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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   HJ-kos 

#2491

after latest svn update pigcops became invisible.
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User is online   NightFright 

  • The Truth is in here

#2492

View PostHJ-kos, on 07 May 2011 - 04:12 AM, said:

after latest svn update pigcops became invisible.

Yeah, Parkar wanted to add a Pigcop model with Polymer support. I remember that one, but it never got added because there never were skins for it. It's not any different here. Before no one can deliver a fully functional model, it shouldn't go to the SVN. In the meantime, I think Parkar has reverted it to its previous version. He also added a new texture, but I dunno if it actually looks better than the one we already had. You can't go wrong with HRP5 release though, what is in there works.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2493

View PostThe Commander, on 01 May 2011 - 06:13 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.



View PostMicky C, on 01 May 2011 - 06:25 PM, said:

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.


Would loading the maphacks (F9) and doing 'state insertsprite' solve your problem?
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User is offline   Micky C 

  • Honored Donor

#2494

Edit: I managed to do it by pressing F9 in 3D mode then typing "do state insertlights" (not insertsprite), and that gives the me SE's in 2D mode but not 3D. Is it possible to get them in 3D mode as well?

Anyway I've been working to put in some well-placed spotlights in e1l3, not too many, but in places where it feels natural, in addition to Devestator's lights (it still feels like his lighting). What do people think of it? The only bit I'm worried about is that I made the windows in the chapel cast a window light on the ground, and that the light will still be there even after the window is broken. If people think it's an improvement then it might as well replace the old one since it's basically the same.

2nd edit: if you are going to test it, just quickly skim through it with the original maphack before playing with mine.

Attached File(s)

  • Attached File  E1L3.zip (20.05K)
    Number of downloads: 295


This post has been edited by Micky C: 08 May 2011 - 12:34 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#2495

View PostMicky C, on 07 May 2011 - 05:54 PM, said:

Edit: I managed to do it by pressing F9 in 3D mode then typing "do state insertlights" (not insertsprite), and that gives the me SE's in 2D mode but not 3D. Is it possible to get them in 3D mode as well?

Heh, I forgot to set the x/yrepeat to nonzero values in the script, it's fixed in the recent revision.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2496

I just wanted to say that the new Overlord model is loads better and very impressive. Great work, guys. Can't wait for the day when all the models represent their original sprites a little more. accurately. I also noticed that the Cycloid Emperor is also a new model. Not sure when that happened but kudos!
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User is offline   Night Wolf 

#2497

Haven't submitted any textures in a while ...enjoy
#0757 n/s (1024x1024)
Current Defs work fine

Posted Image Posted Image Posted Image
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User is offline   Stabs 

#2498

Howdy Ozz great to see you back at it, i loved your work ;)

This post has been edited by DanM: 11 May 2011 - 11:41 PM

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User is offline   Micky C 

  • Honored Donor

#2499

Yeah Ozz it's good to see you back in action <img src='http://forums.duke4.net/public/style_emoticons/default/wink.gif' class='bbc_emoticon' alt=';)' /><br /><br />I thought I'd give e1l2 a run over with spotlights, that includes e1l1 style outdoor lighting (I used the same colour but I'm considering changing it.) IMO I'm not entirely happy with it, mainly because lighting should be a subtle feature, and not something which distracts from the gameplay, yet I think the spotlights do this quite a bit in this level, they tend to stick out a bit like a sore thumb.<br /><br />This is why even more so than e1l1, I need someone on the outside to verify it's ok before adding it to the SVN, because this maphack has more drastic changes, which weren't as necessary as the last one.

