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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   Micky C 

  • Honored Donor

#2881

Babe Land done.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322012-01-2313-36-07-70.jpg

Attached File(s)

  • Attached File  E4L4.zip (4.87K)
    Number of downloads: 138

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#2882

Minor update: fixed the hair, fixed the eyes. The main issue now is just the normal map, and I think I'll release it without the normal map for now until I figure out what's going on there. So 603 should be ready in the next few days.

In regards to the Z-axis problem: Hendricks266 added a yoffset parameter to the .def parser that allows for an "absolute" change in z for those tiles that have peculiar offsets like #0603. It's recommended that zadd be used instead for other models since it is sufficient for almost all cases. For more info, see http://dukeworld.duk...4/ChangeLog.txt

You will need at least eduke32 revision 2264 to use the model properly.

So, once this is released, you will not need maphacks that adjust the height of the model--it will work out of the box for both stock maps and usermaps. (Although, of course, you may need one to randomize rotation :>).
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User is offline   NightFright 

  • The Truth is in here

#2883

Just remembered something: If you are using latest HRP, you have to be careful since the maphacks are inside the HRP file. Which means: These hacks actually are for the bugged slimebabe model. If you got it working with the new one, the hacks will most likely screw it. So maybe remove maphacks first before you are testing your stuff ingame. :unsure:

This post has been edited by NightFright: 23 January 2012 - 08:48 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#2884

View PostNightFright, on 23 January 2012 - 08:47 AM, said:

If you got it working with the new one, the hacks will most likely screw it. So maybe remove maphacks first before you are testing your stuff ingame. :unsure:

...or create an empty corresponding E*L*.mhk in your game directory.

Btw., I just noticed that maphacks.txt is not part of the repository...on purpose?

Another question - if I play a user map, say sand.map, would a corresponding sand.mhk be loaded automatically or does this only work for the original levels aka E*L*?
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User is offline   Master Fibbles 

  • I have the power!

#2885

View PostNightFright, on 23 January 2012 - 08:47 AM, said:

Just remembered something: If you are using latest HRP, you have to be careful since the maphacks are inside the HRP file. Which means: These hacks actually are for the bugged slimebabe model. If you got it working with the new one, the hacks will most likely screw it. So maybe remove maphacks first before you are testing your stuff ingame. :unsure:

If he is anything like many modelers, he has a map that has the models he is working on in a room with lights so he can see the model as it is with lighting etc.
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#2886

View PostNightFright, on 23 January 2012 - 08:47 AM, said:

Just remembered something: If you are using latest HRP, you have to be careful since the maphacks are inside the HRP file. Which means: These hacks actually are for the bugged slimebabe model. If you got it working with the new one, the hacks will most likely screw it. So maybe remove maphacks first before you are testing your stuff ingame. :unsure:


I don't play with maphacks--but thanks for reminding me :>

View PostMr.Flibble, on 23 January 2012 - 01:13 PM, said:

If he is anything like many modelers, he has a map that has the models he is working on in a room with lights so he can see the model as it is with lighting etc.


Yeah; I threw together a quick little map (called newboard.map, how strange!) for testing. Easy enough, after all, my main talent is mapping. Pretty sure there's no newboard.mhk in my eduke directories. :P

I guess I should upload it soon until plagman fixes my seam issue too. :>
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User is offline   Plagman 

  • Former VP of Media Operations

#2887

I think about it daily if that makes you feel any better...
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User is offline   Tea Monster 

  • Polymancer

#2888

Supertanker - Which version of Blender are you using? They fixed some seam issues with baking in one of the latest versions.

This post has been edited by Tea Monster: 23 January 2012 - 11:18 PM

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#2889

I'm running trunk from just a few days ago. It's not so much the seams in the UV map as the exporter (apparently) making a "hard" seam in the mesh by duplicating verticies, which messes with the way eduke does normal maps. Or something. I painted over the seams in the normal map by hand in Texture Paint mode but they still showed up in game, so, frustrated.
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User is offline   Kyanos 

#2890

View PostSupertanker, on 24 January 2012 - 08:46 AM, said:

It's not so much the seams in the UV map as the exporter (apparently) making a "hard" seam in the mesh by duplicating verticies, which messes with the way eduke does normal maps. Or something.

