Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2521 Posted 01 June 2011 - 12:11 PM
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?
#2522 Posted 01 June 2011 - 01:46 PM
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
#2523 Posted 02 June 2011 - 03:44 AM
#2524 Posted 02 June 2011 - 06:22 AM
nemyax, on 02 June 2011 - 03:44 AM, said:
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.
#2529 Posted 04 June 2011 - 08:24 AM
#2530 Posted 04 June 2011 - 10:50 AM
#2531 Posted 04 June 2011 - 05:15 PM
Spiker, on 04 June 2011 - 08:24 AM, said:
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.
NightFright, on 04 June 2011 - 10:50 AM, said:
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
#2532 Posted 05 June 2011 - 05:53 AM
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)
#2533 Posted 05 June 2011 - 12:03 PM
ozz, on 04 June 2011 - 06:29 AM, 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
This post has been edited by Fox: 05 June 2011 - 12:05 PM
#2534 Posted 05 June 2011 - 08:31 PM
#2535 Posted 06 June 2011 - 03:03 AM
Fox, on 05 June 2011 - 12:03 PM, said:
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
Rellik, on 05 June 2011 - 08:31 PM, said:
Exactly
This post has been edited by ozz: 06 June 2011 - 03:17 AM
#2536 Posted 08 June 2011 - 08:55 PM
This post has been edited by NUKEMDAVE: 08 June 2011 - 08:56 PM
#2537 Posted 08 June 2011 - 09:25 PM
NUKEMDAVE, 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
#2538 Posted 08 June 2011 - 09:53 PM
This post has been edited by Tea Monster: 08 June 2011 - 09:58 PM
#2539 Posted 08 June 2011 - 10:02 PM
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.
#2540 Posted 08 June 2011 - 11:23 PM
#2541 Posted 08 June 2011 - 11:44 PM
Plagman, on 08 June 2011 - 11:23 PM, said:
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).
Plagman, on 08 June 2011 - 11:23 PM, said:
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.
#2542 Posted 09 June 2011 - 07:20 AM
#2543 Posted 09 June 2011 - 07:24 AM
Tea Monster, on 09 June 2011 - 07:20 AM, said:
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.
#2545 Posted 09 June 2011 - 10:49 AM
Tea Monster, on 09 June 2011 - 10:14 AM, said:
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.
#2546 Posted 09 June 2011 - 06:42 PM
#2547 Posted 10 June 2011 - 08:31 AM
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" }
}
#2548 Posted 11 June 2011 - 02:20 AM
Quote
> 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
#2549 Posted 11 June 2011 - 06:54 AM
NightFright, on 11 June 2011 - 02:20 AM, said:
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?