Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1840 Posted 13 August 2010 - 06:33 AM
This post has been edited by NightFright: 13 August 2010 - 06:53 AM
#1841 Posted 13 August 2010 - 12:41 PM
NightFright, on Aug 14 2010, 12:33 AM, said:
Strange i've never seen this yellow pal and I know that level well :S
Edit: Ahhh I havent added that pal to my HRP... that would be why lol
out of curiosity though, could you tell me where it is, I couldn't even find it in 8bit mode heh heh
This post has been edited by ozz: 13 August 2010 - 01:12 PM
#1842 Posted 13 August 2010 - 03:02 PM
#1843 Posted 13 August 2010 - 05:36 PM
MusicallyInspired, on Aug 12 2010, 02:00 PM, said:
Me too.
Looking at the screen, it easy to notice that the sprite left hand is unrealistic. So it would be technically impossible to recreate the sprite perfectly. Thus I would prefer to see the left hand misplaced than anything else.
Anyway, I don't think this is big deal, since this kind of stuff (screen coordinates) is defined through .def files.
This post has been edited by Fox: 13 August 2010 - 05:39 PM
#1844 Posted 13 August 2010 - 11:54 PM
cheers that's given me so closure.
This post has been edited by ozz: 13 August 2010 - 11:55 PM
#1845 Posted 14 August 2010 - 12:24 AM
#1846 Posted 14 August 2010 - 12:37 AM

& 1083, I dont have a normal for this... yet
(original was 256x256 this is 512x512.. not sure if it should be scaled down) either way doesnt really matter.... im kind of against 256 sizes though
This post has been edited by ozz: 14 August 2010 - 02:48 AM
#1847 Posted 14 August 2010 - 12:57 AM
ozz Good job!
#1848 Posted 14 August 2010 - 01:47 AM
Piterplus, on Aug 14 2010, 10:57 AM, said:
ozz Good job!
Maybe Nightfright didn't realise they were different when putting them back. Should have just reversed the delete instead of copying the polymer textures.
Edit: I can take a look at this later today and reverse these changes.
This post has been edited by Parkar: 14 August 2010 - 01:48 AM
#1849 Posted 14 August 2010 - 01:59 AM
SVN build #147 committed. Changes:
> Modified: #183_d/s, 1204_d/n/s
> All duplicated Polymer textures reverted to Polymost versions
#1850 Posted 14 August 2010 - 02:38 AM
for some reason the link doesn't update unless you clear browsing data ... damn photobucket.
can you re add them.
also 0454/n/ s has an incorrect name, not sure who added that in wrong.
should be 0454 not 454
This post has been edited by ozz: 14 August 2010 - 02:49 AM
#1851 Posted 14 August 2010 - 03:39 AM



