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

#2170

dont know what it is but sounds cool haha
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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?
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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.
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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.
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#2174

ohh that sounds nice. useful.
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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.
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User is offline   Devastator 

#2176

well, any better ideas for door writings?
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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' ?
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User is online   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.
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User is offline   Devastator 

#2179

how about
"Caution! Nikel tubes
contain toxic lava."
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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.
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User is online   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.
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User is offline   Stabs 

#2182

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

kudos to whoever done that
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User is offline   Hendricks266 

  • Weaponized Autism

  #2183

View PostDevastator, 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.
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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.
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User is offline   Root 9 

#2185

View PostHendricks266, 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
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#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.
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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

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User is online   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. ^^
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User is offline   Danukem 

  • Duke Plus Developer

#2189

View PostNightFright, 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.
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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

User is offline   Hendricks266 

  • Weaponized Autism

  #2191

View PostNightFright, on Dec 15 2010, 01:48 PM, 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. ^^

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2192

Yes. It's not necessary to have alternative tiles for each pal.

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 1 red 72 green 88 blue 140 flags 1 }
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

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User is offline   Mike Norvak 

  • Music Producer

#2193

View PostFox, on Dec 15 2010, 06:11 PM, said:

Yes. It's not necessary to have alternative tiles for each pal.


I just said, Tile 3387 needs a properly pick for pal20 as well as other tiles with 12-25 palettes.

View PostFox, on Dec 15 2010, 06:11 PM, said:

Personally I use these values


Yeah, those tints are more similar to original pals.
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User is offline   Danukem 

  • Duke Plus Developer

#2194

Hmm, you might as well add a tint line for pal 20, with similar values to pal 1. Unless you can think of something in a map that is pal 20 but is not supposed be bluish.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2195

View PostDeeperThought, on Dec 15 2010, 11:38 PM, said:

Hmm, you might as well add a tint line for pal 20, with similar values to pal 1. Unless you can think of something in a map that is pal 20 but is not supposed be bluish.

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:

Posted Image -> Posted Image

Pal 0 -> Pal 20:

Posted Image -> Posted Image

Quote

Pal20.png
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

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User is offline   Danukem 

  • Duke Plus Developer

#2196

View PostHendricks266, on Dec 16 2010, 08:23 AM, 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:

Posted Image -> Posted Image

Pal 0 -> Pal 20:

Posted Image -> Posted Image


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.
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User is offline   Mike Norvak 

  • Music Producer

#2197

View PostDeeperThought, on Dec 16 2010, 11:26 AM, said:

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.



But still there're few missing textures for pals like 14,19,24,25,etc....
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User is offline   Danukem 

  • Duke Plus Developer

#2198

View PostNorvak, on Dec 16 2010, 09:30 AM, said:

But still there're few missing textures for pals like 14,19,24,25,etc....


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.
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User is offline   Mike Norvak 

  • Music Producer

#2199

View PostDeeperThought, on Dec 16 2010, 11:45 AM, said:

25?


Posted Image


View PostDeeperThought, on Dec 16 2010, 11:45 AM, said:

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.

Wherever, that´s true.
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