Ya, that's not so much the exporter as it is a rule of the md3 format. NO FACES CAN SHARE VERTS.Iwaswrong

Added: We could pass around a petition for, say, MD5 support. JK. Plagman :unsure:

This post has been edited by Drek: 26 January 2012 - 01:56 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2891

View PostDrek, on 24 January 2012 - 03:15 PM, said:

Added: We could pass around a petition for, say, MD5 support. JK. Plagman :unsure:

This has been discussed. I'm too lazy to find the quote (it's in a dialogue about voxels) but MD5 would not be a useful addition since it uses skeletal animation and Polymer was not written with this in mind, meaning the animation would have to be "rerendered" for each frame if you understand my point.

This post has been edited by Hendricks266: 24 January 2012 - 04:50 PM

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User is offline   Kyanos 

#2892

Well that was my biggest pro for using MD5, it would save some file size and be easier to edit animations down the road. Oh well, I for one like MD3s :D
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User is offline   Plagman 

  • Former VP of Media Operations

#2893

When we have the new animation suppot and support for skeletons all the way into the engine, I'll add md5mesh support for sure.

MD3 faces can share vertices just fine, but not if they don't have the same UV coords or normals, which forces the exporter to duplicate verts and split the mesh across UV seams and smoothing groups. Keep in mind that if the exporter wasn't doing that, EDuke32 would have to do it when loading the model anyway since that's also how GPUs work.
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User is offline   Tea Monster 

  • Polymancer

#2894

If it's the UV's that are causing you problems, then you can copy the mesh to another layer, re-uv-map it so that you don't have to have any overlap, then you can cross-bake the overlapping mesh to the non-overlapping mesh and that way you don't have to spend hours in Photoshop trying to re-jig everything.
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#2895

Nah, it's not the UVs. It's the physical structure of the mesh and the way the exporter handles UV seams unfortunately...anyway, I'll try to push it out tomorrow.
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#2896

NSFW: hanging babe model

Requires recent eduke32 with the yoffset token. http://dukeworld.duk.../20120116-2264/ or later should do. It's about as done as I'm going to get it.
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User is offline   Master Fibbles 

  • I have the power!

#2897

The model and animation is of good quality. I wonder if modelling the teeth/mouth is even necessary but it isn't like a lot of details could be added on the model itself besides. I like the style of this model more than the previous version(s) of the babes. Do you plan on continuing and completing at least the rest of the slimed babes?
I think the skin could benefit from more details. I see from the defs that you had a normal map planned but didn't include/finish it?


Great job on this!

This post has been edited by Mr.Flibble: 27 January 2012 - 08:36 PM

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#2898

I will probably work on the other babes (except possible for the impaled one) as free time permits now that my job is back in full swing. I have a good start on the standing slime babe.

As for the normal map, I am waiting for a few issues to be solved. It looked very nice but there was that big fat seam that I couldn't get rid of even after manually smoothing the seams in the normal map with blender's texture paint tool--it seems to be something in eduke32 giving issues.

Thanks!
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User is offline   Hendricks266 

  • Weaponized Autism

  #2899

polymer_hrp r288:

Quote

Revise #336-338 (water texture) from the original JPEGs to remove artifacts while maintaining the integrity of the texture.
I originally did this in 2009 but the process caused subtle differences in the texture, and it did not solve the issue of artifacts in the very dark shades between the highlights. This time I used two Selective Gaussian Blur passes in GIMP, one on highlights and one on the dark gaps, with settings so that it blended away artifacts without causing any noticeable change to the artwork that I could detect.

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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#2900

Alright, so I'm doing simplifying transformations on the dynamicremap code, and when checking my changes before the commit, discover that the whole system in its current state is one big stinking no-op, and has been since a small, but significant typo/inattention committed by Hunter_rus with r1031. This means that this system has not been working for more than three years without anybody really complaining. What I'll probably do is keep the code, but conditionally compile it out until somebody provides a convincing use case.

The would-be patch is attached, for anyone interested. Here are some technical notes to make sense of it:
Spoiler

edit: What's also weird is that its origins are totally unclear to me. The Wiki claims it to exist since EDuke 1.2.9, but apparently it has been removed in EDuke 2.1 (source from RTCM).
edit2: oops, this was supposed to be in the Polymer/EDuke32 thread.

