Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2791 Posted 21 September 2011 - 07:11 AM
got a few more in progress such as 0723 / 0764 as I have to match the style of windows and whatnot.
0743
0743_s
0743_n
0342
0342_s
0343
0343_s
Edit:
Defs for 0743
texture 743 {
pal 0 { file "highres/textures/0743.png" xscale 2.0 }
normal { file "highres/textures/0743_n.png" parallaxbias 0.02 parallaxscale 0.05 }
specular { file "highres/textures/0743_s.png" }
detail { file "highres/detail/concrete.png" xscale 0.15 yscale 0.075 }
}
This post has been edited by ozz: 21 September 2011 - 07:17 AM
#2792 Posted 21 September 2011 - 09:42 AM
#2793 Posted 21 September 2011 - 10:14 PM
Edit:
A few screenshots.
http://i1025.photobu...om/duke0005.jpg
http://i1025.photobu...om/duke0006.jpg
http://i1025.photobu...om/duke0004.jpg
http://i1025.photobu...om/duke0003.jpg
http://i1025.photobu...om/duke0002.jpg
http://i1025.photobu...om/duke0001.jpg
This post has been edited by ozz: 21 September 2011 - 11:17 PM
#2794 Posted 22 September 2011 - 12:16 AM
In the meantime, I committed a new SVN build (now @ rev.280), adding the new fire extinguisher/alarm (916/917) from earlier on, also the updated #821 which was posted a while ago plus updated 342/343 ozz posted above. 743 may follow later (when the curtains have been exchanged, at least that's what I would vote for).
This post has been edited by NightFright: 22 September 2011 - 12:53 AM
#2795 Posted 22 September 2011 - 12:38 AM
#2796 Posted 22 September 2011 - 01:53 AM
Also i've doubled up the texture so that it doesn't seem noticeably tiled.
I know the original tiles have curtains, and I originally pushed for curtains when I made the past textures, but they just don't look that good, mainly because they are right up on the glass.
its kind of hard to judge them without the other textures, when I finish them ill upload them and you can try them out for yourselves and see what you like better.
Personally I think this is they way to go, they seem more consistent with all the latest polymer textures.
#2797 Posted 22 September 2011 - 03:37 AM
#2798 Posted 22 September 2011 - 04:25 AM
NightFright, on 22 September 2011 - 03:37 AM, said:
Hmm....changing the contrast seems like a good idea, probs best if I changed the contrast in Photoshop however, as if you do it form the jpeg the colours fade a bit.
I kind of liked the lighter windows as it was meant to represent a dirty window, although darker is more true to the original tile.
ill have a mess with it a bit later.
Anyway I forgot about this one.
0341
0341_n
0341_s
This post has been edited by ozz: 22 September 2011 - 04:38 AM
#2799 Posted 23 September 2011 - 02:03 AM
#2800 Posted 23 September 2011 - 03:44 AM
#2801 Posted 23 September 2011 - 04:22 AM
Piterplus, on 23 September 2011 - 02:03 AM, said:
non taken, granted there not as close to the original tiles, however i think its best to verge from that for a more realistic approach, airvents look like that, the previous ones looked like stone...
take a look at them ingame with lighting.
use them don't use them I don't really care, ill be using them.
Edit:
How about a dirtier version... thoughts?
This post has been edited by ozz: 23 September 2011 - 05:46 AM
#2802 Posted 23 September 2011 - 09:12 PM
#2803 Posted 23 September 2011 - 10:30 PM
So im not sure which ones to have a go at, besides there's nothing wrong with improving on what we already have to match the quality ones that are being submitted, one of the main problems with the HRP is that some textures just don't match some of the others, they all need to be in the same style.
I was actually working on the snack machine, but kinda gave up on it when it came to the actual snack packets, if I could get a hold of the source for the current packets it would be a help, as they look pretty good.
