Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2260 Posted 04 February 2011 - 10:48 PM
define DEVISTATOR_WEAPON 7
define DEVISTATORSPRITE 29
define DEVISTATORAMMO 42
define DEVISTATORBLAST 1642
define DEVISTATOR 2510
Whoever made the skin was probably just following that standard.
#2261 Posted 05 February 2011 - 12:01 AM
#2262 Posted 05 February 2011 - 01:46 AM
DeeperThought, on Feb 5 2011, 12:48 AM, said:
define DEVISTATOR_WEAPON 7
define DEVISTATORSPRITE 29
define DEVISTATORAMMO 42
define DEVISTATORBLAST 1642
define DEVISTATOR 2510
Whoever made the skin was probably just following that standard.
That's Todd Replogle for you.
#2263 Posted 05 February 2011 - 06:04 AM
Geoffrey, on Feb 5 2011, 01:01 AM, said:
Cheers, i have a new version with some minor tweaks to that font, and added the smallfont redone in highres
with edukes default menu/hud scaling it doesn't utilise it that well, but looks much better if used in game for text. if it was incorporated into eduke by default with proper scaling we could probably have a nicer keyboard setup menu/credits/hud items, its only 240ks
edit : fixed t and y in the blue font, they had incorrect bounding proportions
newfonts.rar (307.24K)
Number of downloads: 367
This post has been edited by DanM: 05 February 2011 - 05:25 PM
#2265 Posted 05 February 2011 - 03:44 PM
EDIT: On that note, how is light from the signs being handled? If at some point I update it, do I bake the lights on or is there going to be a spot attached to the model?
This post has been edited by Tea Monster: 06 February 2011 - 01:40 AM
#2266 Posted 06 February 2011 - 04:04 AM
Tea Monster, on Feb 6 2011, 01:44 AM, said:
What?
Sure it's double with a lighthack for the classic levels, but attaching a lightsource to a model - that's something from the future of another universe.
This post has been edited by Roma Loom: 06 February 2011 - 04:05 AM
#2267 Posted 06 February 2011 - 06:08 AM
Roma Loom, on Feb 6 2011, 04:04 AM, said:
Sure it's double with a lighthack for the classic levels, but attaching a lightsource to a model - that's something from the future of another universe.
Maybe not actually attach it, but you could maphack a spot next to the sign at the correct angle. I'm just wondering. It might work just to put a glowmap onto it, especially as they are usually in out-of-the-way areas.
#2268 Posted 06 February 2011 - 12:13 PM
I am also working on a new Polymer HRP snapshot, but I rather wanna wait until the first pre-made HRP pal tiles are removed from the pack (it needs to be checked how they look ingame with the new feature).
#2269 Posted 06 February 2011 - 03:50 PM
btw I think highpals dont seem to affect hud based text / menu, for example the dukeplus quoters dont seem to change colors according to their pal on the hud, but when i place a letter in game i can change its pal fine.
#2270 Posted 19 February 2011 - 09:18 PM
BTW, I just committed SwissCM's new redfont, which looks awesome:

Does anyone else think the old HUD shotgun should be brought back?
#2271 Posted 19 February 2011 - 09:41 PM
Plagman, on Feb 20 2011, 06:18 PM, said:
+1
#2273 Posted 19 February 2011 - 11:06 PM
Plagman, on Feb 20 2011, 05:18 AM, said:
I do.
#2274 Posted 19 February 2011 - 11:45 PM
Plagman, on Feb 20 2011, 06:18 AM, said:
(PIC)
Does anyone else think the old HUD shotgun should be brought back?
Yes and Yes, I never liked the v1.4+ font even in the original game and as for the shotgun, yeah, the new one is actually broken if you look where the arm is you can see a big square of model that is missing.
#2275 Posted 20 February 2011 - 12:50 AM
#2276 Posted 20 February 2011 - 12:59 AM
#2277 Posted 20 February 2011 - 01:31 AM
DeeperThought, it's already in svn.
By the way, Plagman, why you don't add duke and atomic logos and title screen from xbla version? They looks much better then current.
This post has been edited by empyrock: 23 February 2011 - 01:35 PM
#2278 Posted 20 February 2011 - 01:45 AM

