }
hud { tile 2613 xadd 0.32 yadd 0.81 zadd 0.8 angadd -1200 }
hud { tile 2614 hide }
hud { tile 2615 hide }
hud { tile 2616 xadd 0.24 yadd 0.7 zadd 0.8 angadd -1200 }
hud { tile 2617 xadd 0.2 yadd 0.9 zadd 1 angadd -1350 }
hud { tile 2618 xadd 0 yadd 0.2 zadd 1 angadd -1350 }
hud { tile 2619 xadd 0 yadd 0.2 zadd 1 angadd -1350 }
This post has been edited by Spiker: 10 August 2010 - 12:30 PM
#1791 Posted 10 August 2010 - 12:37 PM
One thing I will say is that the animation isn't bad. I notice that things get really stretched out and the shotgun does seem to change size in the animation. It is noticeable but not bad.
I'll let someone else critique it further.
#1792 Posted 10 August 2010 - 12:40 PM
This post has been edited by Radar1013: 10 August 2010 - 12:40 PM
#1793 Posted 10 August 2010 - 12:42 PM
This post has been edited by Spiker: 10 August 2010 - 12:48 PM
#1794 Posted 10 August 2010 - 01:18 PM
General opinion about HUD shotgun:
> Good animation and model
> Shotgun skin needs improvement (I think, normal/spec maps are not used at all for some reason, it all looks flat)
> Muzzleflash needs improvement (has some ugly black square around its edges)
*EDIT*
I see you have already noticed the skin and muzzleflash issues above. My bad. ^^
This post has been edited by NightFright: 10 August 2010 - 01:56 PM
#1795 Posted 10 August 2010 - 01:22 PM
Quote
Now we have a HUD model polymer made...but no public polymer HUD. The waiting game begins....
#1796 Posted 10 August 2010 - 01:30 PM
> New HUD shotgun/pickup (by Spiker): #28, 2613
> New hand skin (by Parkar) for tiphand (also for shotgun)
> Modified textures: #742_d/n/s, 764
As soon as the new HUD shotgun is finalized/properly working (at least with fixed muzzleflash, depending on new EDuke32 snapshot), I will issue a new HRP preview so that all folks can check it out.
This post has been edited by NightFright: 10 August 2010 - 01:57 PM
#1797 Posted 10 August 2010 - 01:33 PM
#1799 Posted 10 August 2010 - 02:45 PM
Lunick said:
Happy B-Day!!!!!
@ Spiker: The chamber where the shells are eject from the shotgun seem to be a bit too wide, it should be skinnier.
This post has been edited by ReaperMan: 10 August 2010 - 02:46 PM
#1800 Posted 10 August 2010 - 10:14 PM
Spiker, on Aug 11 2010, 06:42 AM, said:
Am I like some kind of Design Nazi to you?
I just tell it like it is.
It looks alright, although the animation.... looks well "rubbery".
It's hard to judge when the polymer HUD isnt working.
Is it just me who thinks the shotgun looks a little small?
It looks as if the weapon is as big as the pistol :S
Wouldn't it seem more right to be around this size/perspective?
http://www.vgblogger.com/wp-content/upload...2-DLC-gun01.jpg
It's rather debatable whether its right to stick to the original sprites size and perspective...
it looks odd with a model, no modern game I have seen would have it's perspective and size like that...
This post has been edited by ozz: 10 August 2010 - 11:58 PM

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