Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 163 Pages +
  • « First
  • 59
  • 60
  • 61
  • 62
  • 63
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   necroslut 

#1780

 Hendricks266, on Aug 9 2010, 09:02 PM, said:

However, weren't we going to put Daidoh from the XBLA port into the HRP?

I hope you won't. It doesn't look nearly as good as the one you have now or the original.
0

User is offline   PimpUigi 

#1781

 Spiker, on Aug 9 2010, 02:09 PM, said:

Expect it really soon.


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

0

User is offline   Night Wolf 

#1782

Daidoh wouldn't be a good idea now ...
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.
0

User is offline   Night Wolf 

#1783

Heres revised 0742
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)

Posted Image Posted Image Posted Image

& 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

0

User is offline   Micky C 

  • Honored Donor

#1784

Great work Ozz! It bothered how the old HRP tile didn't match...
0

User is offline   Tea Monster 

  • Polymancer

#1785

Pistol HUD is in progress as well.
0

User is offline   Night Wolf 

#1786

Are there any other HUD guns currently being remade, i'd like to hope they will all get remade eventually, otherwise they wont match quality wise..
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

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1787

I couldn't stand the red menu font from the original 1.4/1.5 Duke. I have always played with 1.3D (that was version we had when I was younger) and thought those fonts were much better than what they decided on for Atomic. I'm happy to see the superior 1.3D fonts get the HD treatment.
0

User is offline   Spiker 

#1788

Ok, here comes the shotty. Both pickup and HUD version.

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)


0

User is offline   Master Fibbles 

  • I have the power!

#1789

It is possible that I did something wrong with installing it but I get this in the log and sprites:

Quote

Invalid frame name on line highres/sprites/firstperson.def:321
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. :wacko:


EDIT: Here is what I mean (with the latest eduke synthesis)
Attached Image: duke0003.jpg

This post has been edited by Mr.Flibble: 10 August 2010 - 12:14 PM

0

User is offline   Spiker 

#1790

Oh, yeah my bad. Change every instance of shotgun1.png to 2613_shotgun_d.png Sorry

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

0

User is offline   Master Fibbles 

  • I have the power!

#1791

Thanks. I fixed it. I really should wait until the HUD stuff is working before commenting on graphics.

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.
0

User is offline   Radar 

  • King of SOVL

#1792

Please post screens for us folks who can't get polymer working on our computers, anyone. :wacko:

This post has been edited by Radar1013: 10 August 2010 - 12:40 PM

0

User is offline   Spiker 

#1793

Yeah, I'm still waiting for ozz to doom me :wacko: Also it's hard to improve things without any comments. Unfortunatelly the one you mentioned might be not possible to fix in the current state.

Posted Image

This post has been edited by Spiker: 10 August 2010 - 12:48 PM

0

User is offline   NightFright 

  • The Truth is in here

#1794

You have some typos in your defs above. Sometimes, ".png.png" ending is used. I have corrected this in the version implemented into SVN.

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

0

User is offline   Master Fibbles 

  • I have the power!

#1795

Well, the normal/spec maps aren't implemented in the HUD yet, are they? not in a "public" build of eduke. Also, about the muzzle:

Quote

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.


Now we have a HUD model polymer made...but no public polymer HUD. The waiting game begins....
0

User is offline   NightFright 

  • The Truth is in here

#1796

SVN build #143 committed. Changes:

> 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. :wacko:

This post has been edited by NightFright: 10 August 2010 - 01:57 PM

0

User is offline   Spiker 

#1797

Short notice: There is no hand model by it's own (every md3 needs it's own) but the skins can be shared and the hand is not by me but Parkar. Yes, normal maps don't work in the HUD yet.
0

User is online   Lunick 

#1798

Shotgun is nice

OFFTOPIC: My B'day :wacko:
0

User is offline   ReaperMan 

#1799

Lunick said:

OFFTOPIC: My B'day :wacko:


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

0

User is offline   Night Wolf 

#1800

View PostSpiker, on Aug 11 2010, 06:42 AM, said:

Yeah, I'm still waiting for ozz to doom me

Am I like some kind of Design Nazi to you? :wacko:
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

0

User is offline   Spiker 

#1801

I can experiment with size a bit. But as you noticed my aim was to make it close to the sprite because if I didn't do that some guys would complain. Every change is a kind of compromise and model will never look exactly like sprite because it would look stupid. No matter what you wont get 100% satisfactory result because then you would have to forget about 8 bit completely.
0

User is offline   Night Wolf 

#1802

View PostSpiker, on Aug 11 2010, 06:15 PM, said:

I can experiment with size a bit. But as you noticed my aim was to make it close to the sprite because if I didn't do that some guys would complain. Every change is a kind of compromise and model will never look exactly like sprite because it would look stupid. No matter what you wont get 100% satisfactory result because then you would have to forget about 8 bit completely.


