Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2201 Posted 16 December 2010 - 12:49 PM
#2202 Posted 17 December 2010 - 08:05 PM
Not to say that the resulting color for each different texture would not match.
So yeah, I would like to see palmaps.
This post has been edited by Fox: 17 December 2010 - 08:06 PM
#2203 Posted 17 December 2010 - 09:54 PM
DeeperThought, on Dec 16 2010, 11:26 AM, said:
I see what you're saying. It makes sense from a practical standpoint, especially since textures (although not models) can have palswaps defined to completely override default tints.
Tea Monster, on Dec 16 2010, 02:09 PM, said:
If the old implementation was buggy, couldn't someone re-visit it and get it working?
Hendricks266, on Dec 16 2010, 10:23 AM, said:
We've been through this before, but Plagman basically summed it up. Here's a more in-depth quote from TX about why Hunter's attempt was removed:
TX said:
#2204 Posted 18 December 2010 - 06:13 AM
#2205 Posted 01 January 2011 - 07:46 AM
> EDuke32 r1749 (Dec 30, 2010) binaries (full release included as zipfile, only eduke32.exe is already extracted which is needed for gameplay)
> Polymer HRP v4.2.174 with latest maphacks
> Roland SC-55 Music Pack v2.0
> Duke Nukem 3D v1.3d shareware data (duke.rts, duke3d.grp)
Extractor will create a "Duke3D" dir on any hard drive you specify. If you own the full game, replace duke3d.grp with the version from the full release (preferrably Atomic Edition) and you are ready to rumble. XXX Pack users can drop the file into the "autoload" dir.
Get it here (605 MB)! BTW, mirrors might come in handy...
This post has been edited by NightFright: 01 January 2011 - 07:51 AM
#2206 Posted 01 January 2011 - 10:13 AM
NightFright, on Jan 1 2011, 07:46 AM, said:
> EDuke32 r1749 (Dec 30, 2010) binaries (full release included as zipfile, only eduke32.exe is already extracted which is needed for gameplay)
> Polymer HRP v4.2.174 with latest maphacks
> Roland SC-55 Music Pack v2.0
> Duke Nukem 3D v1.3d shareware data (duke.rts, duke3d.grp)
Extractor will create a "Duke3D" dir on any hard drive you specify. If you own the full game, replace duke3d.grp with the version from the full release (preferrably Atomic Edition) and you are ready to rumble. XXX Pack users can drop the file into the "autoload" dir.
Get it here (605 MB)! BTW, mirrors might come in handy...
awesome! and thank you very much for keeping it up! the hrp is from 2006 (?) and today is 2011! 5 fucking years
#2207 Posted 02 January 2011 - 01:16 AM
This post has been edited by SwissCm: 02 January 2011 - 01:27 AM
#2208 Posted 02 January 2011 - 07:29 AM
Ep.2 is missing 8 textures and the Skywalker model (wasn't someone working on that some while ago already, btw?), while Ep.3 is down to 7 textures, 2-3 models (Indy, Fetusjib and a switch) plus a couple of highres number sprites. I believe the community should be able to pull that off well within this year, provided the creative and productive guys find some time to work on it.
Completion of all the episodes which 1.3d version had would certainly be a nice achievement for 2011, wouldn't you guys agree? ^^
This post has been edited by NightFright: 02 January 2011 - 07:37 AM
#2209 Posted 03 January 2011 - 08:37 PM
#2210 Posted 04 January 2011 - 03:42 AM
Anyway, changes can only happen if/when contributions are actually made... ^^
This post has been edited by NightFright: 04 January 2011 - 03:43 AM
#2211 Posted 04 January 2011 - 04:12 AM
http://dl.dropbox.co...03/GreyFont.ttf
This post has been edited by empyrock: 04 January 2011 - 07:33 AM
#2212 Posted 04 January 2011 - 07:41 AM
Tetsuo, on Jan 3 2011, 08:37 PM, said:
Are you sure about that?
#2213 Posted 04 January 2011 - 11:36 AM
Tea Monster, on Jan 4 2011, 08:41 AM, said:
I didn't say I think that just that I see other people say things like that on here. I once spoke out against voxels and I was practically torn to shreds.... also from the latest thread on voxels for duke3D:
Martin, on Jan 3 2011, 07:57 AM, said:
*snip*
Voxel models of the old sprites would be great.
I personally think voxels don't look good (a blurry mess like NightFright says) the way they are now but yeah... there are people here who favor them any way.
This post has been edited by Tetsuo: 04 January 2011 - 11:49 AM
#2214 Posted 04 January 2011 - 08:26 PM
#2215 Posted 04 January 2011 - 08:41 PM
#2216 Posted 05 January 2011 - 02:28 AM
Tetsuo, on Jan 4 2011, 09:41 PM, said:
I don't have any problem with people who love the original sprites. More power to them. Voxels are cool, great stuff. They just don't have the same resolution as a model.
We have the HRP with models, they have a Voxel replacement programme - everyone is happy.
What I can't understand is the people jumping up and down saying that the HRP is "sh*t". These same people then clamour for voxel sprite replacements. They are making the voxel sprite replacements directly from the HRP models.
Wait a minute, didn't they just say that the HRP models are 'sh*t'? So why do they want a lower res, blocky representation of the HRP models, and think that is great? Does anyone see the reality disconnect there?
