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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 online   NightFright 

  • The Truth is in here

#1840

The yellow pal is there because the tile is yellow in some places, e.g. in E2L3. :) And if you remove the yellow palette from HRP, it will be blue, i.e. it will not have the correct color. I can post screenshots if you need proof. :wacko: It is not like this for some other tiles, but removing pals everywhere will result in loss of "accuracy".

This post has been edited by NightFright: 13 August 2010 - 06:53 AM

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User is offline   Night Wolf 

#1841

View PostNightFright, on Aug 14 2010, 12:33 AM, said:

The yellow pal is there because the tile is yellow in some places, e.g. in E2L3. :) And if you remove the yellow palette from HRP, it will be blue, i.e. it will not have the correct color. I can post screenshots if you need proof. :wacko: It is not like this for some other tiles, but removing pals everywhere will result in loss of "accuracy".


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

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User is online   NightFright 

  • The Truth is in here

#1842

Well, if you insist... xD I have made these screenshots with Mapster32, should be enough. The first one is in 8bit, the other with HRP enabled. Try disabling pal23 of pal #276 in HRP, and it will be blue, but it should be yellow, as you can see on the first screenie.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1843

View PostMusicallyInspired, on Aug 12 2010, 02:00 PM, said:

It's a great shotgun, Spiker. I think it's superb.

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

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User is offline   Night Wolf 

#1844

Haha no wonder I never found it... Hidden with the hazzard strip.
cheers that's given me so closure.

This post has been edited by ozz: 13 August 2010 - 11:55 PM

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User is offline   Spiker 

#1845

Small report: Unfortunately my attempts to improve the muzzleflash failed (due to hardcored shit it looked even worse). That really wouldn't be a problem with custom weapon but these hardcoded ones are really horrible. I was also experimenting with making the hand bigger, but it looked really silly. Now I know why I released it in the current state. Also I think that it's a very bad idea to blend the last and the first frame of animation. No matter how much effort I put into this it will still look like a shit with the current engine limitations. Shotgun is the most fragile weapon because it moves much more and much more dynamically than any other weapon. Sorry to disappoint you but the weapon will never look as you would like to if you keep to the sprite perspective and there will be no real HUD animation support. To sum up sprite perspective and harcorded shit is one giant failure :wacko:
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User is offline   Night Wolf 

#1846

Updated 1204 ... should have looked more like this , the normal was too deep too

Posted Image Posted Image Posted Image

& 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 :wacko:
Posted Image Posted Image

This post has been edited by ozz: 14 August 2010 - 02:48 AM

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User is offline   Piterplus 

#1847

@NightFright I have noticed several textures that doubled in hrp with different names, for example - 0448.png and 0448_d.png, 0449.png and 0449_d.png etc. As I assume it has something with upcoming polymer/polymost engine feature. I.e, for polymost users engine will use plain old polymost textures without "_d" and vice versa. But right now those textures are absolutely equal. Polymost textures gone, and instead we have polymer texture-twins. Why? It only leads to increasing hrp size without visible enhancement. Or there was some (unknown to me) reason?

ozz Good job!
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User is offline   Parkar 

  • Honored Donor

#1848

View PostPiterplus, on Aug 14 2010, 10:57 AM, said:

@NightFright I have noticed several textures that doubled in hrp with different names, for example - 0448.png and 0448_d.png, 0449.png and 0449_d.png etc. As I assume it has something with upcoming polymer/polymost engine feature. I.e, for polymost users engine will use plain old polymost textures without "_d" and vice versa. But right now those textures are absolutely equal. Polymost textures gone, and instead we have polymer texture-twins. Why? It only leads to increasing hrp size without visible enhancement. Or there was some (unknown to me) reason?

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

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User is online   NightFright 

  • The Truth is in here

#1849

Hmm, a weird glitch must have caused this. I have reverted all affected textures to their previous state, there should be no duplicates any more now.

SVN build #147 committed. Changes:

> Modified: #183_d/s, 1204_d/n/s
> All duplicated Polymer textures reverted to Polymost versions
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User is offline   Night Wolf 

#1850

Nightfright ... sorry to be a pain ..but I made a small modification to 0183/n .. after I posted it ... one side wasn't symmetrical.
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

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User is offline   Cage 

#1851

#398

Posted Image
Posted Image
Posted Image

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" }
}

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User is offline   Tea Monster 

  • Polymancer

#1852

Nice job there Cage.

