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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   Master Fibbles 

  • I have the power!

#1901

I think the newest version of eduke32 does support HUD lighting. This was posted in the eduke32 thread.
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User is offline   Tea Monster 

  • Polymancer

#1902

They do work. (Thanks Roma!).
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User is offline   Roma Loom 

  • Loomsday Device

#1903

These messed-up face normals started to piss me off long ago. I've tried everything, like exporting to ASE and then feeding it to md3compiler and still no luck. The so called "smooth groups" are lost after the export. I'm still wining about it in #Eduke32 channel and convincing Plagman to write an ASE2MD3 converter or something. Hope the users of Blender are able to export meshes into ASe format.
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User is offline   Tea Monster 

  • Polymancer

#1904

View PostRoma Loom, on Aug 23 2010, 09:32 AM, said:

These messed-up face normals started to piss me off long ago. I've tried everything, like exporting to ASE and then feeding it to md3compiler and still no luck. The so called "smooth groups" are lost after the export. I'm still wining about it in #Eduke32 channel and convincing Plagman to write an ASE2MD3 converter or something. Hope the users of Blender are able to export meshes into ASe format.

We have a pretty good ASE converter for Blender.

Any hope of getting Plagman to support ASE directly within Polymer?
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User is offline   Plagman 

  • Former VP of Media Operations

#1905

If you don't get proper normals by converting your ASE to MD3 using the compiler, I don't understand why a dedicated compiler would improve the situation. Are you regenerating normals from the compiler after doing that? Of course that would reset everything, since smoothing groups are only in the modelling program and are lost whenever you export to anything, after that it's just one normal per face (or per vertice).
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User is offline   Tea Monster 

  • Polymancer

#1906

the compiler has a 'fix normals' button that seems to fix a lot of problems. I don't know how Polymer works in detail, but I'm supposing that if the normal were really 'flipped' then we'd see a hole in the model. It might have something to do with the angle of the normal. Unfortunately, I'm not that up on the math of what is going on under the hood.

I know when I export an obj from Blender that it has 'correct' normals and can be displayed in X-normal or 8Monkeys engine and look fine. When I export an MD3 from Blender, it looks like this in the npherno compiler
Attached Image: md3prefix.jpg

After you hit repair normals, it looks like this:
Attached Image: md3postfix.jpg
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User is offline   Plagman 

  • Former VP of Media Operations

#1907

Sounds like the MD3 exporter you're using just doesn't bother exporting any normals. It wouldn't cause any geometry flipping (the triangle winding order does that), just bad lighting and parallaxing. Regenerating the normals in the MD3 compiler should work fine; you won't get any advanced smoothing group stuff going on, though. It has an option to avoid smoothing across UV seams but that's about it.

And for the problem Roma Loom is having, apparently his ASE exporter properly exports normals but the MD3 compiler doesn't read them when importing ASEs, so it doesn't help.
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User is offline   Tea Monster 

  • Polymancer

#1908

View PostPlagman, on Aug 23 2010, 01:39 PM, said:

Sounds like the MD3 exporter you're using just doesn't bother exporting any normals. It wouldn't cause any geometry flipping (the triangle winding order does that), just bad lighting and parallaxing. Regenerating the normals in the MD3 compiler should work fine; you won't get any advanced smoothing group stuff going on, though. It has an option to avoid smoothing across UV seams but that's about it.

And for the problem Roma Loom is having, apparently his ASE exporter properly exports normals but the MD3 compiler doesn't read them when importing ASEs, so it doesn't help.


I'll have to try it with yours. The handy thing is that the 'new' one imports MD3's as well, which makes placement of things much easier.

Any chance of going over to ASE or some other modern format?

EDIT: Pistol is working now. I have to mess with the defs, but its getting there. I still don't like the way it treats specular.
Attached Image: duke0008.jpg

This post has been edited by Tea Monster: 24 August 2010 - 01:45 PM

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User is offline   Night Wolf 

#1909

That's looking great!
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User is offline   Stabs 

#1910

too cool for school, cant wait for these new HRP weapons :wacko:

have you considered making idle animations similar to how gordon would play with his guns in half-life?
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User is offline   OpenMaw 

  • Judge Mental

#1911

View PostDanM, on Aug 25 2010, 12:28 AM, said:

too cool for school, cant wait for these new HRP weapons :wacko:

have you considered making idle animations similar to how gordon would play with his guns in half-life?


Not really that simple. Half Life would randomly select the animation to play. In Duke, the animation on the 3D models is all run together.
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User is offline   Tea Monster 

  • Polymancer

#1912

I have thought of it, but it isn't really possible as far as I know unless you mess with either the source or the cons.
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User is offline   Spiker 

#1913

Actually the idle animation is very easy to do and looks much better and smooth than multi-frame based animation. I even had this animation for my shotgun and although it looked good I did not include it because it would be the only weapon that uses it and md3 file would be much larger.
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User is offline   NightFright 

  • The Truth is in here

#1914

I think the pistol skin could be a bit brighter in color. Other than that, it looks great!
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User is offline   Plagman 

  • Former VP of Media Operations

#1915

View PostTea Monster, on Aug 23 2010, 01:52 PM, said:

I still don't like the way it treats specular.


