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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 online   NightFright 

  • The Truth is in here

#2941

View PostReaperMan, on 05 February 2012 - 10:27 AM, said:

I had actually change a few to the incorrect view, it will take me a few seconds to change them back, so no problem. I was just tired of looking at a sideways RPG.

Yeah, maybe it's really easier like this, at least for the time being. We know which sprites are affected and how, so you only have to make it different for those voxels. In the end, I think voxel users won't mind as long as it looks OK ingame. In custom maps where sprite alignment is accurate there will be problems still, but I guess you have to die one death...

My suggestion for now:
Adjust the affected voxels to the incorrectly aligned HRP models we have now (so that existing maphacks work). As a backup, keep the properly aligned voxel versions for a later time when we have properly rotated models and adjusted maphacks in HRP. Since only a few voxels are affected by this, it will be minimal effort to exchange them at any time. This way, any voxel pack we release at least looks OK right away with existing maphacks.

@ Tea Monster:
The rotated models don't seem to work, at least not with the existing definitions. When renaming them properly and placing them into the correct HRP dirs, EDuke32 prints out this:
Invalid frame name on line highres/sprites/pickups.def:9
Removing model 99 due to errors.
Invalid frame name on line highres/sprites/pickups.def:25
Removing model 100 due to errors.
Invalid frame name on line highres/sprites/pickups.def:33
Removing model 100 due to errors.
Invalid frame name on line highres/sprites/pickups.def:46
Removing model 100 due to errors.
Invalid frame name on line highres/sprites/pickups.def:72
Removing model 102 due to errors.
Invalid frame name on line highres/sprites/pickups.def:80
Removing model 102 due to errors.
Invalid frame name on line highres/sprites/pickups.def:95
Removing model 102 due to errors.
Invalid starting frame name on line highres/sprites/pickups.def:113
Invalid frame name on line highres/sprites/pickups.def:114
Removing model 102 due to errors.
Invalid frame name on line highres/sprites/pickups.def:155
Removing model 106 due to errors.
Invalid frame name on line highres/sprites/pickups.def:163
Removing model 106 due to errors.
Invalid frame name on line highres/sprites/pickups.def:178
Removing model 107 due to errors.
Invalid frame name on line highres/sprites/pickups.def:263
Removing model 115 due to errors.
Invalid frame name on line highres/sprites/props.def:8
Removing model 120 due to errors.

If you are able to fix this, don't forget to change the keycard model to 90° rotation CCW (from original angle). :D

This post has been edited by NightFright: 05 February 2012 - 12:11 PM

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User is offline   Tea Monster 

  • Polymancer

#2942

Attached File  0060_keycard_r2.zip (905bytes)
Number of downloads: 191

Bahh, it DID change the frame names, Change the frame names for the rotated models to 'none00' (minus ' marks)

This post has been edited by Tea Monster: 05 February 2012 - 12:42 PM

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User is online   NightFright 

  • The Truth is in here

#2943

@ Tea Monster
Cool, now only the freezer ammo (#37) still gives error messages. It has an animation, maybe that changed the frame names to something different?

BTW, is there a tool which is able to show you all IDs for specific sprites per map? GViewer only shows you coordinates, but it'd be more helpful for checking maphacks to see how many RPGs, Devastators etc there are in each level and what their IDs are for that map. This way, I would also see if there are sprites I might have to add BEFORE playtesting. :D

This post has been edited by NightFright: 05 February 2012 - 01:15 PM

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User is offline   Tea Monster 

  • Polymancer

#2944

Yep, that starts at 'AnimFrames00' and goes through to 'AnimFrames10' so: anim { frame0 "AnimFrames00" frame1 "AnimFrames10" fps 100 flags 0 }
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User is offline   Hendricks266 

  • Weaponized Autism

  #2945

View PostNightFright, on 05 February 2012 - 01:07 PM, said:

BTW, is there a tool which is able to show you all IDs for specific sprites per map?

