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

Jump to content

  • 162 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

#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

 NightFright, 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

User is offline   Danukem 

  • Duke Plus Developer

#2171

View PostPlagman, on Dec 5 2010, 02:44 PM, said:

r_pr_overridespecular and r_pr_specular[power|factor]


Are there optimal values for those, and if so, what are they?
0

User is offline   Plagman 

  • Former VP of Media Operations

#2172

No, the specular material (power and factor) is something that's specific to each surface, model you want to display in game. You set them in DEF for each separate texture and model to achieve the look you're after. These CVARs are just for overriding them from the game in order to be able to tweak them without constantly restarting the game.
0

User is offline   Danukem 

  • Duke Plus Developer

#2173

Oh, I see. So they just need to be set properly for Tea Monster's model in the DEF, and it will look fine in game.
0

#2174

ohh that sounds nice. useful.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2175

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?

I have tried with Polymer HRP svn6 - same glitch, starting with EDuke svn1699.

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

BTW, E2L1/E2L9 maphacks were updated with new lights by Micky C. Please redownload from signature link or HRP site.

Please put the latest maphacks into the Subversion repo.

@devastator
0345_s is in TGA format. I guess that this was not intended.

Additional nitpicking:
The tubes in the lower half of 0347 are too shiny/new. And the writings on 0345/0347 'scubagear'/'t -250 °C' might not make sense in many [user]maps.
0

User is offline   Devastator 

#2176

well, any better ideas for door writings?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2177

[@all: The original writings were unreadable]

The former HRP version of 0345 was 'DANGER' which is suitable in almost all dukish environments/settings.
The former HRP version of 0347 had a 'U.S.S. Dallas' plate attached - looked good but did not match the original.
What about 'Hazardous environment - keep door closed' or 'Safety lock - keep closed' ?
0

User is offline   NightFright 

  • The Truth is in here

#2178

HRP SVN build #174 committed.

Changes:
> Maphacks by Micky C added
> Fixed: 345_s (converted from tga --> png)

I will compile a new full HRP build and put it online shortly.
0

User is offline   Devastator 

#2179

how about
"Caution! Nikel tubes
contain toxic lava."
0

User is offline   Danukem 

  • Duke Plus Developer

#2180

I would vote for making them meaningless strings of numbers and letters (like serial numbers), or removing the text entirely. The text is a small detail on the originals and totally unreadable. No matter what you put on there, if it has any meaning it is guaranteed to not fit a lot of maps.
0

User is offline   NightFright 

  • The Truth is in here

#2181

Polymer HRP build 174 is ready. On the HRP site, you will also find Tinfoilhat's mirror link. Maphacks haven't changed.
0

User is offline   Stabs 

#2182

just checked out the new hrp, #771 is fantastic :rolleyes:

kudos to whoever done that
0

User is online   Hendricks266 

  • Weaponized Autism

  #2183

 Devastator, on Dec 6 2010, 10:27 PM, said:

how about
"Caution! Nikel tubes
contain toxic lava."

That's corny, and it also would stand out as a negative reflection on the HRP due to mistakes. Try DT's suggestion, serial numbers.
0

User is offline   Roma Loom 

  • Loomsday Device

#2184

#771 is a mix of textures from cgtextures.com I did when I saw previous version of #771 was very glossy on Area 51. Also I have to say that Area 51 has many polymerized textures now and will have more in the near future.
0

User is offline   Root 9 

#2185

 Hendricks266, on Dec 7 2010, 06:05 PM, said:

That's corny, and it also would stand out as a negative reflection on the HRP due to mistakes. Try DT's suggestion, serial numbers.


You can't go wrong with Serial Numbers.. Fits anywhere http://forums2.duke4...tyle_emoticons/default/smile.gif
0

#2186

Yeah, put some Windows 7 serial keys on it http://forums2.duke4...tyle_emoticons/default/biggrin.gif

Don't really do that, it's a bad idea, but generic serial numbers are cartainly the right way to go.
0

User is offline   Mike Norvak 

  • Music Producer

#2187

Some time ago i made texture 3387 blue (Pal 20), i think that texture isn´t on HRP yet, maybe this could be useful http://forums2.duke4...tyle_emoticons/default/dry.gif

Posted Image

This post has been edited by Norvak: 15 December 2010 - 09:26 AM

0

User is offline   NightFright 

  • The Truth is in here

#2188

Hmmm... in general, adding pal 1-x tints for textures should not be needed any more since autotinting works quite well by now. However, if someone can show me where it might be needed, then it might be different. ^^
0

User is offline   Danukem 

  • Duke Plus Developer

#2189

 NightFright, on Dec 15 2010, 11:48 AM, said:

Hmmm... in general, adding pal 1-x tints for textures should not be needed any more since autotinting works quite well by now. However, if someone can show me where it might be needed, then it might be different. ^^


What is "autotinting"? Is this something different from defining tints in the DEF file?

At any rate, pal 20 does nothing in the HRP. Applying pal 1 to the texture in the HRP looks pretty close to what pal 20 should look like.
0

User is offline   Mike Norvak 

  • Music Producer

#2190

I think it´s necessary, look at the pictures:

Posted Image
TILE 3387 Pal20 (left) and PAL1 (right) without HRP

Posted Image
TILE 3387 Pal20 (left) (not actually in HRP) and PAL1 (right) with HRP

Maybe it needs to be a bit more brownish.

Also it reminds me that Pal1 tiles on HRP never has seen like the original ones

without HRP
Posted Image


with HRP
Posted Image


Maybe it could be improved by changing the tint flags somthing like this:

Posted Image

Perhaps too purple, but it´s only an example,

BTW what autotinting does?

This post has been edited by Norvak: 15 December 2010 - 02:06 PM

0

Share this topic:


  • 162 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