Any specifics? Did you tune the specular material DEFs using the corresponding override cvars? Is there a specular map?
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User is offline   Jokke_r 

#1916

Think the hand to gun size ratio is off, although it might be due to the FOV i don't know...
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User is offline   Night Wolf 

#1917

View PostJokke_r, on Aug 26 2010, 01:41 AM, said:

Think the hand to gun size ratio is off, although it might be due to the FOV i don't know...


Well Duke is a Unit.
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User is offline   Stabs 

#1918

nothing major in terms of idle animations like duke polishing his gun but just some slight movements so the gun isnt so rigid would probably be more feasible and look nice
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User is offline   Roma Loom 

  • Loomsday Device

#1919

View PostPlagman, on Aug 25 2010, 06:03 PM, said:

Any specifics? Did you tune the specular material DEFs using the corresponding override cvars? Is there a specular map?

I have a feeling it's just about face normals that have been "autorebuilt" in md3compiler. Once any "hard" edge is "smoothed" in terms of vertex normals that share this edge the spec begins to act weirdly in such spots.
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User is offline   Tea Monster 

  • Polymancer

#1920

It has this strange plasticky feel that seems to ignore the spec map (yes, there is one). I haven't really had a lot of time to play with it. I'll put a different spec map on it and see if there is any change in the way it looks. The normal map seems to be working OK. I can't see the writing detail on the side of the pistol, but the inner ridge on the back of the slide is visible.

On a side note, can we please put the texture quality slider on 'full' as a default for eDuke32? It really messes up the look of the PHRP and I imagine most people aren't going to find it until they've played for quite a while. It's probably going to screw up normal maps as well.
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User is offline   Night Wolf 

#1921

View PostTea Monster, on Aug 27 2010, 07:18 PM, said:

On a side note, can we please put the texture quality slider on 'full' as a default for eDuke32? It really messes up the look of the PHRP and I imagine most people aren't going to find it until they've played for quite a while. It's probably going to screw up normal maps as well.


I second that..
It would also be good if there was an option for texture compression as with texture compression on it messes up the darker colours especially dark greys and blacks.
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User is offline   TURBOKID 

#1922

Well while i was having alot of fun stringing CA along and laughing at his "I know everything" attitude. I am in fact NOT banned. I wasn't going to post on here but i have to say some of this stuff is fucking amazing. TM the pistol is looking epic. If you send me the skin in an email i will still do a version for you if you still want me too (Don't have my old PC so i lost pretty much everything) Also Roma, I have been keen to see how your devastators are going, epic dude, just epic!
I also have a proposition for all moddlers that wanna make a few extra bucks. PM me if interested.
Also want to give my apologies to TX (And TX only) for the bad blood. That aside i actually think the HRP is becoming more and more amazing every time i check back. Keep up the good work guys, what you are doing is fucking epic :wacko:
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User is offline   Tetsuo 

#1923

Just dropping a note to say I recently downloaded the SVN PHRP and I don't like the new shotgun model in it. It seems like mostly simplistic cylinders and the animation is too fast and wonky. I actually prefer the polymost HRP model over it.
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User is offline   Tea Monster 

  • Polymancer

#1924

Thanks all!

Plagman - I think that it is a normal issue. I tried exporting it direct from Blender and it looks completely 'matt' in game. That is with the Cube exporter.

DISRUPTOR - cheers. I'm still working on the skin. It needs some tweaking to look good in EDuke, so I'm going to release the whole thing in a few days. Feel free to re-work it if you desire.
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User is offline   Millenia 

#1925

Posted Image

I also have a set of hands you guys can use if necessary;
Posted Image
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User is offline   Tea Monster 

  • Polymancer

#1926

Wow, that looks amazing.

Yes please!

This post has been edited by Tea Monster: 29 August 2010 - 07:25 AM

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User is offline   Night Wolf 

#1927

Holy shit :wacko:

This post has been edited by ozz: 29 August 2010 - 07:33 AM

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User is offline   Millenia 

#1928

Thanks guys :wacko:
I have no knowledge in the engine and stuff whatsoever (nor that much time) so I'll toss the source files out there for somebody who's willing to put them to good use;

http://up.millenia3d...up/chaingun.rar
http://up.millenia3d...up/handsrig.rar

This post has been edited by Millenia: 29 August 2010 - 07:42 AM

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User is offline   lawl 

#1929

View PostMillenia, on Aug 29 2010, 07:38 AM, said:

Thanks guys :wacko:
I have no knowledge in the engine and stuff whatsoever (nor that much time) so I'll toss the source files out there for somebody who's willing to put them to good use;

http://up.millenia3d...up/chaingun.rar
http://up.millenia3d...up/handsrig.rar




Wow ! Thats awesome O_o
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User is offline   ReaperMan 

#1930

[Looks at picture]

Holy shit! That is just awesome!!!! :wacko:
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