Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2461 Posted 29 April 2011 - 01:48 AM
This post has been edited by NightFright: 29 April 2011 - 02:02 AM
#2462 Posted 29 April 2011 - 02:05 AM
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.
#2463 Posted 29 April 2011 - 03:14 AM
#2464 Posted 29 April 2011 - 03:21 AM
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.
This post has been edited by NightFright: 29 April 2011 - 08:05 AM
#2465 Posted 30 April 2011 - 02:12 AM
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.
This post has been edited by Micky C: 30 April 2011 - 02:14 AM
#2466 Posted 30 April 2011 - 06:35 AM
*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
#2467 Posted 01 May 2011 - 02:28 AM
#2468 Posted 01 May 2011 - 03:11 AM
#2469 Posted 01 May 2011 - 06:22 AM
NightFright, on 01 May 2011 - 03:11 AM, said:
Not anymore we're not
Omg 7 levels lit in one day. I need some sleep...
#2471 Posted 01 May 2011 - 07:10 AM
#2472 Posted 01 May 2011 - 08:59 AM
#2473 Posted 01 May 2011 - 10:04 AM
#2475 Posted 01 May 2011 - 12:05 PM
E.C.S, on 01 May 2011 - 10:39 AM, said:
Weird, I don't have that problem...
#2476 Posted 01 May 2011 - 12:07 PM
NightFright, on 01 May 2011 - 12:05 PM, said:
I'm using the SVN if that helps. I remember someone having the same issue.
#2477 Posted 01 May 2011 - 12:12 PM
BTW, maphacks were slightly updated once more. Fixes for underwater slimebabes in E3L1 and E3L3 which were floating above ground (again).
#2478 Posted 01 May 2011 - 12:17 PM
This post has been edited by empyrock: 01 May 2011 - 12:17 PM
#2479 Posted 01 May 2011 - 12:20 PM
empyrock, on 01 May 2011 - 12:17 PM, said:
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.
#2480 Posted 01 May 2011 - 12:35 PM
This post has been edited by E.C.S: 01 May 2011 - 12:36 PM
#2481 Posted 01 May 2011 - 01:42 PM
I updated this afternoon. Absolutely fantastic looking. Thanks to everyone who contributes.
#2482 Posted 01 May 2011 - 02:14 PM
Other than that little nitpick, I love the work here.
#2483 Posted 01 May 2011 - 05:56 PM
Mr.Flibble, on 01 May 2011 - 02:14 PM, said:
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
#2484 Posted 01 May 2011 - 06:04 PM
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)
#2485 Posted 01 May 2011 - 06:13 PM
Micky C, on 01 May 2011 - 05:56 PM, said:
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.
#2486 Posted 01 May 2011 - 06:25 PM
#2487 Posted 01 May 2011 - 06:37 PM
#2488 Posted 01 May 2011 - 06:49 PM
Am I playing levels you did, Mickey?
#2489 Posted 02 May 2011 - 12:52 AM
*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