Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 163 Pages +
  • « First
  • 71
  • 72
  • 73
  • 74
  • 75
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   NightFright 

  • The Truth is in here

#2141

The preview HRP is standalone, it doesn't contain anything else than the HRP itself. We will eventually compile a new full package with everything in it once a milestone is reached (e.g. Ep1 or Ep2 completed). If that can't happen, there will be a new release, anyway. :blink:
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

0

User is offline   Micky C 

  • Honored Donor

#2142

I couldn't find your email address on your profile, so I'll just attach them here. This is probably better anyway since people can play them right away if they want to.

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)



This post has been edited by Micky C: 21 November 2010 - 03:18 AM

0

User is offline   NightFright 

  • The Truth is in here

#2143

Maphacks have been integrated. Download see below.
And it's not a mystery to get my email address. Navigating here is all that it takes. :blink:
0

User is offline   Tetsuo 

#2144

I was playing the latest HRP recently and wondered what features we are lacking for the high res textures that is holding up progress on getting all those polymerized?
0

User is offline   Master Fibbles 

  • I have the power!

#2145

I'm not sure I have everything set up right anymore but I'm getting blocks for muzzle flashes (no transparency). I dropped the Polymer HRP and the maphacks in the autoload folder and I made sure to download the latest eduke build.
0

User is offline   Micky C 

  • Honored Donor

#2146

View PostTetsuo, on Nov 22 2010, 10:26 PM, said:

I was playing the latest HRP recently and wondered what features we are lacking for the high res textures that is holding up progress on getting all those polymerized?


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.


View PostMr.Flibble, on Nov 23 2010, 07:02 AM, said:

I'm not sure I have everything set up right anymore but I'm getting blocks for muzzle flashes (no transparency). I dropped the Polymer HRP and the maphacks in the autoload folder and I made sure to download the latest eduke build.


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.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2147

View PostMicky C, on Nov 22 2010, 09:42 PM, 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.

http://forums.duke4.net/index.php?s=&s...ost&p=59816
0

User is offline   Plagman 

  • Former VP of Media Operations

#2148

http://forums.duke4.net/index.php?s=&s...ost&p=62714
0

User is offline   Tea Monster 

  • Polymancer

#2149

View PostTetsuo, on Nov 22 2010, 03:56 AM, said:

I was playing the latest HRP recently and wondered what features we are lacking for the high res textures that is holding up progress on getting all those polymerized?


People need to get off their butts and get it done, that's the only thing holding up progress.
0

User is offline   Danukem 

  • Duke Plus Developer

#2150

View PostTea Monster, on Nov 22 2010, 02:44 PM, said:

People need to get off their butts and get it done, that's the only thing holding up progress.


Are people on their butts or are they simply not around here any more?
0

User is offline   Roma Loom 

  • Loomsday Device

#2151

I was just tweaking a texture to see if it's close to original... Switching between classic and polymer or just simple vidrestart makes EDuke crash. Switching between 2d/3d in Mapster makes it crash. Everything is the same for half a year already. I'm not really fond of making stuff without proper testing it ingame :blink:
0

User is offline   Tea Monster 

  • Polymancer

#2152

View PostDeeperThought, on Nov 22 2010, 03:35 PM, said:

Are people on their butts or are they simply not around here any more?

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.
0

User is offline   Micky C 

  • Honored Donor

#2153

View PostTea Monster, on Nov 23 2010, 06:09 PM, said:

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.


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 :blink:

Posted Image

This post has been edited by Micky C: 23 November 2010 - 02:01 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#2154

View PostTea Monster, on Nov 23 2010, 12:39 AM, said:

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.


There's no problem with specularity, your models just didn't have correct normals. This is obviously a requirement for lighting to work right.
0

User is offline   Roma Loom 

  • Loomsday Device

#2155

just write the damned ASE2MD3 converter already!
0

User is offline   NightFright 

  • The Truth is in here

#2156

Maphacks for E3L5, E3L6 and E3L7 have been updated/fixed (thanks to Micky C). Apparently, there were some corrupted/non-functional lights in place which should now work properly. Please redownload the maphacks if you have done so before this post.

*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

0

User is offline   lowenz 

#2157

Hi!
I have a little problem with a texture of HRP 4.2, the one for pistol muzzle fire:

Posted Image

VGA: GeForce GTX 260 with ForceWare 263.

This post has been edited by lowenz: 01 December 2010 - 02:19 PM

0

User is offline   Roma Loom 

  • Loomsday Device

#2158

it's a known bug with latest EDuke32 builds
0

User is offline   Plagman 

  • Former VP of Media Operations

#2159

Yeah, and I've tried to fix it for a while without any success. Sorry!
0

User is offline   lowenz 

#2160

View PostPlagman, on Dec 1 2010, 11:29 PM, said:

Yeah, and I've tried to fix it for a while without any success. Sorry!

No problem men!

Thanks for the answers! Very fast!
0

User is offline   NightFright 

  • The Truth is in here

#2161

Does anybody remember which was the last snapshot which didn't have the glitch seen above?

*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

0

User is offline   bioman 

#2162

View PostNightFright, on Dec 2 2010, 08:26 PM, said:

Does anybody remember which was the last snapshot which didn't have the glitch seen above?


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.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2163

View Postbioman, on Dec 5 2010, 10:06 PM, said:

About the new Polymer HRP release, problem with some objects :
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.
Posted Image
0

User is offline   bioman 

#2164

Ok I forgot the maphacks, thanks.
0

User is offline   NightFright 

  • The Truth is in here

#2165

I placed explicit usage instructions for the Polymer HRP into the download section of the HRP website. Everyone who is able to read has a fair chance to get it up and running. :rolleyes:
0

User is offline   Tea Monster 

  • Polymancer

#2166

That last shot with the shotgun shows off the problem we are having with specular highlights on models. The pistol looks cool in a model viewer like X-Normal or Marmoset, but looks like crap in eDuke. Nitpicking about what is causing it is kind of irrelevant, but one way or another it has to be fixed. People are going to hesitate to make next-gen stuff if the renderer isn't going to show them off properly - and that isn't just my opinion.

This is what the pistol should look like in game. It's using the exact same textures as the ones used in the HRP.
Posted Image

Now, take a quick look at the pick-up pistol in the current HRP and see what you think it looks like.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2167

This is what I get with a specular material of 4.0/10.0:

Posted Image

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).
0

#2168

the pistol looks much better than in my game. and what the f is wrong with the tiles. looks like my map with nearest visibility set on.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2169

It's because I overrode the global specular material using r_pr_overridespecular and r_pr_specular[power|factor] to tweak it in game instead of using DEFs and constantly restarting the game.
0

#2170

dont know what it is but sounds cool haha
0

Share this topic:


  • 163 Pages +
  • « First
  • 71
  • 72
  • 73
  • 74
  • 75
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options