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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   nemyax 

#2521

Thanks a lot, Tea Monster.
Have you got any guidelines for animation sequences? The paper says nothing about animation.
I mean, what sequences have to be included, how many frames long they must be, the framerate, etc.
P. S. The bloke didn't get the job, did he?
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User is offline   Tea Monster 

  • Polymancer

#2522

As far as I know he didn't. If he had, I imagine it wouldn't have lasted too long.

For most animations I usually budget about 20 for walk/run cycles and about 10 for an attack sequence. You can easily time animation sequences via the def file by defining frames per second.

What sequences are included depends on the sprite. Most critters have a walk cycle, one or two attack moves, some of them have a jumping attack. There is a death animation and an idle animation.

This post has been edited by Tea Monster: 01 June 2011 - 01:52 PM

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User is offline   nemyax 

#2523

Should the animations be skeletal or does eduke32 only support baked mesh deformations?
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User is offline   Tea Monster 

  • Polymancer

#2524

View Postnemyax, on 02 June 2011 - 03:44 AM, said:

Should the animations be skeletal or does eduke32 only support baked mesh deformations?

eduke currently only supports MD3 format models, so no skeletons in your game mesh (though, of course, you can animate in Blender with bones and export the resultant animated mesh out). You just select the model, not the skeleton, and hit export.

The topic is covered somewhat inthis thread.
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User is offline   Night Wolf 

#2525

#1189

Posted Image
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Use #0742 spec
2

User is offline   Micky C 

  • Honored Donor

#2526

Great work ozz, but is there a spec map to go with that?
-1

User is offline   Spiker 

#2527

View Postozz, on 03 June 2011 - 07:10 AM, said:

Use #0742 spec

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User is offline   Night Wolf 

#2528

Went back and fixed this one up wont look so tiled now

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User is offline   Spiker 

#2529

There are 2 textures that weren't remade for polymer yet (735, 802) and I really can't stand these 2 because they are used everywhere and don't look too good. I would remade them myself but first I wanted to finish of Duke DC because there is not that much stuff left in there. 802 may not look bad as a texture in general but somehow it's very irritating in game.
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User is offline   NightFright 

  • The Truth is in here

#2530

There are also definitions for these, or do they just work without any parallaxbias/parallaxscale additions?
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User is offline   Night Wolf 

#2531

View PostSpiker, on 04 June 2011 - 08:24 AM, said:

There are 2 textures that weren't remade for polymer yet (735, 802) and I really can't stand these 2 because they are used everywhere and don't look too good. I would remade them myself but first I wanted to finish of Duke DC because there is not that much stuff left in there. 802 may not look bad as a texture in general but somehow it's very irritating in game.


I agree thoes two do look shihouse, I gave 735 a go once but failed, it would only look good if you could find a real picture of a door imo, 802 might be tricky to create as its so tilable and is used over and over.

View PostNightFright, on 04 June 2011 - 10:50 AM, said:

There are also definitions for these, or do they just work without any parallaxbias/parallaxscale additions?


I don't know how to set the defs properly for the normal maps
although these are close, they still need adjusting however.

texture 1189 {
pal 0 { file "highres/textures/1189.png" xscale 2.0 }
normal { file "highres/textures/1189_n.png" parallaxbias 0.04 parallaxscale 0.05 }
specular { file "highres/textures/0742_s.png" }
detail { file "highres/detail/concrete.png" xscale 0.3 yscale 0.15 }


texture 821 {
pal 0 { file "highres/textures/0821.png" xscale 2.0 }
normal { file "highres/textures/0821_n.png" parallaxbias 0.05 parallaxscale 0.05 }
specular { file "highres/textures/0821_s.png" }
detail { file "highres/detail/wood_v3.png" xscale 0.3 yscale 0.15 }

This post has been edited by ozz: 04 June 2011 - 05:16 PM

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User is offline   NightFright 

  • The Truth is in here

#2532

HRP Update 5.1.263 released.

