Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 161 Pages +
  • « First
  • 91
  • 92
  • 93
  • 94
  • 95
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   Plagman 

  • Former VP of Media Operations

#2761

View PostSpiker, on 24 July 2011 - 01:57 AM, said:

But can this account for something which isn't visible? Becasue then only a small portion of the bottles behing will "stick out". Anyway tell me if this is what you meant


Yes, this is what I meant. However Fox is right that it doesn't look right either, though I think it's better than the fake perspective which looks very out of place as soon as the texture gets tiled and/or you're not looking at it from the middle. Perhaps what Fox suggested about having the products shuffled around a little might work better, I don't know.
0

User is offline   Mike Norvak 

  • Music Producer

#2762

View PostHendricks266, on 24 July 2011 - 09:34 AM, said:



I know that could be too difficult or time consuming, and is just an idea but it would be very cool if someone like Muelsa did a scripted secuence in first person with models (like in DN Eternity) for this cut scene:

CineOV2

Posted Image
0

#2763

It's just been brought to my attention that I was talking complete and utter bamph regarding the shotgun muzzle-flash a few posts ago!
A friend of mine was showing me duke3d on his phone and I realised that I was entirely in error regarding the colour.
I had suggested it was a deep red tone yet, in the original, its clearly almost the same colour as the chaingun flashes. god only knows why I got it in my head it was red...
anyway, with this in mind I decided to change the shotgun flash to lightsouce's rpg flash without changing the colour, as this way it matches his chaingun flashes perfectly, (just a position change)
I must say, I'm rather pleased at how it looks; see for yourself

here's the repositioned muzzle-flash file
for anyone who might be interested...

I know this was ommitted from the hrp for use on the rpg and that I'd already asked lightsource to make a new one, but for now I feel this looks perfect as the shotgun flash. Still If a better one emerges, who's to argue eh? :(
I just really love the look of lightsources weapon effects, this way its all more consistant looking.
but what say you?

...and, of course, ALL credit to Lightsource for his excellent artwork...

This post has been edited by osjclatchford: 25 July 2011 - 03:43 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #2764

I forgot to include with my earlier post everything I wanted to.

This is a collection of the handful of tiles that don't display correctly with the normal palette, with the alternate palette having been applied for proper viewing.

This includes #3260-3268, VICTORY1, the episode 1 ending animation.

Posted Image

Here is a .psd which has all the frames as separate layers, moved to their correct position.

That's just about everything the databases contain that is relevant to the HRP.

This post has been edited by Hendricks266: 25 July 2011 - 05:19 AM

0

#2765

View Postosjclatchford, on 25 July 2011 - 03:40 AM, said:

I know this was ommitted from the hrp for use on the rpg and that I'd already asked lightsource to make a new one, but for now I feel this looks perfect as the shotgun flash. Still If a better one emerges, who's to argue eh? :(
I just really love the look of lightsources weapon effects, this way its all more consistant looking.
but what say you?

...and, of course, ALL credit to Lightsource for his excellent artwork...


That it's only my rpg muzzle effect in a different position, it even has the same resolution... This things look better when each are made from scratch, you could have tried at least to make a new one :( .

Anyway, for what I can see in the xwe viewer the original it's a two frame animation, with part of the shotgun on it... so what I did was triple the size of the pic and make a new effect removing the shotgun tip and only having the muzzle fire.
I tried to make a similar effect, but not so red and contrasted.
Posted Image Posted Image
0

#2766

thanks for the new flashes but this IP fussing needs to stop.

Quote

That it's only my rpg muzzle effect in a different position, it even has the same resolution... This things look better when each are made from scratch, you could have tried at least to make a new one :( .


well, I'm well aware of what what is and I'm sure everyone else is too, as I even mentioned that above:

Quote

...anyway, with this in mind I decided to change the shotgun flash to lightsouce's rpg flash without changing the colour, as this way it matches his chaingun flashes perfectly, (just a position change)
I must say, I'm rather pleased at how it looks...

why would I make it from scratch when its already made, by you I might add, and I want it to match your work?

I see your still pissed at me about using your work, but you should be pleased that your work is appreciated rather than chew on about it being used, as all I've ever done is sing your praises, I genuinely love your art and NEVER have I taken credit for it.

seriously egos need to go on the back burner here...
0

#2767

View Postosjclatchford, on 26 July 2011 - 11:02 PM, said:

thanks for the new flashes but this IP fussing needs to stop.



well, I'm well aware of what what is and I'm sure everyone else is too, as I even mentioned that above:

why would I make it from scratch when its already made, by you I might add, and I want it to match your work?

I see your still pissed at me about using your work, but you should be pleased that your work is appreciated rather than chew on about it being used, as all I've ever done is sing your praises, I genuinely love your art and NEVER have I taken credit for it.

seriously egos need to go on the back burner here...


