Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2492 Posted 07 May 2011 - 04:16 AM
HJ-kos, on 07 May 2011 - 04:12 AM, said:
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.
#2493 Posted 07 May 2011 - 10:45 AM
The Commander, on 01 May 2011 - 06:13 PM, said:
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.
Micky C, on 01 May 2011 - 06:25 PM, said:
Would loading the maphacks (F9) and doing 'state insertsprite' solve your problem?
#2494 Posted 07 May 2011 - 05:54 PM
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)
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E1L3.zip (20.05K)
Number of downloads: 295
This post has been edited by Micky C: 08 May 2011 - 12:34 AM
#2495 Posted 08 May 2011 - 02:28 PM
Micky C, on 07 May 2011 - 05:54 PM, said:
Heh, I forgot to set the x/yrepeat to nonzero values in the script, it's fixed in the recent revision.
#2496 Posted 09 May 2011 - 04:00 PM
#2497 Posted 11 May 2011 - 11:05 PM
#0757 n/s (1024x1024)
Current Defs work fine
#2498 Posted 11 May 2011 - 11:40 PM
This post has been edited by DanM: 11 May 2011 - 11:41 PM
#2499 Posted 12 May 2011 - 05:35 AM
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)
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E1L2.zip (18.67K)
Number of downloads: 289
This post has been edited by Micky C: 12 May 2011 - 05:43 AM
#2501 Posted 12 May 2011 - 10:40 AM
#2502 Posted 12 May 2011 - 10:59 PM
#2503 Posted 12 May 2011 - 11:49 PM
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.
#2504 Posted 13 May 2011 - 12:04 AM
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
#2505 Posted 13 May 2011 - 12:09 AM
And fair call with the Duke DC criticism, it was my first attempt at a maphack and everything was full power
#2507 Posted 14 May 2011 - 01:52 PM
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
#2508 Posted 14 May 2011 - 04:27 PM
#2509 Posted 14 May 2011 - 07:18 PM
Micky C, on 13 May 2011 - 12:09 AM, said:
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
#2510 Posted 14 May 2011 - 07:52 PM
Norvak, on 14 May 2011 - 07:18 PM, said:
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
#2511 Posted 14 May 2011 - 09:28 PM
This post has been edited by empy: 15 May 2011 - 12:54 AM
#2512 Posted 14 May 2011 - 11:51 PM
Norvak, on 14 May 2011 - 07:18 PM, said:
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
#2514 Posted 15 May 2011 - 05:12 AM
NightFright, on 15 May 2011 - 03:49 AM, said:
Defs for these 707/708 remakes?
No need just a simple Normal map.
#2515 Posted 15 May 2011 - 11:36 AM
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
#2516 Posted 21 May 2011 - 10:55 AM
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?
#2517 Posted 22 May 2011 - 04:20 AM
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
#2518 Posted 22 May 2011 - 12:43 PM
#2519 Posted 01 June 2011 - 11:15 AM
#2520 Posted 01 June 2011 - 11:46 AM
Attached File(s)
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DN3D_HRP_Guide.zip (8.97K)
Number of downloads: 417