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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   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 online   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

View PostDeeperThought, 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 online   Danukem 

  • Duke Plus Developer

#1875

View PostRoma 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

View PostRoma 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.

View PostDeeperThought, 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

View PostDanM, 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 online   Danukem 

  • Duke Plus Developer

#1885

View PostFantinaikos, 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

View PostCage, 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

View PostDeeperThought, 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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User is offline   NightFright 

  • The Truth is in here

#1891

Well, I don't know for you, but with the settings from build #154 and before, the surface looked so shiny, I thought I would slip on it... xD It was definitely not what it should be. ^^

This post has been edited by NightFright: 21 August 2010 - 01:44 PM

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User is offline   Roma Loom 

  • Loomsday Device

#1892

That's very strange, because specpower 0 specfactor 0 should should give complete absense of specular effect. This is what it looks like for me with zeros:

Posted Image
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User is offline   NightFright 

  • The Truth is in here

#1893

Weird. In my E1L2 and in some conversions, this is so shiny that it actually hurts the eyes. I am using latest EDuke32 snapshots and all...
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User is offline   Night Wolf 

#1894

Holy crap that devastator looks amazing.

Edit:

Out of curiosity is it at all possible to animate the devastator like this?
Posted Image

This post has been edited by ozz: 22 August 2010 - 04:14 AM

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User is offline   Tea Monster 

  • Polymancer

#1895

Holy crap Roma, that looks sweet!

The HUD pistol animations are nearly done. I'll download the latest snapshot and get some testing going.

This post has been edited by Tea Monster: 22 August 2010 - 03:01 AM

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User is offline   Roma Loom 

  • Loomsday Device

#1896

View Postozz, on Aug 22 2010, 10:17 AM, said:

Holy crap that devastator looks amazing.

Edit:

Out of curiosity is it at all possible to animate the devastator like this?
Posted Image

Yes. I was just lazy to add it. Also it needs specmap fixed in some places.
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User is offline   NightFright 

  • The Truth is in here

#1897

Oops, I didn't realize that screenie actually showed a new weapon model as well! xD
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User is offline   Tea Monster 

  • Polymancer

#1898

Having some strange behaviour with spec and normal maps.
Attached Image: duke0017.jpg
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User is offline   Roma Loom 

  • Loomsday Device

#1899

Try to run it through md3compiler's normal rebiuld and see what happens. There are huge problems aswell on any model exported from 3ds max at my side ans Spiker has reported those problems too. Looks like md3 exporters screw the face normals. And actually md3compiler is not an option too. But at least it fixes most of the model's surface.
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