This post has been edited by Tea Monster: 14 August 2010 - 04:59 AM

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User is online   NightFright 

  • The Truth is in here

#1853

HRP SVN build #148 committed. Changes:

> 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

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User is offline   PimpUigi 

#1854

View PostSpiker, on Aug 14 2010, 03:24 AM, said:

Small report: Unfortunately my attempts to improve the muzzleflash failed (due to hardcored shit it looked even worse). That really wouldn't be a problem with custom weapon but these hardcoded ones are really horrible. I was also experimenting with making the hand bigger, but it looked really silly. Now I know why I released it in the current state. Also I think that it's a very bad idea to blend the last and the first frame of animation. No matter how much effort I put into this it will still look like a shit with the current engine limitations. Shotgun is the most fragile weapon because it moves much more and much more dynamically than any other weapon. Sorry to disappoint you but the weapon will never look as you would like to if you keep to the sprite perspective and there will be no real HUD animation support. To sum up sprite perspective and harcorded shit is one giant failure :wacko:


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

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User is offline   Night Wolf 

#1855

Nice work Cage ...
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 :wacko:

This post has been edited by ozz: 14 August 2010 - 07:54 PM

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User is offline   Roma Loom 

  • Loomsday Device

#1856

View PostNightFright, on Aug 14 2010, 04:34 PM, said:

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

#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.
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User is online   NightFright 

  • The Truth is in here

#1857

The comments haven't been done by me, I was merely wondering what was wrong with these. :wacko:
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User is offline   Roma Loom 

  • Loomsday Device

#1858

Revision: 20
Author: nightfright
Date: 1:30:00 AM, Sunday, November 29, 2009
Message:
Added: #199 (pal12), 4531 (pal23) // Fixes: #186 (old def restored)
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User is online   NightFright 

  • The Truth is in here

#1859

It seems Piterplus asked me to do this, as you can see in his post from Nov 28, 2009. ^^

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

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User is offline   Roma Loom 

  • Loomsday Device

#1860

Good lord :wacko: How did you manage to find that post? I'll try take care of the rest of pipe sets then, because #186 looks really good right now to comment it out.
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User is offline   Spiker 

#1861

I vote for removing the animation from - bouncemine #940. It looks like shit! I've tried to make it from scratch but got the same results. As always some hardcoded shit breaks everything. It would look good if it had fixed position, it's certainly a better idea than this crap.
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User is offline   Piterplus 

#1862

View PostNightFright, on Aug 15 2010, 12:37 PM, said:

It seems Piterplus asked me to do this, as you can see in his post from Nov 28, 2009. ^^


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

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User is offline   Tea Monster 

  • Polymancer

#1863

View PostSpiker, on Aug 15 2010, 02:56 AM, said:

I vote for removing the animation from - bouncemine #940. It looks like shit! I've tried to make it from scratch but got the same results. As always some hardcoded shit breaks everything. It would look good if it had fixed position, it's certainly a better idea than this crap.

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.
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User is offline   Spiker 

#1864

View PostTea Monster, on Aug 15 2010, 07:26 PM, 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.



It's time to switch the engine :wacko: Actually Crysis runs much better than polymer on my computer and we wouldn't have problems like this :) But seriously I don't see it fixed because they will say it's low priority B) but well ...... it's not.
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User is offline   Plagman 

  • Former VP of Media Operations

#1865

View PostSpiker, on Aug 15 2010, 01:00 PM, said:

It's time to switch the engine :wacko: Actually Crysis runs much better than polymer on my computer and we wouldn't have problems like this :) But seriously I don't see it fixed because they will say it's low priority B) but well ...... it's not.


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?
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User is offline   Master Fibbles 

  • I have the power!

#1866

So you are suggesting that HUD models stay as they are until you are finished redoing the HUD?
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User is offline   Stubbs31 

#1867

View PostMr.Flibble, on Aug 15 2010, 03:03 PM, said:

So you are suggesting that HUD models stay as they are until you are finished redoing the HUD?

Probley what he means
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User is offline   Night Wolf 

#1868

Just some small but necessary updates for the monitor tiles ... :-)
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

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User is offline   Stubbs31 

#1869

View Postozz, on Aug 16 2010, 11:00 AM, said:


Sweet! that is amazing
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