#2804 Posted 23 September 2011 - 11:35 PM
As for the snacks chances are rather small to get the source but it shouldn't be a problem to process some real snack photos and combine them with your texture.
#2805 Posted 24 September 2011 - 08:43 PM
Spiker, on 23 September 2011 - 11:35 PM, said:
As for the snacks chances are rather small to get the source but it shouldn't be a problem to process some real snack photos and combine them with your texture.
Thats true , but I think the main reason they look off is due to the polymost textures the polymer textures look alot more realistic imo, its just that in some levels there are more polmost textures then polymer, some of the space levels look amazing and somewhat realistic looking like E2L6. whilst some of the episodes mainly in episode 4 look less impressive.
anyway...
Are we even allowed to use real products like snacks in the hrp? wouldn't that be a copyright issue?
I suppose I could modify them but I don't really have the time, that would be pretty time consuming.
This post has been edited by ozz: 24 September 2011 - 08:45 PM
#2806 Posted 25 September 2011 - 07:38 AM
- keycard hand?
- China vase
- quick foot
- fence, but that's well-known
ozz, on 24 September 2011 - 08:43 PM, said:
I suppose I could modify them but I don't really have the time, that would be pretty time consuming.
I think it's better to change at least one letter to be on the safe side, and maybe have a slightly different font design.
#2807 Posted 25 September 2011 - 08:09 AM
IIRC 4500 graphics and size were messed around with so as to work with the hidden switch and stretched tiling in the game.
This post has been edited by Marked: 25 September 2011 - 08:12 AM
#2808 Posted 25 September 2011 - 02:39 PM
#2810 Posted 27 September 2011 - 08:54 AM
Marked, on 25 September 2011 - 08:09 AM, said:
IIRC 4500 graphics and size were messed around with so as to work with the hidden switch and stretched tiling in the game.
I could give it a go, i'm not really sure what it is though, so it would be hard to detail.
Episode 4 does need some work though, wouldn't be a bad one to do.
Anyway here's,
0343/0341 tweaked to match the one above if you decide to use it.
http://i1025.photobu...d333/0343-1.png
http://i1025.photobu...d333/0341-1.png
#2811 Posted 01 October 2011 - 02:19 AM
ozz, on 23 September 2011 - 04:22 AM, said:
Your textures are pretty nice. I would just add some notes, and probably with couple of tweaks they will be better, I hope.
Lets take all set - 341-342-343. It is obvious that all of those airvent are not new. 342 and 343 is both rusty and dirty from the begining. Difference is that 343 is much dirtied and rusty, has some bumps and grime flowing down, Your 342 as fresh as new and that will lead to big contrast betwen 342 and 343 in case they will be placed together.
Now, lets go to 341. Big hole in it supposed to be result of the blast from inside the vent, or some alien sticking out of it. While old 341 is not in any way perfect, your hole looks like it was accurately cut out with scissors.
I'm sure you can invent some tricks to get more realistick results. For example see current 4100.
Good luck.
#2812 Posted 01 October 2011 - 02:27 AM
#2814 Posted 01 October 2011 - 11:29 AM
This post has been edited by NightFright: 01 October 2011 - 12:02 PM
#2815 Posted 01 November 2011 - 07:54 PM
NightFright, on 01 October 2011 - 02:27 AM, said:
Yeah, easier said then done though, perhaps someone else would like to give them a go, can't seem to get them looking right, the blasted one is a pain in the ass.
I'll get onto tuning up 0743 etc eventually, but yeah they do need a more contrast after looking further into it.
#2816 Posted 02 November 2011 - 01:31 AM
#2817 Posted 02 November 2011 - 02:01 AM
Anyway this has been discussed before so don't worry your thoughts are noted. You'll have a hard time finding someone willing to do the work though.
#2818 Posted 02 November 2011 - 03:49 AM
ozz, on 01 November 2011 - 07:54 PM, said:
Alien Skin Xenoflex2 plugin - Rip open.