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

User is offline   Plagman 

  • Former VP of Media Operations

#2201

It really wasn't any different than having the different palettes stored on disk, and the result was way less flexible.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2202

The problem is that no one care about making a freaking different texture for every single pal...

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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #2203

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.

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.

View PostTea Monster, on Dec 16 2010, 02:09 PM, said:

Palmaps!

If the old implementation was buggy, couldn't someone re-visit it and get it working?

View PostHendricks266, on Dec 16 2010, 10:23 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.)

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:

Yes, "palmaps" didn't really work very well and I didn't like how they were implemented so I removed them. They resided in the engine side of things, yet were hard coded to only work with Duke3D's palette configuration. This is a no-no. They also used just as much memory when loaded as just having a complete altered copy of the skin, because the overlays were added in at load time rather than multitextured on during rendering. Therefore, due to their implementation, the ONLY purpose they served was to possibly make the filesize of the HRP smaller, in a world where you can get 1000 GB of HD space for $100 USD. So they're gone.

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User is offline   Tea Monster 

  • Polymancer

#2204

Surely there is some kind of OpenGL command like the photoshop 'multiply' command that overlays one texture on top of another. Then you just tint the overlay in the engine and you can see the original skin underneath, but colourised. Wouldn't it work just like the glowmaps?
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User is offline   NightFright 

  • The Truth is in here

#2205

In order to celebrate the new year, I have compiled a self-extracting archive with the following:

> 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... :P

This post has been edited by NightFright: 01 January 2011 - 07:51 AM

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User is offline   djdori11 

#2206

View PostNightFright, on Jan 1 2011, 07:46 AM, said:

In order to celebrate the new year, I have compiled a self-extracting archive with the following:

> 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... :P

awesome! and thank you very much for keeping it up! the hrp is from 2006 (?) and today is 2011! 5 fucking years :P
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User is offline   SwissCm 

#2207

The HRP started early 2004, basically when JonoF implemented hi res texture support.

This post has been edited by SwissCm: 02 January 2011 - 01:27 AM

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User is offline   NightFright 

  • The Truth is in here

#2208

Actually, we would have loved to issue HRP v5 instead of a mere repack of existing HRP files, but for this, a milestone should be reached first. A logical and possible one would be to wait for Ep.2/3 completion. Looking at the to-do-list, there is really not much left to do to achieve this.
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. :P

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

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User is offline   Tetsuo 

#2209

Then of course there's those models and textures that need "next gen" (higher resolution models with normal maps, etc.) replacements for but yeah if you mean just having something in there to replace the old then those at the remaining things to be done. But I guess those could be held for a future milestone. Some people are unhappy with the current models in general thinking voxel replacements would be better.
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User is offline   NightFright 

  • The Truth is in here

#2210

What I have seen so far indicates that Voxel stuff is a blurry mess which doesn't look anything near highres even. xD But true, the general aim is first to have replacements for the old sprites/textures at all, then efforts to improve them would make more sense. It is obvious that much of the stuff which is now in the HRP is outdated, many models are in there for years without any adjustments. Babes also look more like placeholders, and even the latest HUD shotgun remake didn't really convince as a real improvement over the previous model.
Anyway, changes can only happen if/when contributions are actually made... ^^

This post has been edited by NightFright: 04 January 2011 - 03:43 AM

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User is offline   fgsfds 

#2211

I made original greyfont / 1.3d menu font in ttf if someone need it. Current greyfont in hrp is terrible. Maybe someone will remake it.

http://dl.dropbox.co...03/GreyFont.ttf

This post has been edited by empyrock: 04 January 2011 - 07:33 AM

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User is offline   Tea Monster 

  • Polymancer

#2212

View PostTetsuo, on Jan 3 2011, 08:37 PM, said:

... in general thinking voxel replacements would be better.


Are you sure about that?
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User is offline   Tetsuo 

#2213

View PostTea Monster, on Jan 4 2011, 08:41 AM, said:

Are you sure about that?