And you still fail to see my point... I don't care nor I'm talking about ego, or anyone praising or not my work. I don't care about credit or somebody giving me credit for an edited picture. If you or everyone likes my pictures then I'm very glad about it, and I'll try my best to keep doing something good.

The point is that I think you could do much better and useful things if you create your own pictures or textures instead of editing some that is already made by someone else. New things like textures, sprites and models are always going to be more valuable and good looking when there's some hard work put into them, it adds variety and new ideas to the project, instead of rehashing already made things.
0

#2768

Here is the specular map I'm working on that goes along with my fire extinguisher skin.
I wasn't happy with the way the rubber hose and the inside of the nozzle was shiny.
I've been looking for some guidelines on grey levels for different materials.
For examples Rubber, Paper, Labels, Painted Metal, Chrome, Steel.

Attached Image: 0916_fireext_s.png

On another note, I'm still working away at my new fire pull 0917 model and skin.
I'm pretty happy with the model and the base skin.
Just curious if EDuke uses diffuse map bases on the def file or is there is a setting to turn it on/off in game play.


Thanks
0

User is offline   Tea Monster 

  • Polymancer

#2769

The best way is to load it up in your modelling app or mapster and tweak it till it works.
0

User is offline   Spiker 

#2770

I have uploaded my milky texture into SVN. If you want to see it it's extensively used in E4L3 Shop n'bag. :( Preview would be pointless because it's animated. Pity that original texture is often slightly misaligned in this level.
0

User is offline   Spiker 

#2771

View PostLightsource, on 21 July 2011 - 10:26 PM, said:

Ahh damn I've been in bed with a flu and fever... so I haven't been able to do anything for the moment.

Still I left a rar attached with some files that I've been working on.

An edited chaingun muzzle flash that is a little less orange and with a little bit of alpha.
A correction of the muzzle flash that I did for the pistol ( it had a squared zone of white pixels that I didn't see before )
And a new bullet hole.

I also leave a sample of two new textures of blood ( I tried to make them look more "bloody" -sorry for the stupid joke) and a new crack in the wall ( there's a slight problem with the crack, it only works in this position )... you guys should know if it is worthwhile to finish the rest.

Posted Image Posted ImagePosted Image



I think that you misunderstood me, I do not care about credit or something like that, I do this for fun, specially when I used your idea for the new changes of the shotgun shell that made the new texture what it is now. I only meant to say that It could be taken as a little annoying for someone ( anyone ) spending probably an hour or even more to make some of these textures and later for the texture to get edited as soon as they are posted. I do believe it could be more productive and helpful to the mod if you make something new from scratch or some other edit to a texture or sprite that could need a little work. But still that's just what I think.


I'm not convinced by the crack but the blood looks interesting. How many blood textures are there in this set? I guess much more than these 2.
0

User is offline   Spiker 

#2772

View PostLightsource, on 26 July 2011 - 03:21 PM, said:

That it's only my rpg muzzle effect in a different position, it even has the same resolution... This things look better when each are made from scratch, you could have tried at least to make a new one :( .

Anyway, for what I can see in the xwe viewer the original it's a two frame animation, with part of the shotgun on it... so what I did was triple the size of the pic and make a new effect removing the shotgun tip and only having the muzzle fire.
I tried to make a similar effect, but not so red and contrasted.
Posted Image Posted Image


Nice muzzle flash. I"ve tested it. However the second frame needs to be hidden with this model (forgot the right syntax to do so) because your texture emphasizes wrong position of the model (It doesn't even approach the right position after the shot).
0

User is offline   Night Wolf 

#2773

Slight modification to this texture I was working on.
I had a few more I was working on but my computer died so ill have to wait till I fix that before I can continue working on them
anyway heres 0821
Posted Image
1

User is offline   Besli 

#2774

View Postozz, on 28 July 2011 - 05:59 AM, said:

Slight modification to this texture I was working on.
I had a few more I was working on but my computer died so ill have to wait till I fix that before I can continue working on them
anyway heres 0821


Nice.
But I think the old one was good enough, and looked more real at the bottom part.
0

#2775

Fire Extinguisher 0916
Slight label tweaks to line up nicer with new 0916 Specular
Attached Image: 0916_fireext.png
Attached Image: 0916_fireext_s.png

Fire Alarm Pull 0917 New Model
Fire Alarm Pull 0917 Skin
Fire Alarm Pull 0917 Specular
Attached File  0917_firealarm-md3.zip (1.88K)
Number of downloads: 294
Attached Image: 0917_firealarm.png
Attached Image: 0917_firealarm_s.png
1

User is offline   Besli 

#2776

Wow, that new skin looks very nice!!
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2777

Since most textures need to be remade to support Polymer's new features, I thought it would be good to save as much effort as possible. Anyone around on 3DR a few years ago might remember the collaborative creation of the Shop 'N' Bag shelf of cans. The main guy, Alexander Filippov, made 3D models of the cans on a shelf. I asked him for the resources and he sent them to me. Hopefully someone can use them to generate normal maps.

