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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   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
0

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_.
0

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.
0

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.
0

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

0

User is offline   Danukem 

  • Duke Plus Developer

#2227

 NightFright, 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?
0

User is offline   NightFright 

  • The Truth is in here

#2228

Well, uploading a new version won't be a problem later...
0

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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7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/screen/hud.def
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7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/sprites/firstperson.def
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7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/sprites/signs.def
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7:55:55 PM Parsing D:\Games\Duke3D Polymer\highres/textures.def
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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

0

User is offline   Roma Loom 

  • Loomsday Device

#2231

Yeah.
But this list is only for textures, not including models skins...
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2232

There are a few textures that are more than just colorization of certain parts and some that translate only a portion of blue in the original version (0171_accesswitch comes to mind) or that could be problematic because of similar issues (4287 vs. 4287 pal 17).
What I would suggest is starting with the obvious candidates which would remove a lot of bulk from the HRP. That's primarily the first-person and model skins because they're so big. (You can see the caching time from a clean cache in newer revisions, check it out if you're interested.) Next, I would proceed with the non-problematic textures which have some blue portion that is remapped for 21-style pals. What remains after that is probably a negligible amount.
Also, I'm unsure whether highpals work with on-screen font sprites.
0

User is offline   Tea Monster 

  • Polymancer

#2233

 Radar1013, on Jan 5 2011, 01:02 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 don't think anyone has a problem with that. I've said I don't understand wanting them, but that dosen't mean that I think that you shouldn't want them. Just a little less hate on their part would be appreciated. Especially if they are using assets from the HRP to make their stuff, than they could at least be polite about the HRP.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#2234

Here's a corrected version of the "lit sign" model, in use with the "innocent" and "crap" signs (which can also be used with the "guilty" model) that is completely off in the current HRP. Compared to 1211_innocent.md2, it has only 6 values changed (xyz scale and translate), so there's no loss of precision. The zip should be unpacked in the polymer_hrp directory.
Pic:
Posted Image

Attached File(s)


0

User is offline   Green 

  #2235

Posted Image
0

User is offline   3D Master 

#2236

That looks really good.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2237

Hahahaha, that looks awesome

In the original 3d model, you can see some small differences in the armor (that thing around his neck). And he is a little more bulk in the upper torso. Except for that, I think it's quite accurate if you imagine it in the arched posture

Posted Image

This post has been edited by Fox: 30 January 2011 - 04:48 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2238

Looks serious, although "prettier" than the reference model, if you can say that. Especially the ugly round teeth and horns of the latter make it look rather more badass.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2239

Looks pretty good! As Fox said, check the shoulder armor and the rocket launchers. Also, the arms seem too long.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2240

Very good. My 2c: the skin is too reflective, therefore not looking 'skinny' but more like an action figure.
0

User is online   0815Jack 

#2241

nice model, but my 2 cents

- skin : reptile patterns are missing

- body: the whole monster should look more like a crawler

- arms / hands: definety to big / long (human)




btw. what happened to the red big font - someone remade them, but its not in the svn?!?
0

User is offline   SwissCm 

#2242

Yeah, that looks excellent. Just a few more pointers:

- Needs to be a bit chubbier, particularly around the neck area
- The teeth on the original model are outside the mouth and curve inwards like claws
- Add some extra details to the horns on the back
- Make the eyes a bit more slanted and protrude them a little

Quote

btw. what happened to the red big font - someone remade them, but its not in the svn?!?

I did, and yeah I forget if I submitted it or not. I don't think it was ever actually accepted since it was a version of the earlier 1.3d font, not the (uglier looking) Atomic Edition font. I think there were a few small changes I wanted to make as well.
Despite it being the 1.3d font it should work fine with Atomic Edition with some .def additions.

This post has been edited by SwissCm: 31 January 2011 - 03:00 AM

0

User is offline   Micky C 

  • Honored Donor

#2243

 Mr. Green, on Jan 30 2011, 10:54 PM, said:

*Image of Overlord*


Is that actually intended to be a model for the HRP? It looks more like something from that Unreal Development Kit remake.

This post has been edited by Micky C: 31 January 2011 - 03:44 AM

0

User is offline   Stabs 

#2244

eyes are just a bit dopey otherwise reduce the shine and that would be awesome
0

User is offline   Tea Monster 

  • Polymancer

#2245

 Micky C, on Jan 31 2011, 04:43 AM, said:

Is that actually intended to be a model for the HRP? It looks more like something from that Unreal Development Kit remake.


This was an oft-stated ideal for the P-HRP. With Polymer, the P-HRP can look like something from Gears of War.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2246

 SwissCm, on Jan 31 2011, 04:58 AM, said:

I did, and yeah I forget if I submitted it or not. I don't think it was ever actually accepted since it was a version of the earlier 1.3d font, not the (uglier looking) Atomic Edition font. I think there were a few small changes I wanted to make as well.
Despite it being the 1.3d font it should work fine with Atomic Edition with some .def additions.


I preferred the 1.3D font. That was a great font. I'd rather be using that.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2247

These red textured font are out-dated. Better is XBox font.
0

User is offline   Tea Monster 

  • Polymancer

#2248

 Fox, on Jan 31 2011, 08:14 AM, said:

These red textured font are out-dated. Better is XBox font.


No offence intended to the original artist, but either Swiss CM's or the X-box font would look miles better.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2249

Swiss's.

This post has been edited by MusicallyInspired: 31 January 2011 - 04:33 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#2250

Agreed. The Atomic font (old or remade) has incredibly boring design. I'd take the old font over it any day, and its remake by SwissCM is top-notch. I vote for making it the big font for the HRP, Atomic or not.
0

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