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:

View PostMartin, on Jan 3 2011, 07:57 AM, said:

This intrigues me greatly. I've been thinking about getting Eduke32 or DukePlus running on my rig, but one of the things that bothers me about it is that the 3D monsters just look shit.
*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

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User is offline   NightFright 

  • The Truth is in here

#2214

Well, if someone feels like investing much time into making voxels, why prevent him/her from doing so if there are people out there who want it? Personally, I would never use it though since voxels can't beat a decent model with a highres skin - and I think concentrating on finishing up undone models might deserve a higher priority. But like I said, nothing wrong with "parallel development" at all. If there actually IS some. ^^
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User is offline   Tetsuo 

#2215

Yeah, to be technical I can't hold a gun to their heads and force them to not make any but I can choose what I personally run. :P
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User is offline   Tea Monster 

  • Polymancer

#2216

View PostTetsuo, on Jan 4 2011, 09:41 PM, said:

Yeah, to be technical I can't hold a gun to their heads and force them to not make any but I can choose what I personally run. :P

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

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User is offline   Radar 

  • King of SOVL

#2217

The problem with you guys is that you automatically assume that everyone wants the best looking graphics they can get they're hands on. We all know voxels look like crap, but we want them because of the nice classic look. We want to play Duke as if it had come out with voxels. Even if most of the time they look worse than the original sprites, they are just simply fun and cool to look at.
0

#2218

View PostRadar1013, on Jan 5 2011, 10:02 PM, said:

The problem with you guys is that you automatically assume that everyone wants the best looking graphics they can get they're hands on. We all know voxels look like crap, but we want them because of the nice classic look. We want to play Duke as if it had come out with voxels. Even if most of the time they look worse than the original sprites, they are just simply fun and cool to look at.


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
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User is offline   LeoD 

  • Duke4.net topic/3513

#2219

Hi Roma Loom,
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!
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User is offline   Roma Loom 

  • Loomsday Device

#2220

Agree. I was just lazy to make the red part of the door as a separate layer to tinker with colors. I always choose speed over quality for duke tiles, otherwise it would take forever.

This post has been edited by Roma Loom: 07 January 2011 - 03:22 PM

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User is online   Danukem 

  • Duke Plus Developer

#2221

I am submitting the attached monsters.def to fix a couple of problems with the new trooper model.

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)


0

User is offline   Stabs 

#2222

these are not issues that need fixing!

we must complain for 3 pages about a small joke on a HRP tile!

:P
cheers DT
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User is offline   Plagman 

  • Former VP of Media Operations

#2223

Thanks DT, it does look better that way. I committed your change to the HRP SVN repository.

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_.
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User is offline   Micky C 

  • Honored Donor

#2224

So that means someone can easily make the frozen version of monsters really shiny? That would be awesome.
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User is offline   Plagman 

  • Former VP of Media Operations

#2225

Yep, it does mean that. It's just some quick trial-and-error from the console and then writing the values to DEF next to the skin definition for the model/texture.
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User is offline   NightFright 

  • The Truth is in here

#2226

Polymer HRP v4.2.180 has been uploaded. Right now, only zipfile release will be available.

This post has been edited by NightFright: 15 January 2011 - 02:37 PM

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User is online   Danukem 

  • Duke Plus Developer

#2227

View PostNightFright, on Jan 15 2011, 02:37 PM, said:

Polymer HRP v4.2.180 has been uploaded. Right now, only zipfile release will be available.


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?
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User is offline   NightFright 

  • The Truth is in here

#2228

Well, uploading a new version won't be a problem later...
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User is offline   Roma Loom 

  • Loomsday Device

#2229

The list of textures with additional pal defs is quite big, the autoremove tool will be needed