texture 398 {
pal 0 { file "polytex/398_d.png" xscale 2.0 yscale 2.0 }
normal { file "polytex/398_n.png" }
specular { file "polytex/398_s.png" }
}
#1852 Posted 14 August 2010 - 04:59 AM
This post has been edited by Tea Monster: 14 August 2010 - 04:59 AM
#1853 Posted 14 August 2010 - 05:34 AM
> Added: #398_d/n/s
> Modified: #183/183_s
> Fixed: Wrong def for #454
It appears #454 was completely wrongly defined. Maybe someone forgot to add _d/n/s textures completely. I have redefined it to Polymost texture which existed.
Otherwise, following textures.def entries remain to be fixed:
> 0186 --> 0186_s looks like 0186_d
> 0313 --> d/n/s not finished/integrated
> 1024 --> n/s not existing
This post has been edited by NightFright: 14 August 2010 - 02:04 PM
#1854 Posted 14 August 2010 - 04:13 PM
Spiker, on Aug 14 2010, 03:24 AM, said:
Well the muzzle flash is really no problem, and IMHO the hand looks fine.
IMHO the muzzle flash is not a problem because we can just align the shotgun properly with the original muzzle flash.
Whatever they did with the old shotgun model to animate it seemed to work...but I have no idea how this stuff works.
This post has been edited by PimpUigi: 14 August 2010 - 04:23 PM
#1855 Posted 14 August 2010 - 07:34 PM
It's nice to see were getting some good artists now.
Edit:
That tile could also be used for #0352
they are exactly the same
This post has been edited by ozz: 14 August 2010 - 07:54 PM
#1856 Posted 14 August 2010 - 11:34 PM
NightFright, on Aug 14 2010, 04:34 PM, said:
> 0186 --> 0186_s looks like 0186_d
> 0313 --> d/n/s not finished/integrated
> 1024 --> n/s not existing
#186: why have you commented out polymer version for it, seriously, why? It looks pretty good ingame. 186_s.png is color specmap and it's not the same as diffuse.
#0313 and #1024 are usual polymost textures, nothing is missing here.
#1857 Posted 15 August 2010 - 12:15 AM
#1858 Posted 15 August 2010 - 12:31 AM
Author: nightfright
Date: 1:30:00 AM, Sunday, November 29, 2009
Message:
Added: #199 (pal12), 4531 (pal23) // Fixes: #186 (old def restored)
#1859 Posted 15 August 2010 - 12:37 AM
SVN build #151 committed. Changes:
> #352 remapped to #398
> #663 pal 2/7 removed (autotint works and produces far more accurate colors)
This post has been edited by NightFright: 15 August 2010 - 12:58 AM
#1860 Posted 15 August 2010 - 12:44 AM
#1861 Posted 15 August 2010 - 02:56 AM
#1862 Posted 15 August 2010 - 06:05 AM
NightFright, on Aug 15 2010, 12:37 PM, said:
Yes, I suggested it because this tile was standing out of whole already existing set (186-190). I believe that we should keep old arts until all set will be finished.
Same applied to 454 - right now it do not match tile 346 and old tiles 294,295,296, 334, 344,345,347, 351,352,353, and, probably 4259 -as it should by default.
I did those textures for polymost at the time and they all was done in one stile. Right now some of them was replaced with polymer textures by different artists and all set looks "patched" and uneven.
This post has been edited by Piterplus: 15 August 2010 - 09:33 AM
#1863 Posted 15 August 2010 - 10:26 AM
Spiker, on Aug 15 2010, 02:56 AM, said:
We need to get some of this stuff sorted out. I was taking a look at the problems you've had with the shoty and I've got no idea how to re-do the mighty boot so it actually works.
#1864 Posted 15 August 2010 - 12:00 PM
Tea Monster, on Aug 15 2010, 07:26 PM, said:
It's time to switch the engine
#1865 Posted 15 August 2010 - 01:35 PM
Spiker, on Aug 15 2010, 01:00 PM, said:
I'm pretty sure that at some point in the past, I recommended that people didn't try to make more HUD models that take into account the way that Polymost renders them as everything was to be overhauled (FOV, animation, etc). It's obvious that the current system is flawed, so why bother work against it and then complain about stuff that everyone else figured out ages ago?
#1866 Posted 15 August 2010 - 02:03 PM
#1867 Posted 16 August 2010 - 08:03 AM
Mr.Flibble, on Aug 15 2010, 03:03 PM, said:
Probley what he means
#1868 Posted 16 August 2010 - 10:00 AM
363
http://i1025.photobucket.com/albums/y319/z...d333/0363-2.png
293
http://i1025.photobucket.com/albums/y319/z...d333/0293-2.png
4130
http://i1025.photobucket.com/albums/y319/z...d333/4130-4.png
4131
http://i1025.photobucket.com/albums/y319/z...d333/4131-2.png
4132
http://i1025.photobucket.com/albums/y319/z...d333/4132-1.png
4133
http://i1025.photobucket.com/albums/y319/z...d333/4133-1.png
301
http://i1025.photobucket.com/albums/y319/z...d333/0301-1.png
360
http://i1025.photobucket.com/albums/y319/z...d333/0360-2.png
305
http://i1025.photobucket.com/albums/y319/z...d333/0305-2.png
361
http://i1025.photobucket.com/albums/y319/z...d333/0361-1.png
This post has been edited by ozz: 16 August 2010 - 10:03 AM
#1869 Posted 16 August 2010 - 10:27 AM
ozz, on Aug 16 2010, 11:00 AM, said:
363
http://i1025.photobucket.com/albums/y319/z...d333/0363-2.png
293
http://i1025.photobucket.com/albums/y319/z...d333/0293-2.png
4130
http://i1025.photobucket.com/albums/y319/z...d333/4130-4.png
4131
http://i1025.photobucket.com/albums/y319/z...d333/4131-2.png
4132
http://i1025.photobucket.com/albums/y319/z...d333/4132-1.png
4133
http://i1025.photobucket.com/albums/y319/z...d333/4133-1.png
301
http://i1025.photobucket.com/albums/y319/z...d333/0301-1.png
360
http://i1025.photobucket.com/albums/y319/z...d333/0360-2.png
305
http://i1025.photobucket.com/albums/y319/z...d333/0305-2.png
361
http://i1025.photobucket.com/albums/y319/z...d333/0361-1.png
Sweet! that is amazing

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