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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   fgsfds 

#2401

I more concerned about the year, not the name of the month. If Duke 1 and 2 sets in 1997/98 years, in DN3D there should be 2000s.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2402

It's a joke calendar. Not a real one. Joke.
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User is offline   fgsfds 

#2403

Why do you think so? I don't see any jokes in the original sprite.
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User is offline   NightFright 

  • The Truth is in here

#2404

Speaking of something else:

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

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User is offline   Jamesfff 

#2405

just a quick question: what's up with this?
Attached Image: duke0005.png
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?
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User is offline   Roma Loom 

  • Loomsday Device

#2406

PipeBomb (finished, problems with export), TripMine (started), Tip Hand (probably the same problems with export), Shrinker/Expander (slight skin revamp + specmap work), Freezer (only hipoly mesh yet).
3

User is offline   Micky C 

  • Honored Donor

#2407

I won't be able to finish the lights for episode 3 for a while. This year is my final year of high school and everything I do count towards my final mark which I need to get into Uni. Pressure and work is coming from all directions. I plan to knock out a few maps during each set of holidays (two weeks of holiday in 3 weeks, then 3 weeks of holiday about 2 months after that.) So hopefully 4 months?
1

#2408

View PostMicky C, on 28 March 2011 - 12:44 PM, said:

I won't be able to finish the lights for episode 3 for a while. This year is my final year of high school and everything I do count towards my final mark which I need to get into Uni. Pressure and work is coming from all directions. I plan to knock out a few maps during each set of holidays (two weeks of holiday in 3 weeks, then 3 weeks of holiday about 2 months after that.) So hopefully 4 months?


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.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #2409

Quote

Decals (1 remaining)
109 pal 15 (red highres sprite based on #100 ATOMICHEALTH)

Just uploaded to the SVN.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2410

View PostHendricks266, on 28 March 2011 - 07:54 AM, said:

It's a joke calendar. Not a real one. Joke.

I think some jokes should have been kept (1054/Cucumber, 4449/Lord of the Cockrings, 4376/Say No To Drugs->Dare).
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User is offline   Master Fibbles 

  • I have the power!

#2411

There is a DARE poster in Duke3d? Episode 4? Man...I need to play that through again some time when I'm not supposed to be writing a paper or some other time consuming task.
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User is offline   Tea Monster 

  • Polymancer

#2412

I'm working on the Pistol. I'm also re-jigging the Cycloid.

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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2413

The fat commander's model or animation is broken (when dead) since svn231.

Attached thumbnail(s)

  • Attached Image: FC-OK.jpg
  • Attached Image: FC-ERR.jpg

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User is offline   fgsfds 

#2414

My fault. Fixed.

// 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

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User is offline   NightFright 

  • The Truth is in here

#2415

The Commander was one of the models which got converted from md2 to md3. Maybe empyrock can take a look at that. If not, maybe someone else can figure out what is wrong there? ;)

*EDIT*
Fix from empyrock included with svn build 238.

This post has been edited by NightFright: 04 April 2011 - 03:45 AM

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User is offline   fgsfds 

#2416

Chaigun muzzleflash and unified rpg model (you can delete 2544_rpg_muzzle).
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User is offline   NightFright 

  • The Truth is in here

#2417

View Postempyrock, on 05 April 2011 - 06:37 AM, said:

Chaigun muzzleflash and unified rpg model (you can delete 2544_rpg_muzzle).

Committed with SVN rev. #239.

This post has been edited by NightFright: 05 April 2011 - 12:10 PM

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User is offline   Spiker 

#2418

It looks fine. But the right-most chaingun muzzle flash seems to be off at times because it's too much to the right.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2419

That may be a problem with the original game's HUD drawing code and not the highres texture. Compare it in 8-bit. I remember the chaingun muzzleflashes always being a bit wonky.
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User is offline   fgsfds 

#2420

Original sprite looks the same. Anyway, these muzzles looks crappy, maybe someone will make it better.

Posted Image
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User is offline   Master Fibbles 

  • I have the power!

#2421

Needs more transparency.
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User is offline   AndyMan 

#2422

View PostThe Commander, on 14 March 2011 - 12:25 PM, said:

Just press space to skip the texture loading.


Does it still load all the textures if you do that though?
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User is offline   Micky C 

  • Honored Donor

#2423

Yes, all it does is postpone the loading until you see the textures in question. This means that you might have a bit of lag at the start of the level when you first see all the textures, and maybe every now and then when you see a new texture, but you should be ok for the most part. You can also disable the preload map textures feature altogether in the renderer setup menu.
0

User is offline   Master Fibbles 

  • I have the power!

#2424

Which is ill-advised, last I checked anyway.
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User is offline   Micky C 

  • Honored Donor

#2425

I just wanted to say I'm back on the maphacks. E1L5 is done and I'm in the finetuning process, it'll be out within 7 days. I've used spotlights as much as possible.

Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted Image

It's mainly the second to last one giving me trouble. I need to optimize that room.
1

User is offline   fgsfds 

#2426

Model fixed for polymer, texture used in Dc, and some little fixes.

Attached File(s)

  • Attached File  up.zip (656.2K)
    Number of downloads: 270


This post has been edited by empyrock: 14 April 2011 - 04:09 AM

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User is offline   fgsfds 

#2427

Nightfright, you deleted textures.def and forgot about normalmap fix for 817 and 818 textures.


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 }
}

0

#2428

Looks amazing Micky C
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User is offline   NightFright 

  • The Truth is in here

#2429

View Postempyrock, on 14 April 2011 - 10:45 AM, said:

Nightfright, you deleted textures.def and forgot about normalmap fix for 817 and 818 textures.


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

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User is offline   Micky C 

  • Honored Donor

#2430

e2l5 Occupied Territory polymer lights completed and to be included in the next revision of the HRP

edit: I'm now working on e2l4

This post has been edited by Micky C: 14 April 2011 - 09:17 PM

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