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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   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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User is offline   Awesomebob 

#1931

That is a fantastic model!
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1932

Kick-ass! Will you do the pick-up item too?

Either way, that's a good hand model... it would be pretty good if it was used like that from the beggining. Also it's a seperate file, so theorically the same texture could be used for all weapons.
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User is offline   Stabs 

#1933

GODLIKE MODELLING SKILLS +1

Please could you do the other weapons your fucking amazing!!!!!
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User is offline   Green 

  #1934

Parkars unfinished Pigcop - http://rapidshare.co...ig_Cop.zip.html
Parkars new hand - http://rapidshare.co...832/NewHand.zip

This post has been edited by Mr. Green: 30 August 2010 - 03:22 AM

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User is offline   Spiker 

#1935

Yes, it does look good but I wouldn't been so excited about it because it won't look that good once you import it into the game. Internal staged renders always look much better. Also I guess it's not ready to be ported anyway because unless I'm wrong there is no animation nor muzzleflash planes, which would look bad anyway with the current engine limitations unless you used shitty sprites instead. Also it may be that there won't be a volunteer to adapt it to the game since noone will want to be chew out for how much he spoiled this beautiful model. There are really many problems with HUD models and introducing polymer exposed even more and as Plagaman said: HUD models should be shelved for now.

This post has been edited by Spiker: 30 August 2010 - 06:24 AM

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User is offline   Roma Loom 

  • Loomsday Device

#1936

It looks good in game, but static picture won't reveal this.

Posted Image
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User is offline   Night Wolf 

#1937

#0227
...


Not too sure about the spec map haven't really tested it.

Edit: on second thought this not finished ... fucked something up

This post has been edited by ozz: 30 August 2010 - 08:55 AM

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User is offline   ReaperMan 

#1938

 Roma Loom, on Aug 30 2010, 01:11 PM, said:

It looks good in game, but static picture won't reveal this.


Looks damn good in game, it should be used. :wacko:
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User is offline   Night Wolf 

#1939

chaingun looks awesome

This post has been edited by ozz: 30 August 2010 - 08:55 AM

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User is offline   Millenia 

#1940

 Spiker, on Aug 30 2010, 05:23 PM, said:

Yes, it does look good but I wouldn't been so excited about it because it won't look that good once you import it into the game. Internal staged renders always look much better. Also I guess it's not ready to be ported anyway because unless I'm wrong there is no animation nor muzzleflash planes, which would look bad anyway with the current engine limitations unless you used shitty sprites instead. Also it may be that there won't be a volunteer to adapt it to the game since noone will want to be chew out for how much he spoiled this beautiful model. There are really many problems with HUD models and introducing polymer exposed even more and as Plagaman said: HUD models should be shelved for now.


Actually it's not a render, it's a realtime shader in the 3ds max viewport somewhat equivalent to the Unreal Engine 3
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User is offline   Spiker 

#1941

Looks good but it instantly lost it's metalic look and now looks like plastic. Good thing about this is that it doesn't move that much while shooting. However even looking by the eye I can tell that currently it won't match with sprite muzzle flashes, of course it could be adjusted but the contrast between the high quality gun and 8 bit sprites can become an issue.
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User is offline   Tea Monster 

  • Polymancer

#1942

There are ways of getting around the muzzle flash issue. What we need to do is find out definitely if it is a normals issue with the exporters or if it's a problem with Polymer and see how to fix it.
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User is offline   Night Wolf 

#1943

#0227
Posted Image Posted Image Posted Image
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User is offline   NightFright 

  • The Truth is in here

#1944

Defs for #227? :)

Otherwise, I am amazed about the speed at which HUD models are remade. Updated shotgun is there (even though it still needs work), Devastator came pretty quickly afterwards, pistol and chaingun are WIP. I wished the Doom HRP team had as talented and motivated people as we do. You folks rock! :wacko:

This post has been edited by NightFright: 30 August 2010 - 01:24 PM

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User is offline   TURBOKID 

#1945

 NightFright, on Aug 30 2010, 01:24 PM, said:

Defs for #227? :)

Otherwise, I am amazed about the speed at which HUD models are remade. Updated shotgun is there (even though it still needs work), Devastator came pretty quickly afterwards, pistol and chaingun are WIP. I wished the Doom HRP team had as talented and motivated people as we do. You folks rock! :wacko:


I agree with everything you just said Night B)
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User is offline   Night Wolf 

#1946

 NightFright, on Aug 31 2010, 07:24 AM, said:

Defs for #227? :wacko:


Not sure, there should really be a tutorial on normal map defs, I don't understand them.

I can't say for sure since I don't have the correct defs to test it, but the normal map seems to be acting strangely, the blue channel doesn't seem to be working when set to height.
works fine when not parallax...
but yeah see how it looks in game first.

Edit:
This one should work properly.
Posted Image

This post has been edited by ozz: 30 August 2010 - 10:48 PM

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User is offline   Night Wolf 

#1947

#0502 (No Def values required)
Posted Image Posted Image Posted Image

This post has been edited by ozz: 31 August 2010 - 11:18 AM

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User is offline   Cipher 

#1948

 ozz, on Aug 31 2010, 03:16 PM, said:

#0502 (No Def values required)
Posted Image Posted Image Posted Image


The text on that monitor looks suspiciously like the hacking system in Fallout 3....
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User is offline   Stabs 

#1949

chuck a shodan or glados joke in their somewhere :wacko:
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User is offline   Night Wolf 

#1950

 Cipher, on Sep 1 2010, 12:19 PM, said:

The text on that monitor looks suspiciously like the hacking system in Fallout 3....


Haha right you are... well its was based of a picture I found off the internet which turned out to be from fallout 3..

I couldn't figure out what to write there and I wanted it to fit the spaces of the original art so I just used jibberish...
if anyone has any ideas for some better text let me know, its hard to come up with text ideas when the 8bit art is just pixels.
I'll mess around with it more, see if I can find something more appropriate

This post has been edited by ozz: 31 August 2010 - 09:58 PM

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