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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 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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User is offline   NightFright 

  • The Truth is in here

#1870

HRP SVN build #152 committed. Changes:

> Modified: #293_d, 301, 305, 360, 361, 363, 4130-4133_d
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User is offline   Night Wolf 

#1871

You know what would be nice to see ... a missle projectile model that wasnt so long and huge, currently its nothing like the sprites, the fins are way to long too.
It doesnt even look like it could fit in the Rpg barrel, also the Devastator projectiles were really small missiles.

Posted Image
this is a good example of the Devastators projectiles ... there meant to be like bullets... although with fins
I think they use the same projectiles for the RPG and Devastator .. just the one is scaled down.

This post has been edited by ozz: 17 August 2010 - 12:05 AM

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User is offline   Danukem 

  • Duke Plus Developer

#1872

The Devastator has always fired RPGs. They are exactly the same sprite and the same tile number as regular RPGs, but scaled down.

I guess your post is just pointing out that the RPG model does not look much like the sprite. Fair enough: but those bullet looking things in the box look even less like it.
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User is offline   Night Wolf 

#1873

 DeeperThought, on Aug 17 2010, 06:12 PM, said:

The Devastator has always fired RPGs. They are exactly the same sprite and the same tile number as regular RPGs, but scaled down.

I guess your post is just pointing out that the RPG model does not look much like the sprite. Fair enough: but those bullet looking things in the box look even less like it.


They do if you look directly at the sprites through say GRP viewer.
but when playing duke you never saw the projectile from side ... the projectiles always looked smaller ... im not sure if its the size of the actual model or if its just the fins that are too large, either way it looks odd... I still think they look too big ... expecially the Devastators.
I suppose the only way to prove this would be to take screenshots.
(also I was pointing out that the projectiles at least match the barrel size)
Edit:

These are taken with the missile in the exact same position.

Posted Image

Posted Image

This post has been edited by ozz: 17 August 2010 - 12:44 AM

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User is offline   Roma Loom 

  • Loomsday Device

#1874

I guess each barrel of the devastator shots 2 rockets at once. So actually there should be two holes in each barrel. So the current rocket size looks fine to me, unlike the size of the rocket for RPG...
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User is offline   Danukem 

  • Duke Plus Developer

#1875

 Roma Loom, on Aug 17 2010, 09:06 AM, said:

I guess each barrel of the devastator shots 2 rockets at once. So actually there should be two holes in each barrel. So the current rocket size looks fine to me, unlike the size of the rocket for RPG...


It doesn't fire 2 rockets at once; there is a 1 tic separation between them. In eduke32 they used to fire at once, but that was a bug (there was always that slight separation in the original game).

@ozz: Yeah, the fins are too large on the model. But the original sprite does have fins, unlike the bullet-like things in the box.
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User is offline   Roma Loom 

  • Loomsday Device

#1876

but the action figure deva model appears to have two holes for rockets:
Posted Image

now I'm confused

This post has been edited by Roma Loom: 17 August 2010 - 08:19 AM

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User is offline   Night Wolf 

#1877

 Roma Loom, on Aug 18 2010, 02:06 AM, said:

I guess each barrel of the devastator shots 2 rockets at once. So actually there should be two holes in each barrel. So the current rocket size looks fine to me, unlike the size of the rocket for RPG...


I always though it just pulse fired rockets, I dont think theres 2 holes in each barrel, but there is no way to really know that.

 DeeperThought, on Aug 18 2010, 02:13 AM, said:

It doesn't fire 2 rockets at once; there is a 1 tic separation between them. In eduke32 they used to fire at once, but that was a bug (there was always that slight separation in the original game).

@ozz: Yeah, the fins are too large on the model. But the original sprite does have fins, unlike the bullet-like things in the box.


Yeah thats what I think too. If you look closely you can see that each rocket is a little bit behind the other.
....

Yeah I know that orginal has fins, I was mealy pointing out the shape and size they should be, I noted that they should have fins. :-)

@Roma

considering that the colour of Dukes shirt in the action figure is blackish I wouldnt trust it being accurate at all ...
that and the fact it looks nothing like the devastator in game. (it's too squarish)
but yet who knows :S

This post has been edited by ozz: 17 August 2010 - 08:59 AM

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User is offline   Master Fibbles 

  • I have the power!