EDIT: Also I propose taking away the alternate pals for the fonts and let the new pal code take care of it.
DeeperThought, on Feb 20 2011, 06:59 PM, said:
It's in the svn.
Quote
I agree, but copyright issues etc. To be honest though I don't see anyone giving a shit, 3DR is basically dead and gearbox seem to be a lot nicer about use of their IP. See that duke3d remake for example, that would never fly under 3DR, in fact something similar was started before on GoldSrc/HL engine and 3DR shut it down because they were dicks.
This post has been edited by SwissCm: 20 February 2011 - 01:52 AM
#2279 Posted 20 February 2011 - 08:51 AM
Plagman, on Feb 19 2011, 10:18 PM, said:
I think it looked better. Can we change the standard FOV while we are at it and kill off the problem that created the second model in the first place?
Also, I've been going through the pack and I've noticed a few tiles that had colour correction applied and they don't seem to be in there.
One was 4308 - which looks even more saturated in the pack than it did when I originally corrected it.
This post has been edited by Tea Monster: 20 February 2011 - 08:53 AM
#2280 Posted 20 February 2011 - 10:32 AM
SwissCm, on Feb 20 2011, 02:50 AM, said:
1. I thought that with setuptile, 8-bit art isn't affected, while dummytile is the one that gives you blank tiles, so this isn't totally necessary, even though it's great.
2. Why didn't you use the original 8-bit font tiles from v1.3D?
#2281 Posted 20 February 2011 - 11:30 AM
#2283 Posted 20 February 2011 - 11:16 PM
Plagman, on Feb 19 2011, 10:18 PM, said:
(PIC)
Does anyone else think the old HUD shotgun should be brought back?
The font looks great in your pic.
Yes, I do.
This post has been edited by Besli: 20 February 2011 - 11:19 PM
#2284 Posted 21 February 2011 - 07:18 AM
Plagman, on Feb 20 2011, 06:18 AM, said:
Some files appear to be missing or are mistyped in the DEF:
Error: file 'highres/screen/fonts/highres/screen/fonts/redfont13/3022.png' does not exist Error: file 'highres/screen/fonts/highres/screen/fonts/redfont13/3022_1.png' does not exist Error: file 'highres/screen/fonts/highres/screen/fonts/redfont13/3022.png' does not exist Error: file 'highres/screen/fonts/highres/screen/fonts/redfont13/3022_8.png' does not exist
-> copy/paste typos in fonts.def line 2226ff
Plagman, on Feb 20 2011, 06:18 AM, said:
+1
#2285 Posted 21 February 2011 - 06:03 PM
TM, do you mean the standard FOV for HUD models only or just for everything? If the latter, you can already tweak that. I think ideally we want a custom FOV for each different HUD model, I could probably make that happen.
#2286 Posted 21 February 2011 - 07:04 PM
Plagman, on Feb 20 2011, 02:18 AM, said:
+2
#2287 Posted 21 February 2011 - 07:09 PM
#2288 Posted 21 February 2011 - 07:10 PM
empyrock, on Feb 21 2011, 05:30 AM, said:
I'm waiting on Plagman to add highpal support to rotatesprite, it would remove the need to have a shitload of alternate pal files. I tested using highpal on the fonts by placing them as regular sprites in-game and they look perfect.
Hendricks266, on Feb 21 2011, 04:32 AM, said:
That's how it was initially, but then it would be hard to navigate menus if one decided to turn off hightile or switch to 8-bit mode while having the HRP loaded.
Hendricks266 said:
Copyright I guess, but really it was so easy to make the 8-bit tiles I thought why not just do that instead and be a little more consistent. It's also something people can throw into their mods or whatever too without going through the bother of ripping the artwork 1.3d.
#2289 Posted 21 February 2011 - 08:07 PM
Plagman, on Feb 21 2011, 07:03 PM, said:
TM, do you mean the standard FOV for HUD models only or just for everything? If the latter, you can already tweak that. I think ideally we want a custom FOV for each different HUD model, I could probably make that happen.
For HUD models. The reason that Spiker made the second HUD shotgun was due to the FOV problem where it would distort to heck when it was cocked. If you check out Spiker's shotgun, it has a very elongated shape to try to get around this problem. This was due to the FOV for Polymer, which was different from 'other FPS's' (I don't have figures). I was hoping that the FPS for Polymer could be set to something more in line with other games so that stuff could be held away from the camera and not have an exaggerated perspective effect on it.
This may affect other weapons, but to be honest, they all have to be re-made anyway for Polymer. Of course, if you could specify FOV per weapon, that would solve that particular problem
This post has been edited by Tea Monster: 21 February 2011 - 08:10 PM

Help
Duke4.net
DNF #1
Duke 3D #1


