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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   NightFright 

  • The Truth is in here

#2461

As far as I know, Battlelord Sentry is the only "boss" that can be frozen. Therefore, defining it for Battlelord makes sense since the same model is used. For the others, I think they are useless. Anyway, leaving them in there won't hurt anyone, either. :dukegoof:

This post has been edited by NightFright: 29 April 2011 - 02:02 AM

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User is offline   Tea Monster 

  • Polymancer

#2462

I tried freezing the critter when I was play-testing it and I couldn't, so I didn't include a frozen skin. I didn't know that the overlord could be used as a mini-boss. I thought that was only the Battlelord. If it's needed I'll do a quick 'ice' skin. Which pose does it get frozen in? Does it depend on what it was doing at the time or is it one specific frame only?

That 'spare' skin is just that. I changed the pain skins at the last minute to include an 'eyelid'. You can get rid of '2760_overlord_bio_d_s.png'.

I was asking about the alt pal skins earlier. I was under the impression that the new pal system took care of all of that for us. Last time I updated my SVN copy, I had all the alt-pal tiles in for all the monsters.
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User is offline   Micky C 

  • Honored Donor

#2463

The other bosses 'can' be used as minibosses but they only have 1 hit point and will die if the wind blows by them. However they're used in the occasional usermap, and several custom cons including those in DukePlus fix it so the other minibosses have normal health and can be used like the battlelord. I know that Spiker's "Project Zero" map uses an Overlord miniboss and I think a few other DukePlus maps included with the mod do so as well.
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User is online   NightFright 

  • The Truth is in here

#2464

Well, I guess it doesn't do any harm if the freeze code for the Overlord and Emperor stays in ice.def. If you need it, it's there, if not, it's just not used. ^^

Something else:
Maybe some of you guys could come up with a cool new version for #2492 screen to use? It might come in handy to have a new "Highres Pack" intro screen before the next HRP goes public. Conditions are pretty simple, should contain Atomic logo plus the usual "Duke Nukem 3D High Resolution Pack" text - and should have something to do with the game of course, looking nice and all that. The sooner, the better. :dukegoof:

This post has been edited by NightFright: 29 April 2011 - 08:05 AM

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User is offline   Micky C 

  • Honored Donor

#2465

E2l7 is done, and with that all the original levels (except the dukematch ones) are lit.
Lunar Reactor is one of the most beautifully lit levels in the original game if I do say so myself.

Here are some pics, but the ending of the level is also pretty good. This one was also done with sector lights removed and I absolutely encourage people to play it with ambient light at a minimum.

Posted Image

Posted Image

Posted Image

This post has been edited by Micky C: 30 April 2011 - 02:14 AM

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User is online   NightFright 

  • The Truth is in here

#2466

E2L7 maphack from above included in maphacks pack, download from signature. Also included with HRP SVN #252.

*UPDATE*
Polymer lights for E1L7, E1L8 and E2L10 by Micky C added, signature link updated.

This post has been edited by NightFright: 01 May 2011 - 12:20 AM

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User is offline   Micky C 

  • Honored Donor

#2467

Lights for e3l11 Freeway have been done. I used a some big, and I mean BIG spotlights to do the outside areas, so they look really good. The cop car was also nicely done but I don't have time to upload screenshots today.
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User is online   NightFright 

  • The Truth is in here

#2468

Signature link updated with new E3L11 maphacks included. We are now only missing E3L10 and E2L11 Polymer lights to have all original levels properly lit.
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User is offline   Micky C 

  • Honored Donor

#2469

View PostNightFright, on 01 May 2011 - 03:11 AM, said:

We are now only missing E3L10 and E2L11 Polymer lights to have all original levels properly lit.



Not anymore we're not ;)

Omg 7 levels lit in one day. I need some sleep...
1

User is offline   fgsfds 

#2470

Is there a manual how to to make lights?
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User is offline   Micky C 

  • Honored Donor

#2471

It's there isn't so much a manual as all you really have to know is a few tags and things, but here's a good post by deeperthought about how to make them: http://forums.duke4....and-eduke32-20/
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User is offline   Master Fibbles 

  • I have the power!

#2472

Hmm...I just noticed that I have been running HRP180...looks like I get to spend the day updating.;)
1

User is online   NightFright 

  • The Truth is in here

#2473

Signature link updated again, now all official maps have Polymer lighting. Thanks to Micky C for this fast service! ^^
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User is offline   E.C.S 

#2474

This is going to be fixed?.

Attached thumbnail(s)

  • Attached Image: duke0000.jpg
  • Attached Image: duke0001.jpg

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User is online   NightFright 

  • The Truth is in here

#2475

View PostE.C.S, on 01 May 2011 - 10:39 AM, said:

This is going to be fixed?.

Weird, I don't have that problem...
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User is offline   E.C.S 

#2476

View PostNightFright, on 01 May 2011 - 12:05 PM, said:

Weird, I don't have that problem...


I'm using the SVN if that helps. I remember someone having the same issue.
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User is online   NightFright 

  • The Truth is in here

#2477

I am currently playtesting the whole game with latest HRP, can't say I have the same stuff.

