
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#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).
#2168 Posted 05 December 2010 - 02:35 PM
#2169 Posted 05 December 2010 - 02:44 PM
#2171 Posted 05 December 2010 - 02:56 PM
Plagman, on Dec 5 2010, 02:44 PM, said:
Are there optimal values for those, and if so, what are they?
#2172 Posted 05 December 2010 - 02:59 PM
#2173 Posted 05 December 2010 - 03:02 PM
#2175 Posted 06 December 2010 - 07:22 AM
NightFright, on Dec 2 2010, 08:26 PM, said:
I have tried with Polymer HRP svn6 - same glitch, starting with EDuke svn1699.
NightFright, on Dec 2 2010, 08:26 PM, said:
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.
#2177 Posted 06 December 2010 - 12:01 PM
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' ?
#2178 Posted 06 December 2010 - 12:13 PM
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.
#2180 Posted 06 December 2010 - 10:02 PM
#2181 Posted 07 December 2010 - 12:30 AM
#2182 Posted 07 December 2010 - 04:36 AM

kudos to whoever done that
#2183 Posted 07 December 2010 - 09:05 AM
Devastator, on Dec 6 2010, 10:27 PM, said:
"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.
#2184 Posted 07 December 2010 - 11:03 AM
#2185 Posted 15 December 2010 - 04:44 AM
Hendricks266, on Dec 7 2010, 06:05 PM, said:
You can't go wrong with Serial Numbers.. Fits anywhere http://forums2.duke4...tyle_emoticons/default/smile.gif
#2186 Posted 15 December 2010 - 05:27 AM
Don't really do that, it's a bad idea, but generic serial numbers are cartainly the right way to go.
#2187 Posted 15 December 2010 - 09:24 AM

This post has been edited by Norvak: 15 December 2010 - 09:26 AM
#2188 Posted 15 December 2010 - 11:48 AM
#2189 Posted 15 December 2010 - 11:56 AM
NightFright, on Dec 15 2010, 11:48 AM, said:
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.
#2190 Posted 15 December 2010 - 02:04 PM

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

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

with HRP

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

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