Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1811 Posted 11 August 2010 - 10:02 AM
#1812 Posted 11 August 2010 - 11:49 AM
NightFright, on Aug 11 2010, 05:04 AM, said:
HRP filesize should not matter. Any removal of pals should be 1) only pals 1, 2, 4, 6, 7, and 8; 2) be on an individual basis.
NightFright, on Aug 11 2010, 11:48 AM, said:
> Removed: Outdated/unused textures (#151, 181, 191, 293, 297, 312, 362, 414, 448, 449, 457, 458, 748, 781, 783, 823, 884, 1169, 1215-1217, 3397, 4112, 4130-4133)
Good job annihilating a large amount of Polymost compatibility. This should be reverted.
#1813 Posted 11 August 2010 - 12:36 PM
#1814 Posted 11 August 2010 - 12:39 PM
Can you refresh your browser and add in 0742 - n/s again ... I updated the link a bit after I posted them, looks like you added the ones before I updated them.
Cheers.
#1815 Posted 11 August 2010 - 05:13 PM
NightFright, on Aug 11 2010, 03:36 PM, said:
That's only because the separate DEF syntax for Polymost textures and Polymer diffuses has not been implemented yet.
#1816 Posted 12 August 2010 - 12:33 AM
#1817 Posted 12 August 2010 - 01:04 AM

I don't think the circled area looks quite right. Seems like the Bioshock shotgun a little even.

This is how it looks in the sprite.
I also think the shotgun is overall too dark, though I do have a VA LCD Panel, and black crush is an issue.
I think the Atomic symbol could be moved up a few pixels, and the thing the shell falls out of could be shortened by that same amount.
I also think it animates extremely poorly, and that the muzzle flash is bad.
I wish we could just use the standard, sprite muzzle flash.
This post has been edited by PimpUigi: 12 August 2010 - 03:25 AM
#1818 Posted 12 August 2010 - 02:31 AM
#1819 Posted 12 August 2010 - 03:11 AM

Just thought I'd provide my input for the shotgun.
The Nuke on the original sprite is more visible and the extractor is on the curved part of the shotgun (slightly higher then where it is now)
The texture doesn't seem to be very detailed as well as appearing too dark, the muzzleflash doesn't work correctly (black corners) and when reloading it looks like a cripple trying to reload it. (perhaps put more frames in for a smoother, nicer looking animation)
Also, in the original sprite the shotgun looks more like a dark shade of grey then black.
This post has been edited by Mr. Green: 12 August 2010 - 03:17 AM
#1820 Posted 12 August 2010 - 03:24 AM

As you can see, that thing at the end of the bottom barrel is not viewable here (I think it looks weird when it's there personally)

