Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2291 Posted 21 February 2011 - 09:24 PM
#2292 Posted 21 February 2011 - 09:55 PM
#2293 Posted 22 February 2011 - 12:47 AM
This post has been edited by Roma Loom: 22 February 2011 - 12:47 AM
#2294 Posted 22 February 2011 - 10:29 AM
#2295 Posted 22 February 2011 - 10:48 AM
It is why Spiker did the second shotgun - the first looked strange when you cocked it due to the FOV problem with eDuke.
If nobody is in agreement with what the FOV should be, maybe it would be better if you could have it coded for each individual weapon, that way, the modeller could mess around with FOV settings for their particular model and then it's not your headache trying to sort out what works with everything.
This post has been edited by Tea Monster: 22 February 2011 - 11:06 AM
#2296 Posted 22 February 2011 - 10:53 AM
#2297 Posted 23 February 2011 - 12:59 AM
This post has been edited by empyrock: 23 February 2011 - 01:03 AM
#2298 Posted 23 February 2011 - 02:18 AM
#2300 Posted 23 February 2011 - 08:46 AM
Roma Loom, on Feb 23 2011, 05:02 AM, said:
Yeah it's visible in Polymer; now try Polymost.
#2301 Posted 23 February 2011 - 12:14 PM
#2302 Posted 23 February 2011 - 12:15 PM
This post has been edited by DeeperThought: 23 February 2011 - 12:16 PM
#2304 Posted 25 February 2011 - 04:06 PM
Marked, on Feb 23 2011, 05:48 PM, said:
No, :/, Just no...
#2305 Posted 25 February 2011 - 10:54 PM
Marked, on Feb 23 2011, 07:48 PM, said:
You have just been marked for assassination.
#2306 Posted 25 February 2011 - 11:54 PM
edit: forgot the only
This post has been edited by Micky C: 26 February 2011 - 01:06 AM
#2307 Posted 26 February 2011 - 01:04 AM
Roma Loom, on Feb 22 2011, 07:53 PM, said:
Agreed. A lot, if not the majority, of FPS games render the hud models at a lower fov than the world to avoid distortion so this would be the perfect solution.
This post has been edited by Parkar: 26 February 2011 - 01:04 AM
#2308 Posted 26 February 2011 - 03:48 AM
#2309 Posted 26 February 2011 - 09:55 AM
SwissCm, on Feb 26 2011, 12:48 PM, said:
Commit is incomplete:
Error: file 'highres/screen/fonts/redfont13/2929_8b.png' does not exist
#2311 Posted 27 February 2011 - 08:03 PM
Plagman, on Feb 19 2011, 09:18 PM, said:
As of rev 1812 Polymer and highpal are hooked up to rotatesprite, so fonts, keycards etc should now work. If you feel like removing some alternate palettes from the HRP, now is the time.
#2312 Posted 27 February 2011 - 08:19 PM
#2313 Posted 28 February 2011 - 10:01 PM
Parkar, on Feb 26 2011, 01:04 AM, said:
I know Half-Life and Half-Life 2 did that to have "perfect" looking weapons, but is that the case for games with real body awareness going on? I think games like F.E.A.R., Crysis, Riddick, etc. all have their weapons rendered with the same FOV and perspective as the rest of the game world, and they're part of it. And they don't look as perfect as HL2 for this reason.
Anyway, I added support for custom HUD FOVs with revision 1814. Use the 'fov' DEF token to set it in build angle.
I also added support for tweaking the HUD DEF tokens from inside the game using the r_pr_overridehud and r_pr_hud(xadd, yadd, zadd, angadd, fov) cvars for easier editing. The logic behind these is the same as r_pr_overridespecular and r_pr_overrideparallax.
#2314 Posted 28 February 2011 - 10:35 PM
Plagman, on Mar 1 2011, 12:01 AM, said:
This is awesome in itself.
This post has been edited by Hendricks266: 28 February 2011 - 10:35 PM
#2316 Posted 01 March 2011 - 04:40 PM
#2317 Posted 05 March 2011 - 06:35 PM
This post has been edited by LeoD: 05 March 2011 - 08:15 PM
#2318 Posted 12 March 2011 - 11:12 AM
This post has been edited by empyrock: 12 March 2011 - 11:42 AM

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