Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2881 Posted 18 January 2012 - 07:14 PM
1. Eyes and teeth are see-through (didn't notice; should be easy to fix)
2. Hair, even though it no longer allows the player to see through the body, allows the player to see through the hair itself because I doubled the mesh with the normals inverted to make it two sided. Is there a better way to do this, or should I just eventually make a low poly hair mesh without transparency?
3. The normal map has very visible seams (though not sparkly/transparent ones like before), but it (for the most part) looks great. The main area of distortion is around the breasts because I modified the geometry to make them appear more natural. I just need to tweak the highpoly mesh before baking. I'm not sure how to really fix these lines. Those are the seams in the UV mesh. I don't have a Windows machine to try xNormal at the moment, but I may this weekend.
NSFW pictures (hair problem and line problem visible):
http://supertanker.m...t/603_prob1.jpg
http://supertanker.m...t/603_prob2.jpg
http://supertanker.m...t/603_prob3.jpg
If I could fix those three things...well, I'm happy with it. :>
#2882 Posted 18 January 2012 - 08:41 PM
Micky C, on 18 January 2012 - 05:48 PM, said:
Like Homer Simpson always says: silence means yes.
e4l2, Duke Burger
I left most of the outdoor lights the same as devestator's, but added a few anyway, and basically redid all the interior lights. Although I'm not sure if this should replace the previous lights just yet, I used an awful lot of spotlights a la Project Zero, but not quite so bad, still the framerate isn't that hot. I was thinking long term when I did this.
Attached File(s)
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E4L2.zip (4.74K)
Number of downloads: 253
#2883 Posted 20 January 2012 - 05:44 PM
#2885 Posted 22 January 2012 - 08:01 PM
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 :>).
#2886 Posted 23 January 2012 - 08:47 AM
This post has been edited by NightFright: 23 January 2012 - 08:48 AM
#2887 Posted 23 January 2012 - 09:08 AM
NightFright, on 23 January 2012 - 08:47 AM, said:
...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*?
#2888 Posted 23 January 2012 - 01:13 PM
NightFright, on 23 January 2012 - 08:47 AM, 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.
#2889 Posted 23 January 2012 - 09:47 PM
NightFright, on 23 January 2012 - 08:47 AM, said:
I don't play with maphacks--but thanks for reminding me :>
Mr.Flibble, on 23 January 2012 - 01:13 PM, said:
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.
I guess I should upload it soon until plagman fixes my seam issue too. :>
#2891 Posted 23 January 2012 - 11:16 PM
This post has been edited by Tea Monster: 23 January 2012 - 11:18 PM
#2892 Posted 24 January 2012 - 08:46 AM
#2893 Posted 24 January 2012 - 03:15 PM
Supertanker, on 24 January 2012 - 08:46 AM, said:
Ya, that's not so much the exporter as it is a rule of the md3 format.
Added: We could pass around a petition for, say, MD5 support. JK. Plagman
This post has been edited by Drek: 26 January 2012 - 01:56 PM
#2894 Posted 24 January 2012 - 04:50 PM
Drek, on 24 January 2012 - 03:15 PM, said:
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
#2895 Posted 24 January 2012 - 04:59 PM
#2896 Posted 24 January 2012 - 06:03 PM
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.
#2897 Posted 25 January 2012 - 04:17 AM
#2898 Posted 25 January 2012 - 06:55 PM
#2899 Posted 27 January 2012 - 07:11 PM
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.
#2900 Posted 27 January 2012 - 08:36 PM
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
#2901 Posted 28 January 2012 - 12:01 AM
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!
#2902 Posted 28 January 2012 - 01:42 AM
Quote
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.
#2903 Posted 28 January 2012 - 02:34 AM
The would-be patch is attached, for anyone interested. Here are some technical notes to make sense of it:
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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dynamictileremap_noop.diff.txt (129.14K)
Number of downloads: 287
#2904 Posted 28 January 2012 - 08:53 AM
#2905 Posted 28 January 2012 - 10:09 AM
Helixhorned, on 28 January 2012 - 02:34 AM, said:
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
#2906 Posted 28 January 2012 - 01:21 PM
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
#2907 Posted 31 January 2012 - 01:36 AM
#2908 Posted 31 January 2012 - 05:05 PM
NightFright, on 31 January 2012 - 01:36 AM, said:
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.
#2909 Posted 01 February 2012 - 12:29 AM
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.
This post has been edited by NightFright: 01 February 2012 - 12:51 PM