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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   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

View PostRoma 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

View PostSpiker, 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

View PostNightFright, 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

View PostNightFright, 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

View Postozz, 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

View PostCipher, 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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User is offline   OpenMaw 

  • Judge Mental

#1951

Please dont just throw in jokes to the art guys, a lot of this art is used with a straight face in Duke, and other user maps. Frankly I think the gibberish you have there looks just fine.
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User is offline   Night Wolf 

#1952

View PostCommando Nukem, on Sep 1 2010, 05:59 PM, said:

Please dont just throw in jokes to the art guys, a lot of this art is used with a straight face in Duke, and other user maps. Frankly I think the gibberish you have there looks just fine.


Don't worry I don't like jokes in my artwork..
This is more suitable ... more Dos like code. now it wont look like it was based from fallout3, since people notice.
Posted Image

This post has been edited by ozz: 01 September 2010 - 02:05 AM

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User is offline   Tea Monster 

  • Polymancer

#1953

View PostCommando Nukem, on Sep 1 2010, 12:59 AM, said:

Please dont just throw in jokes to the art guys, a lot of this art is used with a straight face in Duke, and other user maps...

:wacko: are we playing the same game?
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User is offline   Night Wolf 

#1954

View PostTea Monster, on Sep 1 2010, 10:24 PM, said:

:wacko: are we playing the same game?


I agree with Commando Nukem ...
Episodes 1-3 were more serious the only jokes were what Duke said himself with the one liners... that's what made it so good, since you were in such a rundown hostile environment and Duke still managed to see the fun in it.

Episode 4 however is different, its more of a joke.. I never really liked it, the levels are stupid. I don't really consider episode 4 an official episode of Duke

This post has been edited by ozz: 01 September 2010 - 08:22 AM

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User is offline   Rellik 

#1955

I agree. For example, I cringe a bit whenever I see a BSOD, that's one of the most tired tropes out there.

If there is going to be anything, it should be subtle. Most of the easter-eggs found are small _one-time_ things that are only found by looking closely. ie 867-5309, THX-1138 baby ruth bar etc. The more blatant ones are only found in well hidden secrets.

On the security screen, how about a prompt to the effect of "cameras ready, tap screen to continue"?
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User is offline   ReaperMan 

#1956

View Postozz, on Sep 1 2010, 01:18 PM, said:

Episode 4 however is different, its more of a joke.. I never really liked it, the levels are stupid. I don't really consider episode 4 an official episode of Duke


Hey, don't go and insult Duke Burger, its a great map. Besides there's some good maps in the 4th episode.
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User is offline   Master Fibbles 

  • I have the power!

#1957

Are there any surveillance camera scenes in classic action movies? Those would be a good place to look at some of the loading/idle screens for this tile since that is where 3DR would have gotten inspiration.

Or you could throw in something about peeping toms or big brother.
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User is offline   The Duke 

#1958

duke buger is an ok map if it not being crap up
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User is offline   ReaperMan 

#1959

View PostThe Duke, on Sep 1 2010, 05:12 PM, said:

duke buger is an ok map if it not being crap up


What?
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User is offline   Tetsuo 

#1960

What about the "feed me a dead cat" thing on the ATM machines and things like that? That counts as humor in the first three episodes. Not to mentioned the doomed space marine and the luke skywalker cameo and other things like that.

This post has been edited by Tetsuo: 01 September 2010 - 04:01 PM

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