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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 

#1990

View PostReaperMan, on Sep 7 2010, 02:51 AM, said:

Like this?

Spot on imo.
for future reference people need to know this.
I would really love to see the cinema posters remade in this style. the current ones look cheap and digital

This post has been edited by ozz: 06 September 2010 - 08:58 AM

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#1991

I haven't posted at all in the last half year or so but wow! :D

Seems a LOT of things have happened since I last logged in. Amazing revisions have been done to the textures and models, and now Eduke32's newest build seems to also have HUD lightning!
Almost seems to be another milestone, doesn't it? maybe a new HRP or a news item is in order? Just suggesting things... :D

Anyway, while testing the newest revision of the SVN I noticed that the glowing effect of the shrinker is maybe a bit too extreme. It often lights up almost an entire sector!
I also noticed that the normal map effects seems to be a little bit less on my new laptop (as in tiles don't seem to be protruding as much). Maybe because it has an ATI card instead, or maybe I'm just seeing things...
And I also have to solve the annoying white blocks instead of letters and HUD textures bug. I don't really want to rollback the driver because of the dreaded 'grey screen of death'... guess I'll have to wait for ATI to fix things... again :D
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User is offline   Omni 

#1992

View PostSkullHacker, on Sep 8 2010, 10:48 AM, said:

I haven't posted at all in the last half year or so but wow! :D

Seems a LOT of things have happened since I last logged in. Amazing revisions have been done to the textures and models, and now Eduke32's newest build seems to also have HUD lightning!
Almost seems to be another milestone, doesn't it? maybe a new HRP or a news item is in order? Just suggesting things... :D

Anyway, while testing the newest revision of the SVN I noticed that the glowing effect of the shrinker is maybe a bit too extreme. It often lights up almost an entire sector!
I also noticed that the normal map effects seems to be a little bit less on my new laptop (as in tiles don't seem to be protruding as much). Maybe because it has an ATI card instead, or maybe I'm just seeing things...
And I also have to solve the annoying white blocks instead of letters and HUD textures bug. I don't really want to rollback the driver because of the dreaded 'grey screen of death'... guess I'll have to wait for ATI to fix things... again :D



The white texture bug has a work around posted on the help me forums, something about filtering settings, I would link it but I am on my way to class in a moment.
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User is offline   NF64 

  • Touched by the Banhammer

#1993

View PostOmni, on Sep 8 2010, 04:55 PM, said:

The white texture bug has a work around posted on the help me forums, something about filtering settings, I would link it but I am on my way to class in a moment.

http://forums.duke4.net/index.php?s=&s...ost&p=53215

View PostHonza7, on Sep 6 2010, 04:25 PM, said:

no need to - just disable HRP for a while go to video settings and change filtering from bilinear/trilinear to linear (I guess). Quit the game and turn on HRP again, it should work fine and PQ doesn't really suffer

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#1994

Solved :D Thanks man, appreciate it!


Oh and btw, and the gsod really wasn't a driver problem I just found out. it was a bug in the VBIOS of the video card (Mobility Radeon 5870) of my Asus g73 laptop. The Asus support forum has a fixed vbios that solved that too.
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User is offline   Night Wolf 

#1995

What ever happened to that new palm tree model?
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User is offline   Tetsuo 

#1996

View PostReaperMan, on Sep 6 2010, 08:51 AM, said:



I'd like to see posters like this in place of the ones that are in there now. We just need someone who would be willing to essentially hand draw the posters. Also posters tend to be glossy and at least somewhat wrinkled and that is an effect that could be added in with Polymer.

I would also like to see polymerized more realisticly proportioned and better animated strippers than are in there. The original sprites weren't as exaggerated as the current models. Plus some of the animations for them aren't looping well any way. Also the stripper in the sushi bar is dancing all wrong.

This post has been edited by Tetsuo: 09 September 2010 - 10:55 PM

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User is offline   Jaxx 

#1997

I think tetsuo's right about the babes, somebody really needs to make new ones
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User is offline   Danukem 

  • Duke Plus Developer

#1998

Yeah, this has been brought up before. Some of the faces are scary, too. (And there's a few that are ok).
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User is offline   Tetsuo 

#1999

The one standing in the bar tapping her foot by the tub of beer is the only one that is close enough to the original sprite. Oh and the cocooned babes are OK.... it's mostly the strippers that are in desperate need of replacement. Although I have seen better cocooned babes too.