Posted Image

Posted Image


Edit: don't think just because I posted a bunch of pretty pictures of the highlights that the rest of the level is as good ;)

Attached File(s)

  • Attached File  E1L2.zip (18.67K)
    Number of downloads: 289


This post has been edited by Micky C: 12 May 2011 - 05:43 AM

2

User is offline   Stabs 

#2500

I like the first shot, you picked a really good colour for that
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User is online   NightFright 

  • The Truth is in here

#2501

The two new maphacks can be tested with beta download from signature. Replace existing file if available.
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User is offline   Geoffrey 

#2502

I love your maphacks Micki, I think that the awesome stuff you've done so far gives you a green light to meddle with things as much as you want ;) are you going to be creating maphacks for usermaps, too?
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User is offline   Micky C 

  • Honored Donor

#2503

If that's the case I'll probably go back over episode 1 eventually after I've given them all a a patch up and do some further enhancements, even e1l1 could use a few small things. The main problem I have with the maphacks I've done so far for episode 1 is that when I see a spotlight I stop and go "oooo it casts shadows" and it breaks the atmosphere, but maybe that's just me.



As for usermaps that's a good question. I might consider it for some really hot maps by truly exceptional mappers, but then certain circumstances would have to apply. I myself would have to be interested in the map, the mapper would have to be ok with me doing lights, the map would have to be suited to lights (I mean with Gambini's "It lives" for example, that's designed for 8-bit) Although I'd add lights to "It Lives" if he didn't mind, or wasn't going to do it himself, maybe when polymer becomes capable of using the original shade tables.

I might add lights to the DPCBP eventually, it makes sense because it's a community project. It's also a good map and widely distributed as it comes with DukePlus. Although I'd have to make use of the DP lighting effects which I've never used before and seems a bit daunting.
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User is offline   Spiker 

#2504

Heh, If you are really in a mood for making more lights then I wouldn't mind if you lit one of my maps "Project Zero" for example, actually I would be very grateful for this.

As for your maphacks, I've seen most of them and never had any objections that it looks bad or wrong. Actually you're making awesome job with this. My only little nitpick is that in the first level of Duke DC the lights may be a little too intense in the first area and that makes some walls go pure white. Other than that it's really hard to find some problems with it. I really appreciate your work ;)
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User is offline   Micky C 

  • Honored Donor

#2505

Really? Project Zero is my favourite DukePlus map! I'd love to light it, it has a lot of potential. Even as I was making writing my last post I was thinking "it'd be nice if I could do Project Zero, but Spiker said he was going to polymerize it himself." I'll take this to pm to discuss specifics.

And fair call with the Duke DC criticism, it was my first attempt at a maphack and everything was full power ;)
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User is offline   Night Wolf 

#2506

Decided to remake these in detail ;)

# 0707 / 0708


Posted Image Posted Image
Posted Image Posted Image
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User is offline   fgsfds 

#2507

My new atomic logo
Nightfright, why you don't delete pal 24 { file "highres/textures/0757_24.png" } from textures.def? It's outdated now.

This post has been edited by empy: 14 May 2011 - 09:28 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2508

Based on XBLA art, nice. However, offhand, I don't think it's good that you just made blank space on either side for 2503. Take a closer look at the sprites and see if there are any better steps you can take, such as maybe just defining #2502 to both.
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User is offline   Mike Norvak 

  • Music Producer

#2509

 Micky C, on 13 May 2011 - 12:09 AM, said:

Really? Project Zero is my favourite DukePlus map! I'd love to light it, it has a lot of potential. Even as I was making writing my last post I was thinking "it'd be nice if I could do Project Zero, but Spiker said he was going to polymerize it himself." I'll take this to pm to discuss specifics.

And fair call with the Duke DC criticism, it was my first attempt at a maphack and everything was full power ;)


What if you dare with Crimson Moon ? Thanks to the new Highpal system the map doesn't look so bad with polymer, also is a CBP.
You should try to polymerize that one if the other guys don't mind.

Edit: BTW you shouldn't break the 2 hour limit ;)

This post has been edited by Norvak: 14 May 2011 - 07:29 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#2510

 Norvak, on 14 May 2011 - 07:18 PM, said:

What if you dare with Crimson Moon ? Thanks to the new Highpal system the map doesn't look so bad with polymer, also is a CBP.
You should try to polymerize that one if the other guys don't mind.

Edit: BTW you shouldn't break the 2 hour limit ;)


My part was minor so I really don't have much of a say. If I did, I'd say go for it. You might get a response from Mikko, Gambini, and the Commander, but I don't think Merlijn, Maarten, ck3D (MRCK) or MetHy frequent this forum. Haven't seen WG or Shawneth in awhile either.