I wrote this M32script for you, instructions self-contained:

http://hendricks266....ump_pickups.m32

It may be helpful for you to copy the output portion from mapster32.log into a .csv file and then open it in Excel or Google Docs so you can sort it by picnum. Unfortunately, it would have been much more work to actually list the labels for each picnum but I think it will be OK.

Example output for E1L1:

Quote

Dumping pickups...
Format: picnum,id,x,y,z,ang
59,25,15744,58688,-24576,1536
23,26,15872,47360,-49152,1536
47,27,14784,47424,-45056,1536
59,40,20064,49696,-16384,1536
51,41,20768,48992,-16384,1536
52,42,25600,38784,2048,1536
52,43,24832,50944,0,1536
28,44,15872,46784,-49152,1536
22,45,16000,48256,-45056,1536
52,78,-192,44288,8192,1536
26,79,-27681,11163,-148480,1648
26,80,-27227,9914,-148480,1648
28,81,-27373,10523,-148480,1648
23,82,-1280,40448,-26624,1536
52,85,9206,41590,8192,1648
44,87,26240,38784,2048,1536
40,107,-32091,6249,-148480,624
22,111,24832,59648,-8192,1536
49,112,25472,59264,-14336,1536
49,113,25472,60032,-14336,1536
100,170,6656,62208,-36864,1536
52,171,24576,47616,-43008,1536
52,172,14656,49600,-23552,1536
52,173,28160,46592,-1048,1536
40,176,19328,58624,-8192,1536
40,177,19072,58624,-8192,1536
44,180,5568,49152,-50176,1536
40,194,8832,56960,8192,1536
49,199,30080,39296,8192,1536
100,209,18688,41728,6656,1536
52,257,15200,62464,-26112,1536
1348,297,15936,49280,-29696,1536
28,337,25984,41536,2048,1536
53,376,31232,43136,-10240,1536
100,400,22016,48640,-60928,1536
1348,411,29504,46592,-38539,1536
28,421,19072,63488,-37888,1536
23,431,19968,48512,-43008,1536
57,447,25344,59648,-14336,1536
60,451,21568,46848,-49152,1536
49,522,15680,56256,-37888,1536
55,527,5248,53792,-47104,1536
22,530,4544,52416,-46080,1536
52,531,18400,58816,8192,1536
54,532,24896,58080,-8192,1536
40,533,21440,52896,0,1536
41,534,16896,50720,-23552,1536
47,535,16704,56672,-46080,1536
40,539,20000,39936,2048,1536
51,540,21920,39936,2048,1536
51,541,22400,39936,2048,1536
54,546,17824,43008,-38912,0
21,548,15360,43520,8192,1536
52,549,15168,56288,-37888,1536
52,577,18176,58368,-37888,1536
41,586,17024,48768,8192,1536
55,595,23104,50560,-43008,1536
49,596,24064,45888,-43008,1536
40,617,15232,46912,8192,1536
40,618,18880,56512,0,1536
40,619,18240,46336,8192,1536
40,620,15168,55680,-23552,1536
52,621,14528,43648,-704,1536
47,632,20800,49664,-16384,1536
57,633,14848,59136,-411648,1536
49,634,15104,59392,-411648,1536
49,636,15104,58880,-411648,1536
40,638,19200,56320,0,1536
Pickup dump finished.


This post has been edited by Hendricks266: 05 February 2012 - 01:38 PM

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User is online   NightFright 

  • The Truth is in here

#2946

Thanks, that should help. Anyway, it will not prevent me from having to go ingame and playing through all the levels once more. xD Well, wanted to do it again anyway at some point, might as well be now.

The real pain comes with the huge levels like "Derelict", or even "Smithsonian Terror" in the DukeDC addon. But it only has to be done once, then never again. Will take a while, but when it's done, hopefully something good has happened for modders and map creators. And voxel users. :D

*EDIT FEB 12*
HRP Update 5.1.292 has been released, with correctly rotated models and all-new maphacks which include many fixes that go far beyond adaptation of model rotations. XXX Packs have also been updated, plus the first voxel pack has been uploaded.