This post has been edited by Tetsuo: 10 September 2010 - 09:32 AM

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User is offline   Night Wolf 

#2000

View PostTetsuo, on Sep 11 2010, 03:31 AM, said:

The one standing in the bar tapping her foot by the tub of beer is the only one that is close enough to the original sprite. Oh and the cocooned babes are OK.... it's mostly the strippers that are in desperate need of replacement. Although I have seen better cocooned babes too.


Seriously?

The cocooned babes are terrible... ugliest looking things ever. (no offence to who ever made them...)
the only one that looks ok is the stripper in E3L1, although from what I remember the animation is acting weird

This post has been edited by ozz: 10 September 2010 - 09:50 AM

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User is offline   Tetsuo 

#2001

View Postozz, on Sep 10 2010, 10:47 AM, said:

Seriously?

The cocooned babes are terrible... ugliest looking things ever. (no offence to who ever made them...)
the only one that looks ok is the stripper in E3L1, although from what I remember the animation is acting weird


Well OK I was being generous... compared to the strippers they are OK... but yeah like I said I have seen better in concept renders.... and isn't that the one I mentioned is dancing all wrong? Even she needs a higher resolution more realistic model. Either way the babes need an overhaul.

This post has been edited by Tetsuo: 10 September 2010 - 10:08 AM

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User is offline   Night Wolf 

#2002

Yeah I think it was the one you mentioned, but I don't mind the model, it's one of the best ones out of the babes at least she doesn't look hideous ...
the strippers aren't too bad, not saying there great...but imo the cocooned babes need the most attention.
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User is offline   Danukem 

  • Duke Plus Developer

#2003

Cocooned babes for your viewing pleasure.


8 bit:
Posted Image

HRP:
Posted Image


8bit:
Posted Image


HRP:
Posted Image


And yeah, some of the other babes are worse.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2004

I believe that some generic human models should be made before anything. I mean, really good models. And later use them for all things that use humans as base...
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User is offline   Night Wolf 

#2005

Gotta love those 8bit babes. seems like something worth saving ..unlike the modeled babes. lol
these comparisons really put it in perspective ... 8bit Babes / HRP grotesque creatures

Hmm interesting ...those radioactive canisters .... are they alien or man made?
the 8bit images shows them not having any evidence of being manmade.. they look more alien to me.
there was no radiation symbol nor text saying "radioactive" in the sprites.
also the green is the wrong colour, seems to be a problem with getting green right in the HRP. this could also be said for the shrinker ... but thats kind of debatable

This post has been edited by ozz: 10 September 2010 - 10:30 AM

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User is offline   Tetsuo 

#2006

IMO the sprites are more realistically proportioned than what we currently have in the HRP.

Posted Image

Also not as much exaggerated movement for the pole dancer.

This post has been edited by Tetsuo: 10 September 2010 - 10:30 AM

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User is offline   Tetsuo 

#2007

View Postozz, on Sep 10 2010, 10:28 AM, said:

Gotta love those 8bit babes. seems like something worth saving ..unlike the modeled babes. lol
these comparisons really put it in perspective ... 8bit Babes / HRP grotesque creatures

Hmm interesting ...those radioactive canisters .... are they alien or man made?
the 8bit images shows them not having any evidence of being manmade.. they look more alien to me.
there was no radiation symbol nor text saying "radioactive" in the sprites.
also the green is the wrong colour, seems to be a problem with getting green right in the HRP. this could also be said for the shrinker ... but thats kind of debatable


The radioactive canisters always looked like run of the mill oil drums to me only filled with toxic waste. Oh wait, the canisters in E3M1... yeah those didn't seem too different from the sprites to me (apart from the green) but I could be wrong.

This post has been edited by Tetsuo: 10 September 2010 - 10:33 AM

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User is offline   Tetsuo 

#2008

View PostFox, on Sep 10 2010, 10:20 AM, said:

I believe that some generic human models should be made before anything. I mean, really good models. And later use them for all things that use humans as base...