BTW, maphacks were slightly updated once more. Fixes for underwater slimebabes in E3L1 and E3L3 which were floating above ground (again).
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User is offline   fgsfds 

#2478

These models work only with polymer.

This post has been edited by empyrock: 01 May 2011 - 12:17 PM

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User is online   NightFright 

  • The Truth is in here

#2479

View Postempyrock, on 01 May 2011 - 12:17 PM, said:

These models work only with polymer.

Errrr, yeah, if you don't use the Polymer renderer (see if you have the checkbox checked in your eDuke32 launcher on startup), you will most likely encounter problems. There are Polymost compatible builds around somewhere if you can't use Polymer due to insufficient PC resources.
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User is offline   E.C.S 

#2480

I see... je I forgot that little detail, thanks for the answer.

This post has been edited by E.C.S: 01 May 2011 - 12:36 PM

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User is offline   Mark 

#2481

It has been about 4 or 5 months since I last updated my HRP folder and maphacks.

I updated this afternoon. Absolutely fantastic looking. Thanks to everyone who contributes.
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User is offline   Master Fibbles 

  • I have the power!

#2482

Yes, episode 1 looks fantastic now. However, I did find that E1L5 is still too dark in places (the canyon area specifically). Not sure if it is my problem or not.

Other than that little nitpick, I love the work here.
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User is offline   Micky C 

  • Honored Donor

#2483

View PostMr.Flibble, on 01 May 2011 - 02:14 PM, said:

Yes, episode 1 looks fantastic now. However, I did find that E1L5 is still too dark in places (the canyon area specifically). Not sure if it is my problem or not.

Other than that little nitpick, I love the work here.


Devestator did most of episode 1 and episode 4. For the most part he did an ok job but he did leave some areas too dark and didn't make much use of spotlights in episode 1. I'd love to get my hands on the maps he used to add lights and improve upon his work, because it's definitely good enough that I don't want to scrap it and start from scratch, he has a good style and makes good use of colours and certain effects, but not quite good enough to leave it how it is. I did pm him about it but didn't get a reply. Perhaps I'll try again.

Edit: I love how you complement the episode I didn't do (except for the dukematch levels which no one plays) epecially since that episode was lit first and hasn't been changed in about a year ;)

This post has been edited by Micky C: 01 May 2011 - 05:58 PM

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User is offline   Master Fibbles 

  • I have the power!

#2484

I haven't sat down to play the other episodes. I think at some point I was going through E4 but I left that behind. Duke3D is a longer game...and I'm not sure saves work consistently. At least, I haven't tried...
I don't know, but when I play Duke I get in that arcade feel where you can't save so you try to beat the whole game in one sitting. I did beat E1 (only used DNKROZ like twice)
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User is offline   The Commander 

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

#2485

View PostMicky C, on 01 May 2011 - 05:56 PM, said:

I'd love to get my hands on the maps he used to add lights and improve upon his work, because it's definitely good enough that I don't want to scrap it and start from scratch,

What you could do is open the map you want to add lights to and use DNDEBUG, this will make a DEBUG.MAP
That should contain the lights that Devestator added but they will be invisible in 3D mode but can be seen in 2D mode. From there you could add/edit the lights accordingly and use the mapster32 script to export the maphack lights output.
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User is offline   Micky C 

  • Honored Donor

#2486

I tried that with e1l3 because I wanted to put some spotlights behind doors, but the lights simply aren't showing up in mapster. I loaded debug.map, it's the right map minus the lights. Are you 100% sure that this should work? Another thing is that it doesn't sound as flexible as having the actual maps Devestator used, but it'll have to do if I have no other choice.
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User is offline   The Commander 

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

#2487

I just tested and it didn't work. I thought it may have but oh well.
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User is offline   Master Fibbles 

  • I have the power!

#2488

Raw Meat is quite good. So is Bank Roll.

Am I playing levels you did, Mickey? ;)
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User is online   NightFright 

  • The Truth is in here

#2489

The only thing which made me sad while playing through the game again recently with latest HRP build was that you still cannot see the end screens which show up after the episode finale cutscenes. They are nicely done, and it's a pity you only get a black screen. It's an issue with eDuke32 which still doesn't seem to be fixed... :/

*EDIT*
On a general note, we are currently trying hard to get a full official HRP release together. All which is needed would already be there. Let's hope it happens soon. ;)

*EDIT #2*
OK, the model for the Terminator arm (#1357) is officially SCREWED. If you insert it into any map, it just shows another Terminator. This also explains why it looks so weird in E3L11. Unless someone is coming up with the original (working) model by escapist, I am removing this from the HRP (at least commenting it out in characters.def for the time being). For all I can say, the current arm model is identical to #1356 and useless. It hurts to do that, but I have to put it back onto the todo-list.

This post has been edited by NightFright: 05 May 2011 - 01:19 AM

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User is online   NightFright 

  • The Truth is in here

#2490

This post marks HRP v5.0 contents finalization. Anything beyond this post is for future HRP releases. ;)
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