This shotgun is a tricky one.
I think in some terms its best to avoid faithfulness 8bit sprites, the sprite shotgun looked weird to begin with (size wise)
I think it would be best to just forget scaling it down.
It really does look weird having a shotgun the same size as a handgun.

Imo, I would go for a more modern approach as seen in the link I posted
why not improve from the sprites....

I wonder how the duke plus shotgun worked

Edit: heres another picture of a modern game shotgun HUD
Its actually quite simmilar to the one in duke without the pump handle & a shorter heat sheild

http://img.techpowerup.org/070906/MOHA%202...23-38-39-70.jpg

now if the shotgun looked somewhat like this we would have a winner, imo.

This post has been edited by ozz: 11 August 2010 - 02:21 AM

0

User is offline   NightFright 

  • The Truth is in here

#1803

BTW: Since removing pre-made palettes for #707/708 worked well, it should be checked if it is safe to remove any palettes different from pal0 for other highres tiles, too. Some HRP filesize could be cut off if we didn't need extra tiles for pal1-x any more. :wacko:
0

User is offline   Cage 

#1804

Hope that's the final revision of my #4112

Posted Image
Posted Image
Posted Image

Normal and spec for Ozz's #276

Posted Image
Posted Image

This post has been edited by Cage: 11 August 2010 - 04:44 AM

0

User is offline   Night Wolf 

#1805

View PostNightFright, on Aug 11 2010, 08:04 PM, said:

BTW: Since removing pre-made palettes for #707/708 worked well, it should be checked if it is safe to remove any palettes different from pal0 for other highres tiles, too. Some HRP filesize could be cut off if we didn't need extra tiles for pal1-x any more. :wacko:

Indeed ... that being said, maybe #0276 pals should be removed?

.................

@Cage

Nice work ... it would be interesting to see a parallax version of #276

This post has been edited by ozz: 11 August 2010 - 07:18 AM

0

#1806

Alright how do i get the new shotgun model to work? i downloaded the latest polymer hrp but it still has the original stretched shotgun model then i deleted the shotgun in first person in the HRP zip and put the shotgun.zip in my autoload but it still doesnt work.
0

User is offline   NightFright 

  • The Truth is in here

#1807

SVN build #144 committed. Changes:

> Added: #276_n/s; 4112_s
> Modified: #4112_d/n
> Removed: Outdated/unused textures (#151, 181, 191, 293, 297, 312, 362, 414, 448, 449, 457, 458, 749, 781, 783, 823, 884, 1169, 1215-1217, 3397, 4112, 4130-4133)

------------------

Regarding autotinting:
It seems it does not work for all tiles, e.g. #297 needs predefined tile, otherwise it is displayed with default color in E2L3. Every tile has to be checked before its pal can be removed from HRP, it seems...

Commented-out normal/spec maps in textures.def:
These should be checked and fixed by someone, if possible.
> 0070 --> normal map existing, spec missing
> 0186 --> 0186_s looks like 0186_d
> 0297 --> not tested yet
> 0313 --> not finished/integrated
> 0381 --> n/s not existing
> 1024 --> n/s not existing
> 1097 --> current defs cause display errors
> 4112 --> incorrect defs

This post has been edited by NightFright: 11 August 2010 - 01:13 PM

0

User is offline   Master Fibbles 

  • I have the power!

#1808

View PostSchoeteCitie, on Aug 11 2010, 09:39 AM, said:

Alright how do i get the new shotgun model to work? i downloaded the latest polymer hrp but it still has the original stretched shotgun model then i deleted the shotgun in first person in the HRP zip and put the shotgun.zip in my autoload but it still doesnt work.

The files are not put in folders correctly in the zip. You have to change the folder structure.

Since I haven't spent the time to integrate the shotgun defs with my other defs, I don't have a fully working setup either (but the shotgun works).
0

User is offline   NightFright 

  • The Truth is in here

#1809

View PostSchoeteCitie, on Aug 11 2010, 04:39 PM, said:

Alright how do i get the new shotgun model to work? i downloaded the latest polymer hrp but it still has the original stretched shotgun model then i deleted the shotgun in first person in the HRP zip and put the shotgun.zip in my autoload but it still doesnt work.


Try putting attached zipfile into HRP autoload folder. Note that you should not integrate this into your HRP file. :wacko:

This post has been edited by NightFright: 11 August 2010 - 09:41 AM

0

Share this topic:


  • 163 Pages +
  • « First
  • 59
  • 60
  • 61
  • 62
  • 63
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options