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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 online   Danukem 

  • Duke Plus Developer

#2291

While on the subject of FOV, will we ever have CON access to command like setaspect that works in Polymer? I wanted to add a sniper rifle to DNE, but I can't because there is no way to add zoom. It's a shame because the renderer supports it, and yet ironically I can do zoom better in the software renderer by changing the size of the player sprite.
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User is offline   SwissCm 

#2292

I think that we should give up on making the weapons perspective incorrect, it's a waste of time and just causes headaches.
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User is offline   Roma Loom 

  • Loomsday Device

#2293

I'm not sure if it's a known fact but there's a console command in HL2 which changes HUD weapon FOV while world's FOV stays intact.

This post has been edited by Roma Loom: 22 February 2011 - 12:47 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2294

Just want to chime in and say that I love the 1.3D style font!
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User is offline   Tea Monster 

  • Polymancer

#2295

I don't know the maths involved, but basically, if you have something long like (for example) a shotgun, you have to distort the shape of it to get it to look normal. It suffers from an exaggerated perspective effect. It's one reason the mighty boot looks strange, if I did a 'real' model of a leg and a boot we'd run into the HUD FOV problem and it would look like Duke has legs 4 miles long. It is also described as a 'Fish-eye' effect.

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

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User is offline   Roma Loom 

  • Loomsday Device

#2296

a FOV per weapon definition would just be the most perfect solution, but if it's too complex to implement, a global weapon FOV var in the console would be more that enough.
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User is offline   fgsfds 

#2297

Fence grid isn't visible on e1m1 roof with 3d-models on. It's only visible if you look at it from behind.

This post has been edited by empyrock: 23 February 2011 - 01:03 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#2298

Yeah, I see this too. Could it be that the model is missing a face? Polymer apparently also renders the back ones and shows that fence as intended.
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User is offline   Roma Loom 

  • Loomsday Device

#2299

Looks ok at my end, both sides are visible.
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User is online   Danukem 

  • Duke Plus Developer

#2300

View PostRoma Loom, on Feb 23 2011, 05:02 AM, said:

Looks ok at my end, both sides are visible.


Yeah it's visible in Polymer; now try Polymost.
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User is offline   Roma Loom 

  • Loomsday Device

#2301

At certain revision, not so long ago, maybe 6 months ago I had deleted the other side of the "wire netting", since I've noticed that a single polygon works as "doublesided". So you may blame me, but it's funny how it wasn't noticed before...
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User is online   Danukem 

  • Duke Plus Developer

#2302

I noticed it, but because it was in the Polymer HRP, and it looked fine with Polymer, I assumed the fence required some new Polymer feature and didn't give it any more thought.

This post has been edited by DeeperThought: 23 February 2011 - 12:16 PM

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User is offline   Mark 

#2303

Guess you should have given it some deeper thought ;)
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#2304

View PostMarked, on Feb 23 2011, 05:48 PM, said:

Guess you should have given it some deeper thought :P

No, :/, Just no...
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2305

View PostMarked, on Feb 23 2011, 07:48 PM, said:

Guess you should have given it some deeper thought :P


You have just been marked for assassination.
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User is offline   Micky C 

  • Honored Donor

#2306

Looks like being musically inspired isn't the only way you're talented.

edit: forgot the only :P

This post has been edited by Micky C: 26 February 2011 - 01:06 AM

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User is offline   Parkar 

  • Honored Donor

#2307

View PostRoma Loom, on Feb 22 2011, 07:53 PM, said:

a FOV per weapon definition would just be the most perfect solution, but if it's too complex to implement, a global weapon FOV var in the console would be more that enough.



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

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User is offline   SwissCm 

#2308

The big red font has been fixed. I forgot to make the dash tile that was added to the 1.5 font, used for some of the Episode 4 maps.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2309

View PostSwissCm, on Feb 26 2011, 12:48 PM, said:

The big red font has been fixed. I forgot to make the dash tile that was added to the 1.5 font, used for some of the Episode 4 maps.

Commit is incomplete:
Error: file 'highres/screen/fonts/redfont13/2929_8b.png' does not exist
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User is offline   Hendricks266 

  • Weaponized Autism

  #2310

Fixed.
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User is offline   Plagman 

  • Former VP of Media Operations

#2311

View PostPlagman, on Feb 19 2011, 09:18 PM, said:

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.


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.
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User is offline   Stabs 

#2312

cheers plagman, my new fonts are changing color in the menus now and so are quoters in game :P
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User is offline   Plagman 

  • Former VP of Media Operations

#2313

View PostParkar, on Feb 26 2011, 01:04 AM, 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.


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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2314

View PostPlagman, on Mar 1 2011, 12:01 AM, said:

r_pr_hud(xadd, yadd, zadd, angadd, fov)

This is awesome in itself.

This post has been edited by Hendricks266: 28 February 2011 - 10:35 PM

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User is offline   Tea Monster 

  • Polymancer

#2315

Cool, thank you!
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User is offline   NightFright 

  • The Truth is in here

#2316

Polymer HRP Preview v4.2.200 (standalone) uploaded on the site.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2317

Bad idea deleted.

This post has been edited by LeoD: 05 March 2011 - 08:15 PM

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User is offline   fgsfds 

#2318

Did someone has problems with new rpg? It happens only with polymost.

This post has been edited by empyrock: 12 March 2011 - 11:42 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#2319

Yes, it's not compatible with Polymost.
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User is offline   fgsfds 

#2320

Is it means that you completely abandoned polymost or it will be fixed?
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