http://hendricks266..../stuff/4182.rar

This post has been edited by Hendricks266: 05 August 2011 - 07:09 PM

0

User is offline   Spiker 

#2778

View PostHendricks266, on 05 August 2011 - 07:09 PM, said:

Since most textures need to be remade to support Polymer's new features, I thought it would be good to save as much effort as possible. Anyone around on 3DR a few years ago might remember the collaborative creation of the Shop 'N' Bag shelf of cans. The main guy, Alexander Filippov, made 3D models of the cans on a shelf. I asked him for the resources and he sent them to me. Hopefully someone can use them to generate normal maps.

http://hendricks266..../stuff/4182.rar


The way it was created makes it practically useless when it comes to creating normal maps.
0

User is offline   Roma Loom 

  • Loomsday Device

#2779

View PostSpiker, on 06 August 2011 - 04:28 AM, said:

The way it was created makes it practically useless when it comes to creating normal maps.

Well.. At least there are cylinders with textures, one should just have enough patience to set them all up on the shelves and make a new render. I'm just not in the mood right now for this. But maybe I'll take this/
0

User is offline   Kyanos 

#2780

I'm not to sure why I spent a few hours doing this but....
Posted Image

It's supposed to be weathered. I made an icon out of this. If anyone wants it, I can post it too.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2781

View PostDrek, on 06 August 2011 - 03:16 PM, said:

It's supposed to be weathered.

Less weathered, more JPEG. I don't see why anyone would want it. :)

Besides, we should ask TX to upload the original vector source for it somewhere.

This post has been edited by Hendricks266: 06 August 2011 - 10:07 PM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2782

The SVG is included in the source, isn't it?
0

#2783

Attached Image: duke0042.jpg

Fire Alarm Pull 0917
Corrected Normals (Forgot to do this before)

Need to add to props.def
specular { file "highres/sprites/props/0917_firealarm_s.png" }

Attached File  0917_firealarm_07302011.zip (367.75K)
Number of downloads: 311

Fire Extinguisher 0916
Model: complete new hose
Model: Added hose clip
Model: Additional rework of entire model
Skin: Updated/Cleaned up
Specular: Updated/Cleaned up

Need to add to props.def
specular { file "highres/sprites/props/0916_fireext_s.png" }

Attached File  0916_fireext_08212011.zip (371.94K)
Number of downloads: 294

This post has been edited by ForeverDuke: 22 August 2011 - 04:21 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#2784

is the specular material correct on that model?
0

#2785

View PostPlagman, on 21 August 2011 - 09:49 PM, said:

is the specular material correct on that model?


It is now. Thanks for pointing that out.
0

User is offline   Micky C 

  • Honored Donor

#2786

Why doesn't our battlelord look like this:

Posted Image


http://www.duke4.net...omment.news.119
It looks higher quality than what we currently have in game, even though it's probably the same model in an external rendering program, but the skin looks slightly different, like this was an original high quality version from which the game version was downsized.

This post has been edited by Micky C: 04 September 2011 - 09:40 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #2787

Whoever made the Battlelord lost the source. The same thing happened for some of the babes at least.
0

User is offline   Spiker 

#2788

View PostMicky C, on 04 September 2011 - 09:40 PM, said:

Why doesn't our battlelord look like this:


http://www.duke4.net...omment.news.119
It looks higher quality than what we currently have in game, even though it's probably the same model in an external rendering program, but the skin looks slightly different, like this was an original high quality version from which the game version was downsized.


It was made by Hellbound (I heard it was made in 2 days from scratch). In fact it doesn't look that much better but to make it look like this you don't need the source since your not going to re-animate it or add any geometry. It's enough to import the model and generate proper normal and specular maps for it (the datails probably need to be sculpted). However you also need proper lighting in a level (which in fact happens very rarely even in the levels with hacked lights).

This post has been edited by Spiker: 05 September 2011 - 09:45 AM

0

User is offline   Tea Monster 

  • Polymancer

#2789

View PostMicky C, on 04 September 2011 - 09:40 PM, said:

Why doesn't our battlelord look like this:
...

That IS our Battlelord.

He was made before Polymer by Hellbound, so no spec or normal maps were included.
0

User is offline   Micky C 

  • Honored Donor

#2790

View PostSpiker, on 05 September 2011 - 09:45 AM, said:

However you also need proper lighting in a level (which in fact happens very rarely even in the levels with hacked lights).


Have you got something to say against my maphacks? lol.

All the places that I can remember where the battlelord appears have proper lighting, whatever that is, whether the hacks were done by me or not.
0

Share this topic:


  • 161 Pages +
  • « First
  • 91
  • 92
  • 93
  • 94
  • 95
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options