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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   Geoffrey 

#2261

View PostDanM, on Jan 31 2011, 11:13 PM, said:

speak of the devil...

Attachment eduke32_...07_44_26.png


I love that shot - the font looks terrific.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2262

View PostDeeperThought, on Feb 5 2011, 12:48 AM, said:

It is spelled "DEVISTATOR" in the original CONs:

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.
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User is offline   Stabs 

#2263

View PostGeoffrey, on Feb 5 2011, 01:01 AM, said:

I love that shot - the font looks terrific.


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
Attached File  newfonts.rar (307.24K)
Number of downloads: 367

This post has been edited by DanM: 05 February 2011 - 05:25 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2264

Why is 1210p_guilty.md2 an MD2?
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User is offline   Tea Monster 

  • Polymancer

#2265

Because it was made a looooooong time ago and I never updated it.

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

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User is offline   Roma Loom 

  • Loomsday Device

#2266

View PostTea Monster, on Feb 6 2011, 01:44 AM, said:

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?

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

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User is offline   Tea Monster 

  • Polymancer

#2267

View PostRoma Loom, on Feb 6 2011, 04:04 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.

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.
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User is offline   NightFright 

  • The Truth is in here

#2268

BTW, if you download the maphacks below, these already contain MickyC's latest E2L1 and E2L2 light defs.
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).
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User is offline   Stabs 

#2269

I went through the hrp with search "_2" "_1" etc etc to find alt pal tiles and deleted all them and the game seems to look fine, cept the liztroop, who had his chest armor missing.

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.
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User is offline   Plagman 

  • Former VP of Media Operations

#2270

Yeah, stuff drawn through rotatesprite (that aren't models) are still getting drawn by Polymost, which doesn't support highpal. I need to fix that.

BTW, I just committed SwissCM's new redfont, which looks awesome:

Posted Image

Does anyone else think the old HUD shotgun should be brought back?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2271

View PostPlagman, on Feb 20 2011, 06:18 PM, said:

Does anyone else think the old HUD shotgun should be brought back?

+1
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User is offline   Danukem 

  • Duke Plus Developer

#2272

Love the font! ;)
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User is offline   KareBear 

#2273

View PostPlagman, on Feb 20 2011, 05:18 AM, said:

Does anyone else think the old HUD shotgun should be brought back?


I do.
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#2274

View PostPlagman, on Feb 20 2011, 06:18 AM, said:

BTW, I just committed SwissCM's new redfont, which looks awesome:
(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.
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User is offline   SwissCm 

#2275

For compatibility and as a little bonus I also made an 8-bit version of the font. It's used if you run the HRP but switch to an 8-bit/non-hightile mode so you don't end up with a bunch of blank tiles (the dimensions are different). It's basically the hi-res font scaled down and cleaned up and looks very close to the original pre-atomic font.
Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#2276

Can we have a link to the 8-bit version please? ;) It looks great.
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User is offline   fgsfds 

#2277

I remade letter N in bluefont to make it similiar to the original.
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.

Attached thumbnail(s)

  • Attached Image: 2867.png


This post has been edited by empyrock: 23 February 2011 - 01:35 PM

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User is offline   SwissCm 

#2278

I actually did that myself, forgot to submit it. I even have a preview for it.
Posted Image

EDIT: Also I propose taking away the alternate pals for the fonts and let the new pal code take care of it.

View PostDeeperThought, on Feb 20 2011, 06:59 PM, said:

Can we have a link to the 8-bit version please? ;) It looks great.

It's in the svn.

Quote

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.

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

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User is offline   Tea Monster 

  • Polymancer

#2279

View PostPlagman, on Feb 19 2011, 10:18 PM, said:

Does anyone else think the old HUD shotgun should be brought back?


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

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User is offline   Hendricks266 

  • Weaponized Autism

  #2280

View PostSwissCm, on Feb 20 2011, 02:50 AM, said:

For compatibility and as a little bonus I also made an 8-bit version of the font. It's used if you run the HRP but switch to an 8-bit/non-hightile mode so you don't end up with a bunch of blank tiles (the dimensions are different). It's basically the hi-res font scaled down and cleaned up and looks very close to the original pre-atomic font.

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?
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User is offline   fgsfds 

#2281

SwissCm, will you make your font green and orange for DC and Carribbean?
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User is offline   Hendricks266 

  • Weaponized Autism

  #2282

and White/Snowy for NW?
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User is offline   Besli 

#2283

View PostPlagman, on Feb 19 2011, 10:18 PM, said:

BTW, I just committed SwissCM's new redfont, which looks awesome:
(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

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User is offline   LeoD 

  • Duke4.net topic/3513

#2284

View PostPlagman, on Feb 20 2011, 06:18 AM, said:

BTW, I just committed SwissCM's new redfont, which looks awesome:

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

View PostPlagman, on Feb 20 2011, 06:18 AM, said:

Does anyone else think the old HUD shotgun should be brought back?

+1
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User is offline   Plagman 

  • Former VP of Media Operations

#2285

OK, fixed and done.

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.
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User is offline   Gambini 

#2286

View PostPlagman, on Feb 20 2011, 02:18 AM, said:

Does anyone else think the old HUD shotgun should be brought back?


+2
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User is offline   Plagman 

  • Former VP of Media Operations

#2287

It's back now; hopefully it (or a tweaked version) can be brought back once we have a better animation system.
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User is offline   SwissCm 

#2288

View Postempyrock, on Feb 21 2011, 05:30 AM, said:

SwissCm, will you make your font green and orange for DC and Carribbean?

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.

View PostHendricks266, on Feb 21 2011, 04:32 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.

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:

2. Why didn't you use the original 8-bit font tiles from v1.3D?

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.
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User is offline   Tea Monster 

  • Polymancer

#2289

View PostPlagman, on Feb 21 2011, 07:03 PM, said:

OK, fixed and done.

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

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User is offline   Plagman 

  • Former VP of Media Operations

#2290

Polymer's default FOV is exactly the same as Half-Life 2, so there must be more to it. I appreciate that there might be something that I could do to help, but unless you tell me what you need in more detail I'm not sure how to make it better. What exactly was the distortion like? If you set the FOV to different values, is it better then?
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