Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#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
#2191 Posted 15 December 2010 - 02:52 PM
NightFright, on Dec 15 2010, 01:48 PM, said:
False. There are only "autotints" for 1, 2, 4, 6, 7, and 8, and these are generally very imprecise and produce dissatisfactory results.
This post has been edited by Hendricks266: 15 December 2010 - 02:56 PM
#2192 Posted 15 December 2010 - 04:11 PM
The problem is that the current pal values don't match the original game.
Personally I use these values (I took them from the game colors):
Quote
tint { pal 2 red 216 green 52 blue 20 flags 1 }
tint { pal 4 red 0 green 0 blue 0 flags 0 }
tint { pal 6 red 132 green 128 blue 80 flags 3 }
tint { pal 7 red 252 green 224 blue 24 flags 1 }
tint { pal 8 red 132 green 128 blue 80 flags 1 }
This post has been edited by Fox: 15 December 2010 - 04:14 PM
#2193 Posted 15 December 2010 - 06:25 PM
Fox, on Dec 15 2010, 06:11 PM, said:
I just said, Tile 3387 needs a properly pick for pal20 as well as other tiles with 12-25 palettes.
Fox, on Dec 15 2010, 06:11 PM, said:
Yeah, those tints are more similar to original pals.
#2194 Posted 15 December 2010 - 09:38 PM
#2195 Posted 16 December 2010 - 08:23 AM
DeeperThought, on Dec 15 2010, 11:38 PM, said:
No, you can't add any sort of definitions for higher pals unless a more flexible palmap system is implemented. (Like Hunter_rus', but without the problems.)
see: EDukeWiki: Palette (environment)
Compare:
Pal 0 -> Pal 1:
-> 
Pal 0 -> Pal 20:
-> 
Quote
Brown, green, orange and purple [not everything] to blue
Blue to gray
This post has been edited by Hendricks266: 16 December 2010 - 08:26 AM
#2196 Posted 16 December 2010 - 09:26 AM
Hendricks266, on Dec 16 2010, 08:23 AM, said:
see: EDukeWiki: Palette (environment)
Compare:
Pal 0 -> Pal 1:
-> 
Pal 0 -> Pal 20:
-> 
I think you are missing my point, and wasting your time on a complicated post in the process. I'm aware that pal 20 does not make everything blue, but in the majority of cases it is used to make things blue, and at any rate defining a tint for it will yield results that are better than nothing. Right now the HRP has nothing for pal 20. If a proper system comes along (which may never happen) the tint can be removed.
#2197 Posted 16 December 2010 - 09:30 AM
DeeperThought, on Dec 16 2010, 11:26 AM, said:
But still there're few missing textures for pals like 14,19,24,25,etc....
#2198 Posted 16 December 2010 - 09:45 AM
Norvak, on Dec 16 2010, 09:30 AM, said:
25?
Anyway, there's more than a few, I would wager. And all of those alternate pal textures increase the size of the HRP, and increase load times. There's just no good way of dealing with the problem at this point.
#2199 Posted 16 December 2010 - 11:18 AM
DeeperThought, on Dec 16 2010, 11:45 AM, said:

DeeperThought, on Dec 16 2010, 11:45 AM, said:
Wherever, that´s true.

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