Attached File(s)


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User is online   Danukem 

  • Duke Plus Developer

#2901

That's pretty funny. I can honestly say that I have never tried using it myself.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2902

View PostHelixhorned, on 28 January 2012 - 02:34 AM, said:

This means that this system has not been working for more than three years without anybody really complaining.

I complained... and if I remember correctly it was DeeperThought who wisely told me to forget about it and so I did.

This post has been edited by Fox: 28 January 2012 - 10:10 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2903

I used dynamicremap in H266MOD.

It needs to be kept in general. It's a good feature.

This post has been edited by Hendricks266: 28 January 2012 - 01:28 PM

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User is offline   NightFright 

  • The Truth is in here

#2904

I am preparing a small first update pack for current HRP 5.1. Right now, not much is included, just two new textures and the slightly improved water by Hendricks. If you got the new babe model fully done though, it would make much more sense to release something. :D If you got the flipped version working without requiring maphacks, be sure to warn me first so I can remove the lines from all maphacks where it shows up.
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#2905

View PostNightFright, on 31 January 2012 - 01:36 AM, said:

I am preparing a small first update pack for current HRP 5.1. Right now, not much is included, just two new textures and the slightly improved water by Hendricks. If you got the new babe model fully done though, it would make much more sense to release something. :D If you got the flipped version working without requiring maphacks, be sure to warn me first so I can remove the lines from all maphacks where it shows up.


Oh, it's done--completely. I'm not going to fiddle with it unless Plagman happens to find time to tinker with the normal smoothing code. By all means, please add it to the pack and remove any lines regarding height adjustments. Remember you need a newer Eduke32 to play it though--the fix is an adjustment in how eduke32 handles models with a large yoffset, of which 603 is the largest offender.
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User is offline   NightFright 

  • The Truth is in here

#2906

OK then, but wasn't it still missing normalmaps (for the body skin - but well, the other babes don't have one either right now)?
And a glowmap for the eyes might also be nice (but I can add that by myself, I think).

*EDIT*
New slimebabe added to SVN (build 289).
I have modified it a bit by adding (much) more sophisticated nipples (before, it looked more like a robot xD) and red glow for the eyes. Also adjusted the maphacks so it looks right in E3L1, E3L3 and E3L6. I will work on a new XXX Pack skin now, I guess. :D

This post has been edited by NightFright: 01 February 2012 - 12:51 PM

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#2907

Normals maps are not coming until the shading issue is fixed :D And yeah, you can probably do the glowmaps better!
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User is offline   Mark 

#2908

View PostNightFright, on 01 February 2012 - 12:29 AM, said:

I have modified it a bit by adding (much) more sophisticated nipples (before, it looked more like a robot xD)


Did you enjoy tweaking her nipples? :D
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User is offline   NightFright 

  • The Truth is in here

#2909

I hope that was a rhethorical question. xD But well, it just looks better this way. From an aesthetical point of view. :D
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User is offline   LeoD 

  • Duke4.net topic/3513

#2910

View PostNightFright, on 01 February 2012 - 12:29 AM, said:

New slimebabe added to SVN (build 289).
I have modified it a bit by adding (much) more sophisticated nipples (before, it looked more like a robot xD) and red glow for the eyes.

I feel like adding some tnitpicking:
Your modifications work quite well since from a certain angle I wasn't sure if it's a girl at all :D
But all in all the new model is more a step sideways than an obvious improvement and not ready for HRP yet IMO.
While the boobs and hair look more natural, the body (abdomen, belly button, knees, toes) isn't detailed enough and that green thing is too reflective.

View PostNightFright, on 01 February 2012 - 12:29 AM, said:

I will work on a new XXX Pack skin now, I guess. :D

Although the original babe is topless, I think in high resolution a bra would fit better into the game. I'd leave the current version for XXX-lite. Speaking of XXX(-full), since the girl is too pale to be Brazilian, the model isn't XXX-pack ready yet. :D
Please do not delete the old 603's from the XXX-packs, otherwise Polymost HRP compatibility would be broken.

Btw, Micky C has made some new E4 maphacks recently which you might want to add to the repo.

Attached thumbnail(s)

  • Attached Image: 603art.jpg
  • Attached Image: 603old.jpg
  • Attached Image: 603new.jpg
  • Attached Image: 603wtf.jpg


This post has been edited by LeoD: 01 February 2012 - 04:01 PM

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