Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2401 Posted 28 March 2011 - 05:49 AM
#2403 Posted 28 March 2011 - 08:09 AM
#2404 Posted 28 March 2011 - 12:01 PM
Can you guys give us maybe a rough picture about what's currently still in the pipeline? For example, I know that Tea Monster (IIRC) is finishing the Polymer HUD pistol. Having full Polymer lighting for either all four or at least the first three episodes would also be pretty cool (that's something for maphacks, as you know). The reason why I am asking is because sooner or later, we should think about an official release again, and it might come in handy to know what is still possible to include before we start wrapping up things.
Also, a good idea might be if someone felt responsible for cleaning up the SVN repository from files we do not need any more, especially the Polymost tiles which are now not used in the defs any more. Optimizations like these would be helpful before a release, too. Of course, there is no need to hurry now, it's just to get a rough idea about what to expect for, let's say, the next couple of months - even though that is probably hard to say given the limited time many of you have.
BTW: It's most likely impossible to meet all the criteria mentioned in the To-Do List for any official release which is supposed to happen this year (if any), so I guess we can pretty much forget about that right now, anyway.
This post has been edited by NightFright: 28 March 2011 - 12:24 PM
#2405 Posted 28 March 2011 - 12:19 PM
This is in e4l5 (Pigsty) in the breakroom area (it's the message pointing to the secret exit). When I view this with night vision goggles does the 1.3d redfont "P" get replaced by the default gray brick sprite?
#2406 Posted 28 March 2011 - 12:22 PM
#2407 Posted 28 March 2011 - 12:44 PM
#2408 Posted 28 March 2011 - 07:19 PM
Micky C, on 28 March 2011 - 12:44 PM, said:
Does that mean that after high school,you will finaly be able to spend a little bit more time on the hrp and polymer?
and i don't want to be rude,but i know that all of you guys are workin on the polymer and the retextures of some models and that you are busy with schedule,
but when i play duke nukem 3d,it pisses me off to see that some models are still in 2d and not made in 3d,the HRP should be completed before starting to continue on the polymer and retextures,why?Because right now i see that all of you are tryin to solve some problem caused by the polymer and retextures,but you should also complete the models that are not in 3d so that later you'll also be able to solve some more problems,so finish the HRP and then keep on with the rest,because right now,to me,the game doesnt look complete without a HRP completed,thank you for reading this and think about this.
#2409 Posted 28 March 2011 - 08:35 PM
Quote
109 pal 15 (red highres sprite based on #100 ATOMICHEALTH)
Just uploaded to the SVN.
#2410 Posted 30 March 2011 - 06:50 AM
Hendricks266, on 28 March 2011 - 07:54 AM, said:
I think some jokes should have been kept (1054/Cucumber, 4449/Lord of the Cockrings, 4376/Say No To Drugs->Dare).
#2411 Posted 30 March 2011 - 07:13 AM
#2412 Posted 30 March 2011 - 10:39 AM
I'm also working on importing the Lunar Overlord that Jean Gorospe did and Movento's Duke model.
I've had a lot of other stuff to deal with so Duke has had to go on the back burner for a while.
#2413 Posted 04 April 2011 - 03:10 AM
#2414 Posted 04 April 2011 - 03:35 AM
// Assault Commander (1915) model "highres/sprites/monsters/1915_commander.md3" { scale 1 shade 0 skin { pal 0 file "highres/sprites/monsters/1915_commander.png" } glow { file "highres/sprites/monsters/1915_commander_g.png" } frame { name "frame10" tile0 1915 tile1 1919 smoothduration 0.3 } anim { frame0 "frame00" frame1 "frame08" fps 10 flags 0 } frame { name "frame00" tile0 1920 tile1 1930 smoothduration 0.3 } frame { name "frame12" tile0 1935 tile1 1939 smoothduration 0.3 } frame { name "frame11" tile0 1940 tile1 1944 smoothduration 0.3 } skin { pal 0 file "highres/sprites/monsters/1915_commander_dead.png" } anim { frame0 "frame13" frame1 "frame16" fps 3 flags 1 } frame { name "frame13" tile0 1950 tile1 1957 smoothduration 0.3 } }
This post has been edited by empyrock: 04 April 2011 - 03:38 AM
#2415 Posted 04 April 2011 - 03:36 AM
*EDIT*
Fix from empyrock included with svn build 238.
This post has been edited by NightFright: 04 April 2011 - 03:45 AM
#2416 Posted 05 April 2011 - 06:37 AM
#2417 Posted 05 April 2011 - 12:10 PM
empyrock, on 05 April 2011 - 06:37 AM, said:
Committed with SVN rev. #239.
This post has been edited by NightFright: 05 April 2011 - 12:10 PM
#2418 Posted 06 April 2011 - 12:21 AM
#2419 Posted 06 April 2011 - 07:55 AM
#2420 Posted 06 April 2011 - 08:48 AM
#2422 Posted 09 April 2011 - 07:09 PM
The Commander, on 14 March 2011 - 12:25 PM, said:
Does it still load all the textures if you do that though?
#2423 Posted 09 April 2011 - 07:35 PM
#2425 Posted 11 April 2011 - 01:52 AM
It's mainly the second to last one giving me trouble. I need to optimize that room.
#2427 Posted 14 April 2011 - 10:45 AM
texture 817 { pal 0 { file "highres/textures/0817.png" specpower 6 specfactor 0.1 } normal { file "highres/textures/0815_n.png" parallaxbias 0.0 parallaxscale 0.005 } detail { file "highres/detail/asphalt2.png" xscale 0.6 yscale 0.6 } } texture 818 { pal 0 { file "highres/textures/0818.png" specpower 6 specfactor 0.1 } normal { file "highres/textures/0815_n.png" parallaxbias 0.0 parallaxscale 0.005 } detail { file "highres/detail/asphalt2.png" xscale 0.6 yscale 0.6 } }
#2429 Posted 14 April 2011 - 11:36 AM
empyrock, on 14 April 2011 - 10:45 AM, said:
texture 817 { pal 0 { file "highres/textures/0817.png" specpower 6 specfactor 0.1 } normal { file "highres/textures/0815_n.png" parallaxbias 0.0 parallaxscale 0.005 } detail { file "highres/detail/asphalt2.png" xscale 0.6 yscale 0.6 } } texture 818 { pal 0 { file "highres/textures/0818.png" specpower 6 specfactor 0.1 } normal { file "highres/textures/0815_n.png" parallaxbias 0.0 parallaxscale 0.005 } detail { file "highres/detail/asphalt2.png" xscale 0.6 yscale 0.6 } }
Ah yeah, that must have happened since I relocated 1200.png to the decals folder since it is not really a texture. In general, maybe just (also) include a textfile with the defs you actually added or changed. This way, there is also no risk of overwriting files in the SVN repository with partially outdated stuff - even though you seem to use latest def files all the time. It's just easier to see what is different, the lines can still be added to the appropriate def files easily. ^^
This post has been edited by NightFright: 14 April 2011 - 11:38 AM
#2430 Posted 14 April 2011 - 09:11 PM
edit: I'm now working on e2l4
This post has been edited by Micky C: 14 April 2011 - 09:17 PM