This post has been edited by NightFright: 12 February 2012 - 01:08 PM

1

User is offline   LeoD 

  • Topic #3513

#2947

Polymost HRP needs help [from Tea Monster, I suppose]:

There are three models (attached) that need a change:
- The shotgun pickup needs to be rotated like the Polymer version
- The pistol pickup needs to be rotated and converted to MD3
- The firstperson devastator model needs MD3 conversion (to get rid of the last MD2 in Polymost HRP)

(I failed to ask empy for conversion of my remaining MD2s while he was still active last year. :D )

Without the rotation the non-Polymer parts of the maphacks would become incompatible and I'd like to avoid learning mapster and going through all the maps for this. :D

Attached File(s)


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User is online   NightFright 

  • The Truth is in here

#2948

BTW, during my playthrough for maphacks adjustment, I saw some stuff I didn't like with most recent EDuke32 build, especially:

> Animation for babe models: These seem to be pretty much broken. Movements look jerky, and something seems to be wrong with looping animations, too (e.g. the pole dancer). What also never worked correctly is the Chinese porcellain babe statue in E3L1.
> Transparency issues: Some models suffer from problems with transparency, especially the hair of the street hooker (e.g. the one in E1L2 bar) or bras removed from babe models with XXX packs.
> Pain animation for Octabrain: If you shoot the Octabrain, it seems to die already even if it only takes damage. Sucks pretty much if you think it's dead and stop shooting it - just to find out it's still alive.
> Shotgun HUD model: This sticks out negatively worse than ever now, a pain to watch and use. But it's nothing new. :D

I think modifications for either defs or models might be a good idea (eventually)... :D

This post has been edited by NightFright: 13 February 2012 - 02:04 AM

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User is offline   Tea Monster 

  • Polymancer

#2949

LeoD - Tell me what angles they need rotating to and I'll take care of it for you.

NightFright - You'd either need the originals to fix a lot of that, or it's a problem with the def file. Without examining the models, thier animations and the def file, I couldn't really say, and I unfortunately don't have time to do that at the minute.

From what I gather (I might be wrong on this, but this is what I've heard), the original Shotgun model is OK, it needs it's FOV changed in the def file to reduce the 'telescoping' effect it suffered from. For years everyone said the FOV was screwed on the shotty, then they changed the FOV in the HUD and nobody then altered the def.

This post has been edited by Tea Monster: 13 February 2012 - 02:55 AM

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User is offline   Spiker 

#2950

The bad FOV is not the only problem with the shotgun. For example double muzzle flash which is impossible to fix with the current model unless you want to get rid of it entirely. The shotgun needs to be remade anyway but it's not possible to make it look perfect at the moment. But if you want to fix the bad FOV you can try to replace the files using my pack. Of course it's Polymer only.

Attached Image: duke0000.jpg

Attached File  pack.zip (16.18K)
Number of downloads: 183
2

User is offline   LeoD 

  • Topic #3513

#2951

View PostTea Monster, on 13 February 2012 - 02:50 AM, said:

LeoD - Tell me what angles they need rotating to and I'll take care of it for you.

Thanks for your helpfulness. After more thinking about it and trying to figure out what I need exactly I'm somewhat confused ATM. :D I'd better finish the update of the pack as far as it goes and then come back to this issue.
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User is offline   Spiker 

#2952

View PostLeoD, on 29 December 2011 - 03:57 PM, said:

Thanks for doing this, especially since it looks good in Polymost, too. Please consider doing tile 281. It is appears in many user maps, e.g. as a door.


I've just added 4266 to the alien spaceship set, 281 should be easy in comparison with that.

