Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1901 Posted 23 August 2010 - 08:46 AM
#1903 Posted 23 August 2010 - 09:32 AM
#1904 Posted 23 August 2010 - 11:23 AM
Roma Loom, on Aug 23 2010, 09:32 AM, said:
We have a pretty good ASE converter for Blender.
Any hope of getting Plagman to support ASE directly within Polymer?
#1905 Posted 23 August 2010 - 11:28 AM
#1906 Posted 23 August 2010 - 12:21 PM
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
After you hit repair normals, it looks like this:
#1907 Posted 23 August 2010 - 12:39 PM
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.
#1908 Posted 23 August 2010 - 12:52 PM
Plagman, on Aug 23 2010, 01:39 PM, said:
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.
This post has been edited by Tea Monster: 24 August 2010 - 01:45 PM
#1910 Posted 24 August 2010 - 11:28 PM
have you considered making idle animations similar to how gordon would play with his guns in half-life?
#1911 Posted 25 August 2010 - 12:08 AM
DanM, on Aug 25 2010, 12:28 AM, said:
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.
#1912 Posted 25 August 2010 - 01:12 AM
#1913 Posted 25 August 2010 - 03:12 AM
#1914 Posted 25 August 2010 - 03:33 AM
#1915 Posted 25 August 2010 - 07:03 AM
Tea Monster, on Aug 23 2010, 01:52 PM, said:
Any specifics? Did you tune the specular material DEFs using the corresponding override cvars? Is there a specular map?
#1916 Posted 25 August 2010 - 07:41 AM
#1917 Posted 25 August 2010 - 09:24 AM
Jokke_r, on Aug 26 2010, 01:41 AM, said:
Well Duke is a Unit.
#1918 Posted 25 August 2010 - 09:48 PM
#1919 Posted 26 August 2010 - 04:15 AM
Plagman, on Aug 25 2010, 06:03 PM, said:
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.
#1920 Posted 27 August 2010 - 01:18 AM
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.
#1921 Posted 27 August 2010 - 02:00 AM
Tea Monster, on Aug 27 2010, 07:18 PM, said:
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.
#1922 Posted 27 August 2010 - 03:31 AM
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
#1923 Posted 27 August 2010 - 04:15 PM
#1924 Posted 27 August 2010 - 04:17 PM
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.
#1926 Posted 29 August 2010 - 07:24 AM
Yes please!
This post has been edited by Tea Monster: 29 August 2010 - 07:25 AM
#1927 Posted 29 August 2010 - 07:28 AM
This post has been edited by ozz: 29 August 2010 - 07:33 AM
#1928 Posted 29 August 2010 - 07:38 AM
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
#1929 Posted 29 August 2010 - 07:49 AM
Millenia, on Aug 29 2010, 07:38 AM, said:
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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