Yes, kind of like they did for DNF.
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User is offline   Night Wolf 

#2009

View PostFox, on Sep 11 2010, 04:20 AM, said:

I believe that some generic human models should be made before anything. I mean, really good models. And later use them for all things that use humans as base...


Thats probably a good way to start, if someone could make a really good female model, we'd be on the right track.

View PostTetsuo, on Sep 11 2010, 04:29 AM, said:

IMO the sprites are more realistically proportioned than what we currently have in the HRP.
Also not as much exaggerated movement for the pole dancer.


I agree, one reasons why i'm still playing the game with no models, the HUD is coming along nicely however.
The pole dancers animation is also weird, it skips... well for me anyway

This post has been edited by ozz: 10 September 2010 - 10:36 AM

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User is offline   Tetsuo 

#2010

Speaking of models don't you think it's about time Duke got vweap support? So for example if you are holding a pistol and you look in the mirror you see him holding a pistol rather than always just the RPG. This feature was introduced back in the Quake 2 days for crying out loud! That's always bugged me and now that we have 3D models it's fixable!

This post has been edited by Tetsuo: 10 September 2010 - 11:35 AM

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User is offline   3D Master 

#2011

A model's animation can overwrite a sprite's, yes? It can essentially be longer than the sprites original, yes? Would it be possible for the next poledancing babe, to actually be pole dancing, instead of just shaking her ass a bit?
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User is offline   Master Fibbles 

  • I have the power!

#2012

Has the animation system been redone? I think we are still limited to the number frames in the original art files. Now, that may not mean the animation itself is limited to those 5~10 frames but you can only define that many frames. At least with replacement art. I could be wrong though.
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User is offline   Danukem 

  • Duke Plus Developer

#2013

View Post3D Master, on Sep 10 2010, 01:24 PM, said:

A model's animation can overwrite a sprite's, yes? It can essentially be longer than the sprites original, yes? Would it be possible for the next poledancing babe, to actually be pole dancing, instead of just shaking her ass a bit?


The model's animation has to be mapped to the same tiles as the sprite's animation, but it can be as long as you want. You could define a 1000 frame, 30 second animation on a single tile if you wanted. A problem would occur if the CON code was telling a sprite to switch animations after a certain amount of time, and the HRP versions were not the same length as the 8-bit ones (the HRP version would get cut short). However, I don't think that would be an issue in this case.

This post has been edited by DeeperThought: 10 September 2010 - 12:33 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2014

Flib, DT,

View PostHendricks266, on Aug 27 2010, 04:59 PM, said:

Hopefully someday we will have tile/model/animation definitions (optionally) based on the "action" CON command, and HUD definitions (optionally) based solely on curr_weapon, kickback_pic, knee_incs, tipincs, scuba_on, etc.

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User is offline   Roma Loom 

  • Loomsday Device

#2015

View PostHendricks266, on Sep 11 2010, 01:24 AM, said:

Hopefully someday we will have tile/model/animation definitions (optionally) based on the "action" CON command, and HUD definitions (optionally) based solely on curr_weapon, kickback_pic, knee_incs, tipincs, scuba_on, etc.

quoted for truth
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User is offline   Awesomebob 

#2016

Speaking of ugly...

I just noticed (shows how much I'm able to play with polymer) how horrid the watertile looks in polymer. The middle looks fine, but in poly the edges look stretched out, so when you connect a bunch to make a body of water, they make this ugly stretched grid (see pic).

Attached thumbnail(s)

  • Attached Image: duke0001.jpg

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User is offline   movento 

#2017

Hey, i totally forgot i posted here a while ago,and i didn't noticed i got a PM from "Spiker" because it was in my spam folder.
Anyway,here's my Duke Nukem model and the textures.The textures are pretty large(2048x2048) but i think you can resize them to 1024 without losing much detail.
Duke Nukem model link
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User is offline   Spiker 

#2018

The model looks great. But it may need some poly reduction since it's about 9100. Also I think that adding some AO to the texture will make it look even better.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2019

Got a screenshot?
0

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