BTW should I upload shotgun FOV fix as well? It definately looks better but some may complain because it works only with Polymer..... But that's a good reason to download LeoD's Polymost HRP if someone uses that isn't it?
1

User is offline   Tea Monster 

  • Polymancer

#2953

You can kill off the Muzzle flash in the def and have it just display one attached to the model.

This post has been edited by Tea Monster: 14 February 2012 - 02:22 PM

1

User is offline   LeoD 

  • Topic #3513

#2954

View PostSpiker, on 14 February 2012 - 12:48 PM, said:

I've just added 4266 to the alien spaceship set
Looks good, too. (Those two "worms" might look a bit unrealistic without normal and specular but they are small anyway. Flame me if nitpicking starts to bug you :D )

View PostSpiker, on 14 February 2012 - 12:48 PM, said:

281 should be easy in comparison with that.

Yes, but it's a small texture used on big structures in usermaps. Unfortunately I can't come up with an example right now. :D

View PostSpiker, on 14 February 2012 - 12:48 PM, said:

BTW should I upload shotgun FOV fix as well? It definately looks better but some may complain because it works only with Polymer..... But that's a good reason to download LeoD's Polymost HRP if someone uses that isn't it?

Go ahead. Seem that Nightfright already added it. But the majority of users won't see it within the next couple of weeks because the Polymer HRP update has just been published.

EDIT
Tea Monster - shame on me, after sorting it out it appears that the old Polymost models have been correct all the time and there is no showstopper. I'm about to release the new pack to catch up with the Polymer revision. However, I'd be pleased if you could convert the last remaining MD2 models of the Polymost HRP to MD3. (And maybe two more from my Z-pack? :D ). No idea how much work that would be. I won't cry if it doesn't happen.

Attached File(s)



This post has been edited by LeoD: 14 February 2012 - 04:30 PM

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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#2955

View PostNightFright, on 13 February 2012 - 01:58 AM, said:

> Animation for babe models: These seem to be pretty much broken. Movements look jerky, and something seems to be wrong with looping animations, too (e.g. the pole dancer). What also never worked correctly is the Chinese porcellain babe statue in E3L1.

Happens only in Polymer, btw.
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User is offline   Spiker 

#2956

View PostTea Monster, on 14 February 2012 - 02:22 PM, said:

You can kill off the Muzzle flash in the def and have it just display one attached to the model.


Accidentally I gave you some rep hehe. I did not know it has a anything attached but if it's not shown it probably looks inferior doesn't it?

LeoD said:

Looks good, too. (Those two "worms" might look a bit unrealistic without normal and specular but they are small anyway. Flame me if nitpicking starts to bug you public/style_emoticons/default/rolleyes.gif )


This texture gave me a pain but even for a sec I didn't think these are worms or anything organic. Actually this texture sucks terribly because most of the time you wonder "wtf is it?" It's good to have it off the list with many much easier textures still being there.
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User is online   NightFright 

  • The Truth is in here

#2957

View PostSpiker, on 14 February 2012 - 12:48 PM, said:

BTW should I upload shotgun FOV fix as well? It definately looks better but some may complain because it works only with Polymer..... But that's a good reason to download LeoD's Polymost HRP if someone uses that isn't it?

I have done that yesterday already. The shotgun looks so much better with this, it's almost like a new model. Maybe this fix is significant enough to justify a refresh of the update pack, I don't think much stuff will accumulate so soon which would be worth waiting for.

This post has been edited by NightFright: 15 February 2012 - 12:48 AM

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User is offline   Tea Monster 

  • Polymancer

#2958

Here are the 'fixed' models.

Pistol is 'none00', Devastator is 'Frame00' through 'Frame03', Piggy seems to have retained his names.

I've put two versions in. One is a straight conversion. The one marked with _r has had an automatic normal fixing pass run on it. Check which one works best.
Attached File  Md2Modelsconvertedwnormals.zip (633.73K)
Number of downloads: 182

Cheers Spiker! I repped you for sorting out the shotty.