Changes:
> Updates for #821, 1189 and 2493 (remake by Steveeeie)
> All maphacks included (due to user request)

File size: 17 MB (download from signature link)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2533

View Postozz, on 04 June 2011 - 06:29 AM, said:

Went back and fixed this one up wont look so tiled now

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That's cool, but isn't the original inclined a bit? It certainly isn't at 90º

Posted Image

Perhaps you ignored the inclination intentionally?


Comparing the original and highres now, the grey area is a little too soft in the highres.

I believe it was supposed to be like peeled wood or something like this image

Posted Image

This post has been edited by Fox: 05 June 2011 - 12:05 PM

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User is offline   Rellik 

#2534

No I don't think it's paint peeling, to me it's a sheet of plywood that is weather damaged & rotting at the bottom
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User is offline   Night Wolf 

#2535

View PostFox, on 05 June 2011 - 12:03 PM, said:

That's cool, but isn't the original inclined a bit? It certainly isn't at 90º

Perhaps you ignored the inclination intentionally?


Comparing the original and highres now, the grey area is a little too soft in the highres.

I believe it was supposed to be like peeled wood or something like this image


If I made it 100% identical to the original it would just look cartoony I intentionally softened the grey to make it look more realistic and make it seem less tiled.
I could possibly tweak the grey a bit, but im not sure if it would look better.

Yeah it is inclined a bit on the origiinal but it doesn't tile well like that, you don't noitice it so much when is a low resolution.
Also this textue is used on doors, so it makes sence to be 90º



View PostRellik, on 05 June 2011 - 08:31 PM, said:

No I don't think it's paint peeling, to me it's a sheet of plywood that is weather damaged & rotting at the bottom


Exactly

This post has been edited by ozz: 06 June 2011 - 03:17 AM

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User is offline   NUKEMDAVE 

#2536

http://www.youtube.c...nel_video_title

:dukecry:

This post has been edited by NUKEMDAVE: 08 June 2011 - 08:56 PM

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User is offline   Spiker 

#2537

View PostNUKEMDAVE, on 08 June 2011 - 08:55 PM, said:



Hey, this looks so much better in every single aspect. What were they paid for if HRP artist could do much better FOR FREE? Wish this looked that awesome with this engine too, or at least similar :dukecry:
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User is offline   Tea Monster 

  • Polymancer

#2538

Holy crap, and I thought I was joking when I said that we would never let half that shit though on the HRP (visible texture seams etc). That looks f*cking amazing!

This post has been edited by Tea Monster: 08 June 2011 - 09:58 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2539

EDITED with answer

If you want the weapon to glow all the time, like in the movie, move the glow def line so it occurs before the frame lines, like so:

// Devastator (2510)
model "highres/sprites/firstperson/2510_devastator.md3" {
   scale 1.5
   skin { pal 0 file "highres/sprites/firstperson/2510_devastator.png" specfactor 0.5 specpower 35 }
//   normal { file "highres/sprites/firstperson/2510_devastator_n.png" parallaxbias 0.0 parallaxscale 0.0 }
   specular { file "highres/sprites/firstperson/2510_devastator_s.png" }
   glow { file "highres/sprites/firstperson/2510_devastator_g.png" }
   frame { name "Frame0" tile 2510 }
   frame { name "Frame0" tile 2511 }
   hud { tile0 2510 tile1 2511 xadd -0.38 yadd -0.70 zadd 1.42 angadd 1024 flipped } //left devastator
   hud { tile0 2510 tile1 2511 xadd 0.38 yadd 0.18 zadd 1.42 angadd 1024 } //right devastator
}


Next I want to figure out how to make the glow pulse.
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User is offline   Plagman 

  • Former VP of Media Operations

#2540

It looks very weird that way, though. The glow is supposed to be the blast from the rockets firing exhausting through the articulated parts of the cannon, like the original sprite. I guess if you look at it like a high-tech kind of weapon instead it makes sense, but that's not how it was supposed to be. You can't really make it pulse using glowmaps since they're always fullbright. You'd have to make it part of a different sprite and make its shade follow a sinewave.
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User is offline   Danukem 

  • Duke Plus Developer

#2541

View PostPlagman, on 08 June 2011 - 11:23 PM, said:

It looks very weird that way, though. The glow is supposed to be the blast from the rockets firing exhausting through the articulated parts of the cannon, like the original sprite. I guess if you look at it like a high-tech kind of weapon instead it makes sense, but that's not how it was supposed to be.