Its like getting a new, HD, flat-screen TV, looking at it for a few minutes in HD, then saying "You know, that looks like sh*t". Then said person goes over to the TV, pokes around in the back for a minute till the resolution of the TV is now at 128 pixels wide. Person walks back to chair and sits down. On the screen is a barely recognizable lego-brick version of the HD TV signal "Ahhh, now THAT is what I'm talking about!" he says. It dosen't make any sense at all, on any level.
This post has been edited by Tea Monster: 05 January 2011 - 02:30 AM
#2217 Posted 05 January 2011 - 01:02 PM
#2218 Posted 05 January 2011 - 06:41 PM
Radar1013, on Jan 5 2011, 10:02 PM, said:
I would love to have something better than voxels. But voxel seems to be the only choice for you to make it look like the original game :S
#2219 Posted 07 January 2011 - 02:48 PM
some nitpicking on 1173 : the background structure's colour should tend to be more orange and the edges of the metal structure would be better off if the edges were less sharp so that some light reflects on them (compare the former svn version).
Thanks a lot for keeping up working on the HRP!
#2220 Posted 07 January 2011 - 03:21 PM
This post has been edited by Roma Loom: 07 January 2011 - 03:22 PM
#2221 Posted 09 January 2011 - 06:15 PM
It was way too bright. The shade on the model was set to -15, and I changed it to 6. The death animation was fucked up. The animation was way too long to fully display, so what you saw was the trooper flinching and getting ready to fall, then it would suddenly appear on the ground (because by then the actor switches to the dead body frame). I cut out the unnecessary frames and now he falls down properly. Note that speeding up fps on the anim would not be a good alternative to fixing this, because then he would fall down faster than gravity.
Attached File(s)
-
monsters.zip (3.71K)
Number of downloads: 366
#2222 Posted 10 January 2011 - 11:23 PM
we must complain for 3 pages about a small joke on a HRP tile!
cheers DT
#2223 Posted 11 January 2011 - 09:38 PM
BTW, most of the models in the HRP still don't seem to have a specular material set and use the default. Some stuff (such as most monsters) looks way too shiny as a result. Just be reminded that you don't need a specular map to control how the specular highlights look, that's only if you need to control it _per pixel_.
#2224 Posted 11 January 2011 - 09:49 PM
#2225 Posted 11 January 2011 - 09:49 PM
#2226 Posted 15 January 2011 - 02:37 PM
This post has been edited by NightFright: 15 January 2011 - 02:37 PM
#2227 Posted 15 January 2011 - 04:13 PM
NightFright, on Jan 15 2011, 02:37 PM, said:
Wouldn't it have made more sense to wait a few days and included the highpal lookup maps with all of the pal versions of textures and skins removed?
#2229 Posted 16 January 2011 - 09:59 AM
7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/screen/fonts.def Multiple PAL definition detected for tile: 2822 Multiple PAL definition detected for tile: 2823 Multiple PAL definition detected for tile: 2824 Multiple PAL definition detected for tile: 2825 Multiple PAL definition detected for tile: 2826 Multiple PAL definition detected for tile: 2827 Multiple PAL definition detected for tile: 2828 Multiple PAL definition detected for tile: 2829 Multiple PAL definition detected for tile: 2830 Multiple PAL definition detected for tile: 2831 Multiple PAL definition detected for tile: 2832 Multiple PAL definition detected for tile: 2833 Multiple PAL definition detected for tile: 2834 Multiple PAL definition detected for tile: 2835 Multiple PAL definition detected for tile: 2836 Multiple PAL definition detected for tile: 2837 Multiple PAL definition detected for tile: 2838 Multiple PAL definition detected for tile: 2839 Multiple PAL definition detected for tile: 2840 Multiple PAL 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Multiple PAL definition detected for tile: 3126 Multiple PAL definition detected for tile: 3127 Multiple PAL definition detected for tile: 3128 Multiple PAL definition detected for tile: 3129 Multiple PAL definition detected for tile: 3130 Multiple PAL definition detected for tile: 3131 Multiple PAL definition detected for tile: 3132 Multiple PAL definition detected for tile: 3133 Multiple PAL definition detected for tile: 3134 Multiple PAL definition detected for tile: 3135 Multiple PAL definition detected for tile: 3162 Multiple PAL definition detected for tile: 3163 Multiple PAL definition detected for tile: 3164 Multiple PAL definition detected for tile: 3165 7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/screen/hud.def Multiple PAL definition detected for tile: 60 Multiple PAL definition detected for tile: 2471 7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/screen/menu.def Multiple PAL definition detected for tile: 2820 7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/skyboxes.def 7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/sprites/build.def 7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/sprites/characters.def Multiple PAL definition detected for tile: 1403 7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/sprites/decals.def Multiple PAL definition detected for tile: 546 Multiple PAL definition detected for tile: 1226 Multiple PAL definition detected for tile: 2298 7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/sprites/effects.def Multiple PAL definition detected for tile: 580 Multiple PAL definition detected for tile: 581 Multiple PAL definition detected for tile: 582 Multiple PAL definition detected for tile: 583 Multiple PAL definition detected for tile: 634 Multiple PAL definition detected for tile: 635 Multiple PAL definition detected for tile: 636 Multiple PAL definition detected for tile: 637 Multiple PAL definition detected for tile: 660 Multiple PAL definition detected for tile: 924 Multiple PAL definition 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#2230 Posted 16 January 2011 - 11:17 AM
This post has been edited by NightFright: 16 January 2011 - 11:20 AM

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