Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2140 Posted 20 November 2010 - 09:19 PM
#2141 Posted 21 November 2010 - 01:27 AM
As you can see in my signature, the maphacks are kept separated so that updating those won't require you to download the whole HRP again. Send me the new files via email, I will update the maphacks pack and add the files to the SVN as well, then.
This post has been edited by NightFright: 21 November 2010 - 01:28 AM
#2142 Posted 21 November 2010 - 02:55 AM
In fact, can people test these out for me? Some of the lights don't affect the level geometry at all, so you wouldn't even know they were there if it weren't for their effect on the HUD models. For example, there are many blue-ish lights along the track in Rabid Transit (e1l5), but to me it looks completely dark (except for a blue-ish tinge on the HUD). So it'd be great if others can test these out.
To clarify, these are the completed polymer light maphacks for levels 1, 2, 5, 6, and 7, and hopefully it's only my system that some of them aren't working on.
Just drop them into the polymer_hrp.zip and replace when requested.
Attached File(s)
-
e3l1_2_5_6_7.zip (31.72K)
Number of downloads: 322
This post has been edited by Micky C: 21 November 2010 - 03:18 AM
#2143 Posted 21 November 2010 - 04:09 AM
And it's not a mystery to get my email address. Navigating here is all that it takes.
#2144 Posted 22 November 2010 - 03:56 AM
#2145 Posted 22 November 2010 - 12:32 PM
#2146 Posted 22 November 2010 - 12:42 PM
Tetsuo, on Nov 22 2010, 10:26 PM, said:
It's not the lack of features that's causing the halt on the HRP, it's the lack of artists working on it at the moment.
Mr.Flibble, on Nov 23 2010, 07:02 AM, said:
Yes that's a noted problem. It happens with the pistol, but it doesn't happen with any other weapon as far as I'm aware.
#2147 Posted 22 November 2010 - 01:30 PM
Micky C, on Nov 22 2010, 09:42 PM, said:
http://forums.duke4.net/index.php?s=&s...ost&p=59816
#2149 Posted 22 November 2010 - 02:44 PM
Tetsuo, on Nov 22 2010, 03:56 AM, said:
People need to get off their butts and get it done, that's the only thing holding up progress.
#2150 Posted 22 November 2010 - 03:35 PM
Tea Monster, on Nov 22 2010, 02:44 PM, said:
Are people on their butts or are they simply not around here any more?
#2151 Posted 22 November 2010 - 05:58 PM
#2152 Posted 23 November 2010 - 12:39 AM
DeeperThought, on Nov 22 2010, 03:35 PM, said:
Not sure on that one. I think its a bit of both. I think some of the modellers either don't know how or don't want to find out how to do next-gen style models. To be fair, doing a next-gen model takes more time, as you essentially have to make two models. Then the baking and stuff can be a pain to learn, as it can be quite fiddly.
To be fair, there is a problem with specularity on the models. Plagman has said that this is due to how the exporters work. I'm pretty sure that can be worked out one way or the other considering how much work has been done on the engine so far, and its in no way a show-stopper to getting things done.
The only real problem I can see for fully implementing the 'new' HRP is how slow Polymer is. Lighting artists have reported that you can't properly light a level as if you stick more than a few lights into a level, the frame rate drops through the floor. That requires optimization, and looking at posts from TX and Plagman, that seems to be in hand, it only takes time for them to do this.
#2153 Posted 23 November 2010 - 02:00 AM
Tea Monster, on Nov 23 2010, 06:09 PM, said:
I don't really find that a problem, even outdoors. The biggest problem I have is that when lighting up areas, you want parallel light rays that cast shadows rather than rays diverging from a single point.
Check out this screenshot of an unfinished large outdoor area lit by 4 (dim) pointlights of hitag 30,000, with 9 small spotlights currently out of view. To give a scope of the area, you might be able to see some bright pixels towards the bottom right corner of the pic which are assault trooper eyes. Also, my light maphacks for episode 3 use quite a number of spotlights (almost to a degree that you'll end up hating point lights for not casting shadows.) But I guess it depends on the card and I have an nvidia geforce 9800GT, but let's not get into that
This post has been edited by Micky C: 23 November 2010 - 02:01 AM
#2154 Posted 23 November 2010 - 09:28 AM
Tea Monster, on Nov 23 2010, 12:39 AM, said:
There's no problem with specularity, your models just didn't have correct normals. This is obviously a requirement for lighting to work right.
#2156 Posted 29 November 2010 - 12:42 AM
*EDIT*
Micky C just sent me updated E3L8.mhk, included that one now, too.
*EDIT #2*
E3L3/E3L4 lights updated.
This post has been edited by NightFright: 30 November 2010 - 12:39 AM
#2157 Posted 01 December 2010 - 02:19 PM
I have a little problem with a texture of HRP 4.2, the one for pistol muzzle fire:

VGA: GeForce GTX 260 with ForceWare 263.
This post has been edited by lowenz: 01 December 2010 - 02:19 PM
#2159 Posted 01 December 2010 - 02:29 PM
#2160 Posted 01 December 2010 - 02:33 PM
Plagman, on Dec 1 2010, 11:29 PM, said:
No problem men!
Thanks for the answers! Very fast!
#2161 Posted 02 December 2010 - 11:26 AM
*EDIT*
BTW, E2L1/E2L9 maphacks were updated with new lights by Micky C. Please redownload from signature link or HRP site.
This post has been edited by NightFright: 03 December 2010 - 05:23 AM
#2162 Posted 05 December 2010 - 01:06 AM
NightFright, on Dec 2 2010, 08:26 PM, said:
The pistol muzzle flash glitch appear since the revision 1699.
About the new Polymer HRP release, problem with some objects :
http://img574.images...lymerhrp162.png
And no more lighting under the cinema board.
I know this has already been discussed, but I prefer also the old version of the shotgun.
#2163 Posted 05 December 2010 - 07:03 AM
bioman, on Dec 5 2010, 10:06 PM, said:
http://img574.images...lymerhrp162.png
And no more lighting under the cinema board.
Looks to me like your maphacks are not even being loaded. Look at the placing of the sign compared to mine.
#2165 Posted 05 December 2010 - 12:01 PM
#2166 Posted 05 December 2010 - 12:26 PM
This is what the pistol should look like in game. It's using the exact same textures as the ones used in the HRP.

Now, take a quick look at the pick-up pistol in the current HRP and see what you think it looks like.
#2167 Posted 05 December 2010 - 02:14 PM

Disregarding the overly saturated stuff outside of the pistol, what exactly is wrong with it? The texture set in the HRP is obviously way less detailed than what's on your shot; the specular map you put there never goes to full intensity, giving the model a matte look if you don't tweak the specular material (which you've left to default for some reason).

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