I understand that. However, I don't think it looks bad (by the way, I wasn't offering the modified def as an official HRP replacement).

View PostPlagman, on 08 June 2011 - 11:23 PM, said:

You can't really make it pulse using glowmaps since they're always fullbright. You'd have to make it part of a different sprite and make its shade follow a sinewave.


I was thinking I could display the model twice, once with the glow on (but as part of the regular skin, not a glowmap), then draw another model on top with gaps in it where the glow should be. The glowy model in back would shade pulse. But what I don't know how to do is make gaps appear in the model. I could try erasing parts of the skin but that may not work.
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User is offline   Tea Monster 

  • Polymancer

#2542

Wouldn't it be easier to just have a glowmap with a thinner glow portion (or several with varying glow portions) and just cycle through them with the def file?
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User is offline   Danukem 

  • Duke Plus Developer

#2543

View PostTea Monster, on 09 June 2011 - 07:20 AM, said:

Wouldn't it be easier to just have a glowmap with a thinner glow portion (or several with varying glow portions) and just cycle through them with the def file?



And how am I supposed to make them cycle? There can only be one glowmap per model definition.

I suppose the devastator could be defined like 20 different times (one for each glowmap variation), with each one on a different tile number, and then CON code could make the tile numbers cycle when the devastator is idling. That sounds crappy, though.
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User is offline   Tea Monster 

  • Polymancer

#2544

Can't you define it per tile?
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User is offline   Danukem 

  • Duke Plus Developer

#2545

View PostTea Monster, on 09 June 2011 - 10:14 AM, said:

Can't you define it per tile?


No. The only thing you can specify is which surface of the model it goes on. You can't even have different glows with different pals.
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User is offline   Plagman 

  • Former VP of Media Operations

#2546

You're supposed to be able to. You can define a separate set of skins for each tile range. Glow/Detail/Normal/Specular just count as another palette right now, so it should just work.
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User is offline   Spiker 

#2547

texture 735 {
pal 0 { file "highres/textures/0735_d.png" specpower 2 specfactor 0.5 }
normal { file "highres/textures/0735_n.png" parallaxbias 0.03 parallaxscale 0.03 }
specular { file "highres/textures/0735_s.png" }
}

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User is offline   NightFright 

  • The Truth is in here

#2548

HRP Update 5.1.264 available (27.6 MB).

Quote

Changes:
> Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage)
> Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone)

The new stuff by L.D. Simone is really worth checking out, he sent me quite some interesting stuff for the menu tiles via mail, also a much better version for the front part of the #84 skybox (which shows Earth). The widescreen tiles he provided unfortunately cannot be used right now, but I stored them in a separate subdir for future reference. Anyway, his new #2492 kinda rocks.

This post has been edited by NightFright: 14 June 2011 - 03:30 AM

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User is offline   djdori11 

#2549

View PostNightFright, on 11 June 2011 - 02:20 AM, said:

HRP Update 5.1.264 available (27.6 MB).


The new stuff by L.D. Simone is really worth checking out, he sent me quite some interesting stuff for the menu tiles via mail, also a much better version for the front part of the #84 skybox (which shows Earth). The widescreen tiles he provided unfortunately cannot be used right now, but I stored them in a separate subdir for future reference. Anyway, his new #2492 kinda rocks.

nice! so the next update will contain the new shotgun and stuff?
oh and btw, if i have the update pack i dont need map hacks right?
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User is offline   Master Fibbles 

  • I have the power!

#2550

You don't need to redownload the maphacks if you already have them. No one said anything about new shotgun model in any upcoming updates.
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