#1878

The two wholes could be for quick reload/fire rate. Shoot one and while another rocket is autoloading into the hot one, the other whole fires. Just a theory.
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User is offline   Gambini 

#1879

That toy looks terrible. Duke“s head is smaller than his hands WTF
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User is offline   OpenMaw 

  • Judge Mental

#1880

It fires from two sets of barrels. 2 on the left, 2 on the right. Every shot is supposed to be the "main barrel" kicking back. Left and right. It says so in the instruction booklet. A complete volley from the Devastator is in fact 4 rockets.
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User is offline   Cage 

#1881

#814

texture 814 {
  pal 0 { file "polytex/0814_d.png" xscale 2.0 yscale 2.0 }
  normal { file "polytex/0814_n.png" parallaxbias 0.03 parallaxscale 0.06 }
}


no spec but I think it's not necessary

Posted Image
Posted Image

I'm working on #843 at the moment
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User is offline   Stabs 

#1882

#802 is pretty shitty and low res, it could probably be remade, currently has more of pinkish tinge to it rather than a yellow tinge like the original
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User is offline   Night Wolf 

#1883

nice work cage

 DanM, on Aug 18 2010, 07:45 PM, said:

#802 is pretty shitty and low res, it could probably be remade, currently has more of pinkish tinge to it rather than a yellow tinge like the original

#802 , is completely wrong too ...if you look at the tile when tiled and compare it to the original 8bit image tiled you can notice the differences.

This post has been edited by ozz: 18 August 2010 - 02:58 AM

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#1884

To be honest also the vanilla game have's a big incoherence, you ever seen the two guns Duke grips in the title screen or the gun duke grip in the finished level screen INGAME? someone should make them in HRP (standard and polymer).
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User is offline   Danukem 

  • Duke Plus Developer

#1885

 Fantinaikos, on Aug 18 2010, 05:31 AM, said:

To be honest also the vanilla game have's a big incoherence, you ever seen the two guns Duke grips in the title screen or the gun duke grip in the finished level screen INGAME? someone should make them in HRP (standard and polymer).


There's also a gun like that in the game itself, but only as one of Duke's jibs.
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User is offline   Roma Loom 

  • Loomsday Device

#1886

 Cage, on Aug 18 2010, 12:38 PM, said:

#814

Nice one. The Y-axis (green channel) fo the normal should be be flipped (inverted). Submitted to SVN.
Nice to see that you are using xscale/yscale for such tiles. I personally wasn't aware of this trick when created some 1024x128 textures, so they turned out very clean and tidy to prevent details tiling...
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User is offline   Night Wolf 

#1887

Fixed colour for this tile.
Theres quite a few that need this treatment.

#782
Posted Image

Edit: Heres another one

#781
Posted Image

This post has been edited by ozz: 20 August 2010 - 01:13 AM

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User is offline   OpenMaw 

  • Judge Mental

#1888

 DeeperThought, on Aug 18 2010, 08:53 AM, said:

There's also a gun like that in the game itself, but only as one of Duke's jibs.


Its the gun the Duke sprite has in its hands. Same gun in the intermission screen, and the episode 2 cinematic. I call it the "all gun." Because it seems to have rockets built into it along with the capacity to fire bullets. :wacko:
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User is offline   NightFright 

  • The Truth is in here

#1889

SVN build #155 committed. Changes:

> Modified: #781_d, 782 (color corrections)
> textures.def: removed shiny effect from #814 (didn't fit)

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

Also note that latest EDuke32 builds (#1699 and later) fix the HUD weapons! This means Spiker's new shotgun is finally usable in all its glory. The muzzleflash works (without ugly black square surrounding it), and as far as I could see ingame, the skin is now also displayed properly (well, can't tell for sure, but it looks better for me). With these improvements, it really doesn't look bad, if you ask me. Some may still critizise the animation and/or alignment, but I think Spiker did a pretty good job after all, and it should be acknowledged. :wacko:

To celebrate the occasion, a new Polymer test release (v4.2.155) is available. Note that from now on, I am separating maphacks from HRP file again so the hacks can be updated separately (easier because of very small filesize). Therefore, please make sure you download both files if you want to test this. ^^ Don't forget to use latest EDuke32 snapshot!
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User is offline   Roma Loom 

  • Loomsday Device

#1890

what shiny effect? specpower 0 and specfactor 0 remove the glossiness completely
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