7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/screen/fonts.def
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Multiple PAL definition detected for tile: 336
Multiple PAL definition detected for tile: 337
Multiple PAL definition detected for tile: 338
Multiple PAL definition detected for tile: 365
Multiple PAL definition detected for tile: 366
Multiple PAL definition detected for tile: 370
Multiple PAL definition detected for tile: 387
Multiple PAL definition detected for tile: 388
Multiple PAL definition detected for tile: 389
Multiple PAL definition detected for tile: 390
Multiple PAL definition detected for tile: 399
Multiple PAL definition detected for tile: 401
Multiple PAL definition detected for tile: 428
Multiple PAL definition detected for tile: 438
Multiple PAL definition detected for tile: 439
Multiple PAL definition detected for tile: 442
Multiple PAL definition detected for tile: 446
Multiple PAL definition detected for tile: 538
Multiple PAL definition detected for tile: 539
Multiple PAL definition detected for tile: 540
Multiple PAL definition detected for tile: 541
Multiple PAL definition detected for tile: 545
Multiple PAL definition detected for tile: 757
Multiple PAL definition detected for tile: 787
Multiple PAL definition detected for tile: 791
Multiple PAL definition detected for tile: 797
Multiple PAL definition detected for tile: 803
Multiple PAL definition detected for tile: 810
Multiple PAL definition detected for tile: 811
Multiple PAL definition detected for tile: 832
Multiple PAL definition detected for tile: 857
Multiple PAL definition detected for tile: 881
Multiple PAL definition detected for tile: 889
Multiple PAL definition detected for tile: 890
Multiple PAL definition detected for tile: 891
Multiple PAL definition detected for tile: 892
Multiple PAL definition detected for tile: 1074
Multiple PAL definition detected for tile: 1082
Multiple PAL definition detected for tile: 1083
Multiple PAL definition detected for tile: 1084
Multiple PAL definition detected for tile: 1085
Multiple PAL definition detected for tile: 1086
Multiple PAL definition detected for tile: 1087
Multiple PAL definition detected for tile: 1100
Multiple PAL definition detected for tile: 1108
Multiple PAL definition detected for tile: 1132
Multiple PAL definition detected for tile: 1144
Multiple PAL definition detected for tile: 1152
Multiple PAL definition detected for tile: 3375
Multiple PAL definition detected for tile: 3376
Multiple PAL definition detected for tile: 3377
Multiple PAL definition detected for tile: 3378
Multiple PAL definition detected for tile: 3407
Multiple PAL definition detected for tile: 4097
Multiple PAL definition detected for tile: 4123
Multiple PAL definition detected for tile: 4124
Multiple PAL definition detected for tile: 4178
Multiple PAL definition detected for tile: 4192
Multiple PAL definition detected for tile: 4210
Multiple PAL definition detected for tile: 4211
Multiple PAL definition detected for tile: 4212
Multiple PAL definition detected for tile: 4213
Multiple PAL definition detected for tile: 4214
Multiple PAL definition detected for tile: 4215
Multiple PAL definition detected for tile: 4216
Multiple PAL definition detected for tile: 4217
Multiple PAL definition detected for tile: 4218
Multiple PAL definition detected for tile: 4219
Multiple PAL definition detected for tile: 4220
Multiple PAL definition detected for tile: 4221
Multiple PAL definition detected for tile: 4222
Multiple PAL definition detected for tile: 4223
Multiple PAL definition detected for tile: 4224
Multiple PAL definition detected for tile: 4260
Multiple PAL definition detected for tile: 4261
Multiple PAL definition detected for tile: 4262
Multiple PAL definition detected for tile: 4263
Multiple PAL definition detected for tile: 4271
Multiple PAL definition detected for tile: 4272
Multiple PAL definition detected for tile: 4273
Multiple PAL definition detected for tile: 4284
Multiple PAL definition detected for tile: 4285
Multiple PAL definition detected for tile: 4286
Multiple PAL definition detected for tile: 4287
Multiple PAL definition detected for tile: 4531
Multiple PAL definition detected for tile: 4888
Multiple PAL definition detected for tile: 5083
Multiple PAL definition detected for tile: 5084
7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/projections.def
7:55:55 PM Loaded 1855 HRT definitions

0

User is offline   NightFright 

  • The Truth is in here

#2230

Just to get this straight, with this feature, no separately made pal versions will be needed for either sprites, models, textures or fonts any more? They can be removed completely from the defs and the HRP itself and will still have the correct colors ingame?

This post has been edited by NightFright: 16 January 2011 - 11:20 AM

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