Plus If we can move the shotgun just a tiny bit, we can align it with the already very nice muzzle flash.
It does need to be noted however, that you are doing an amazing job so far. I am impressed with the way things look currently, it's just there are very loose ends, the animation being the biggest one I imagine.
This post has been edited by PimpUigi: 12 August 2010 - 03:29 AM
#1821 Posted 12 August 2010 - 04:21 AM
The shotty will look really dark until we get specular highlights on the model.
#1822 Posted 12 August 2010 - 04:52 AM
The hand is way smaller then what it should be too.
Other then the back part and the hand it looks pretty good.
Be good to see shot of the model in the modeling program and not duke since the game has a weird feild of view.
...................................
Judging for the screenshot above it appears the correct defs for 0723/0764 ...were never added... and the windows are refelecting way too much light.
They should be this.
texture 723 {
pal 0 { file "highres/textures/0723.png" }
normal { file "highres/textures/0723_n.png" parallaxbias 0.04 parallaxscale 0.05 }
specular { file "highres/textures/0723_s.png" }
detail { file "highres/detail/concrete.png" xscale 0.15 yscale 0.075 }
}
texture 764 {
pal 0 { file "highres/textures/0764.png" }
normal { file "highres/textures/0764_n.png" parallaxbias 0.0 parallaxscale 0.04 }
specular { file "highres/textures/0764_s.png" }
detail { file "highres/detail/concrete.png" xscale 0.15 yscale 0.15 }
}
This post has been edited by ozz: 12 August 2010 - 05:12 AM
#1824 Posted 12 August 2010 - 05:15 AM
#1825 Posted 12 August 2010 - 06:27 AM
NightFright, on Aug 12 2010, 10:33 AM, said:
It's can't just yet but the plan is that the defs should be able to define both a diffuse and an old school texture for polymost.
#1826 Posted 12 August 2010 - 07:17 AM
NightFright, on Aug 12 2010, 08:15 AM, said:
I do think it's a great skin overall, I see lighting will come in with spec mapping.
My only two problems with it are the chamber+Atomic symbol being too low (I should have circled them as well) as well as the end of the bottom barrel.
Maybe the overall detail is a little lacking/compressed looking too, but I can't tell until we get the lighting I guess.
This post has been edited by PimpUigi: 12 August 2010 - 07:20 AM
#1827 Posted 12 August 2010 - 07:40 AM
#1828 Posted 12 August 2010 - 08:24 AM
@Nightfright: I'll check all those missing stuff in you've pointed but some things should be said before:
1. I don't know where JPGs for #1097 came from but this is bad. Especially or normal map since JPGs have no alpha channel. Also I have both normal and specular maps for this tile right near the JPG files, marked for upload, deleted JPGs.
2. De-commented > 4112 - spec and normal work fine for me. what exactly wrong with defs?
3. normal map for #70 is commented, why?
This post has been edited by Roma Loom: 12 August 2010 - 08:40 AM
#1830 Posted 12 August 2010 - 09:43 AM
Roma Loom, on Aug 13 2010, 02:24 AM, said:
It's because they weren't meant to be added in ... these were examples posted on the forum ... the tile was never finished, and in the end I scrapped it.
It would have been impossible for me to make a parallax map for it.
This post has been edited by ozz: 12 August 2010 - 09:48 AM
#1831 Posted 12 August 2010 - 11:15 AM
Roma Loom, on Aug 12 2010, 06:24 PM, said:
@Nightfright: I'll check all those missing stuff in you've pointed but some things should be said before:
1. I don't know where JPGs for #1097 came from but this is bad. Especially or normal map since JPGs have no alpha channel. Also I have both normal and specular maps for this tile right near the JPG files, marked for upload, deleted JPGs.
2. De-commented > 4112 - spec and normal work fine for me. what exactly wrong with defs?
3. normal map for #70 is commented, why?
1. It seems I added placeholder textures then, didn't know that.
2. I am not sure, I think the texture gets distorted once you approach it. Additional to that, I didn't really notice a "plastic" effect with these.
3. No idea. Does it work if you remove the comment lines?
#1832 Posted 12 August 2010 - 11:24 AM
> Modified: #742 n/s
> Re-added all textures removed in build #144
> Changed defs for #723/764
#1833 Posted 12 August 2010 - 11:33 AM
Spiker, on Aug 12 2010, 10:40 AM, said:
Come on Spiker...it's a great job.
Like all works of art it needs constant improving.
I do art often, and I'm always digging up some old drawing or whatever to work on it and make it better.
I know models will never be like sprites, and I am very very happy with this job you did.
I really don't care about the chamber or whatever, and the atomic symbol...you did a beast job with it.
I mean, much better than I was expecting after the last model and thinking "What could you really do to make a good Duke Nukem Shotgun model with a good atomic symbol??" and you, you did it.
Apart from the animation and muzzle flash, and not actually comparing it to the sprite, I think part I circled at the end of the bottom part of the shotgun is the only thing I found off."
And that's from running around and using the shotgun, and the only reason I posted the sprite was so you could compare.
If I had to sum it up into numbers, 100% being the most impressed I could possibly be (and only my wife can really impress me that way, if you know what I mean
I'm 85% impressed. You really did a great job, and it'd be a shame for your to regret making anything.
We finally have a beast shotgun, the most important hud model, if I do say so myself.
I know it's a work in progress, but IMHO it can only get even better. And even better from where it already is, is pretty damn beast.
I don't know how to compliment you more while still giving your work some critique to make it even better...please don't think I dislike it. I don't know how to make myself more clear about how much it kicks ass.
Also, you don't need to be the only one who works on it if you don't want to, perhaps someone else can help with the animation.
I could line the model up with the sprite muzzle flash, though I'd have to figure out how to disable the new muzzle flash.
I really mean as well as possible : )
This post has been edited by PimpUigi: 12 August 2010 - 11:46 AM
#1834 Posted 12 August 2010 - 01:58 PM
Normal parallax for #276 and curtains #787


texture 787 {
pal 0 { file "polytex/0787_d.png" }
normal { file "polytex/0787_n.png" parallaxbias 0.2 parallaxscale 0.2 }
specular { file "polytex/0787_s.png" }
}
texture 276 {
pal 0 { file "polytex/0276_d.png" }
normal { file "polytex/0276_n.png" parallaxbias 0.07 parallaxscale 0.25 }
specular { file "polytex/0276_s.png" }
}
#1835 Posted 12 August 2010 - 11:09 PM
also the actual light part should be more flat
more simmilar to this height wise (example)
This post has been edited by ozz: 12 August 2010 - 11:19 PM
#1836 Posted 12 August 2010 - 11:59 PM
This post has been edited by NightFright: 13 August 2010 - 12:01 AM
#1837 Posted 13 August 2010 - 12:28 AM
This post has been edited by ozz: 13 August 2010 - 12:29 AM
#1838 Posted 13 August 2010 - 01:04 AM
#1839 Posted 13 August 2010 - 01:44 AM
I'm not using any pals for this tile and it looks fine.
#1840 Posted 13 August 2010 - 06:33 AM
This post has been edited by NightFright: 13 August 2010 - 06:53 AM

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