This post has been edited by Forge: 14 May 2011 - 07:55 PM

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User is offline   fgsfds 

#2511

Fixed. And another version more similiar to the original sprite.

Attached thumbnail(s)

  • Attached Image: 2502.png
  • Attached Image: 2503.png
  • Attached Image: 2502 2.png
  • Attached Image: 2503 2.png


This post has been edited by empy: 15 May 2011 - 12:54 AM

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User is offline   Micky C 

  • Honored Donor

#2512

 Norvak, on 14 May 2011 - 07:18 PM, said:

What if you dare with Crimson Moon ? Thanks to the new Highpal system the map doesn't look so bad with polymer, also is a CBP.
You should try to polymerize that one if the other guys don't mind.

Edit: BTW you shouldn't break the 2 hour limit ;)


IIRC Crimson Moon is mainly an outdoor map, and as such I wouldn't really be able to much for except place a few large point lights every here and there to give all surfaces a slightly reddish glow, which brings me to the next problem, it's all red! What am I supposed to do, only use red lights? That wouldn't do too much ;) Although realistically the reason why I'm hesitant about doing it is because it's a daytime map.

The best genre of maps for polymer lights IMO are well done high tech maps, which is partly why I'm doing Project Zero. Then come city maps with their street and window lights, then alien maps with nice use of green and purple.

But if we're going to continue discussion about lighting custom maps, it should probably be moved to this thread: http://forums.duke4....g/page__st__210 since it's not really related to the HRP. I'd make a new thread called "lighting custom levels" but I'm afraid I might have a dozen or so people wanting me to light their maps Posted Image
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User is online   NightFright 

  • The Truth is in here

#2513

@ ozz:
Defs for these 707/708 remakes?
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User is offline   Night Wolf 

#2514

 NightFright, on 15 May 2011 - 03:49 AM, said:

@ ozz:
Defs for these 707/708 remakes?


No need just a simple Normal map.
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User is online   NightFright 

  • The Truth is in here

#2515

I have removed the beta maphacks pack from my signature and replaced it with a full HRP Update file. This will contain all new additions to the SVN plus maphack updates. Put the file into autoload dir, it will be loaded after HRP and maphacks and override remade stuff automatically. ;)

Changes so far (v5.1.261):
> Revisions: 707, 708 (with normal/spec maps), 750_n, 757 (plus pal24 removed), 2502/2503 (new Atomic logo)

This post has been edited by NightFright: 15 May 2011 - 11:37 AM

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User is offline   E.C.S 

#2516

I think this isn't the right place to post about this but, since there are still people playing the HRP without Polymer, I think is a good idea release a little patch to make some models look normally.

For example, here: http://forums.duke4....ransparent-rpg/ I posted a little fix to the RPG, there are still models which needs a fix. It's easy do this, only change some numbers in the .def files.

What people think about it?
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User is offline   fgsfds 

#2517

What is it in the decals.def?

texture 546 { 
   pal 0 { file "highres/sprites/decals/0546.png" } 
   pal 100 { file "highres/sprites/decals/0546_n.png" parallaxbias 0.05 parallaxscale 0.045 }
}




texture 2298 { 
   pal 0 { file "highres/sprites/decals/2298.png" } 
   pal 100 { file "highres/sprites/decals/2298_n.png" } 
}



It must be normal instead of pal 100.

This post has been edited by empy: 22 May 2011 - 04:22 AM

1

User is online   NightFright 

  • The Truth is in here

#2518

Errr, yeah. That seems pretty stupid. Fixed in SVN and included in update pack.
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User is offline   nemyax 

#2519

If anyone has made a character for the HRP in Blender, can you spare a source .blend file? I'd like to modify a couple of monsters, but I don't know the requirements for the polygon budget, animation sequence markup and the like. An example like that would be a great help.
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User is offline   Tea Monster 

  • Polymancer

#2520

I don't hand out my blends after an unfortunate incident involving a member of this forum going to a job interview with one of my blend files. I have prepared this for someone else who asked, it should represent a good idea of where we are going with the HRP.

Attached File(s)


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