This post has been edited by Tea Monster: 15 February 2012 - 02:28 AM

1

User is offline   Spiker 

#2959

LeoD: Hopefully this will suit your needs.

http://img141.imageshack.us/img141/4108/duke0001.jpg
2

User is offline   LeoD 

  • Topic #3513

#2960

View PostSpiker, on 15 February 2012 - 04:49 AM, said:

LeoD: Hopefully this will suit your needs.
I like it! Thanks. The tint of this is somewhat greenish whereas the originals tint seems more reddish, but since it's not in the original levels anyway it shouldn't matter. Still can't remember in which of the many user maps I've played recently it occurs...need a replay spree soon.

Btw, what do these specpower and specfactor entries actually do in the diffuse map lines? I guess they don't matter when using Polymost? Working on my packs sometimes still feels like prodding an elephant with a stick to make him move off my lawn. :lol:

View PostSpiker, on 14 February 2012 - 10:29 PM, said:

This texture gave me a pain but even for a sec I didn't think these are worms or anything organic. Actually this texture sucks terribly because most of the time you wonder "wtf is it?" It's good to have it off the list with many much easier textures still being there.
Yeah, the whole object did not make much sense in that map.

View PostNightFright, on 15 February 2012 - 12:32 AM, said:

I have done that yesterday already. The shotgun looks so much better with this, it's almost like a new model. Maybe this fix is significant enough to justify a refresh of the update pack, I don't think much stuff will accumulate so soon which would be worth waiting for.
Nasty boy! I've just struggled through my upluad issues again to keep on track with rev292! :P (But yes, I guess you're right about the shotgun.)

View PostTea Monster, on 15 February 2012 - 02:27 AM, said:

Here are the 'fixed' models.
Thank you, Sir! :P

View PostTea Monster, on 15 February 2012 - 02:27 AM, said:

I've put two versions in. One is a straight conversion. The one marked with _r has had an automatic normal fixing pass run on it. Check which one works best.
Well, I can't see a difference tbh.

@the-other-guys-who-downloaded-this: The actual frames of the devastator are 'Frame 00' through 'Frame 03'.

This post has been edited by LeoD: 15 February 2012 - 03:27 PM

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User is offline   Spiker 

#2961

View PostLeoD, on 15 February 2012 - 03:05 PM, said:

Btw, what do these specpower and specfactor entries actually do in the diffuse map lines? I guess they don't matter when using Polymost?


As the name suggests they control the specularity so yes, you can get rid of them.
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User is offline   Plagman 

  • Former VP of Media Operations

#2962

Hrm, animation isn't supposed to act any different in Polymer; I'll check it out. As for the HUD models, we should take advantage of what we have for Polymer and have completely different versions for Polymost if that's really needed. No point in being able to fix the HUD FOV if we can't use that in the end to maintain backwards-compatibility.
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User is online   NightFright 

  • The Truth is in here

#2963

Yeah well, right now it is happening what we always wanted to avoid: We split up HRP into Polymer and non-Polymer. OK, it would be hard to have an all-in-one solution since some models simply aren't compatible, but we shouldn't need to issue completely different packs. A small zipfile with some different defs maybe, that would be a great thing. However, I dunno if this will ever be possible. Let's hope that this dual HRP stuff is only temporary and we can find a better solution eventually.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2964

Don't some of the textures in the Polmer pack also have simpler lighting information, which is supplied by Spec and Normal maps? As opposed to the polymost pack which has lighting and stuff baked right into the textures?
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User is offline   Tea Monster 

  • Polymancer

#2965

It was my understanding that there would have to be two packs - just from how the two renderers work.
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User is online   NightFright 

  • The Truth is in here

#2966

Yeah well, we would have to include both Polymost and Polymer textures in one HRP, then you could switch between the sets with def files, I guess. But the HRP would become bloated, then. I guess in the end it's really better to let people choose what they want/need. As long as there are people who can keep the stuff apart, we won't have a problem. :lol:
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User is offline   Danukem 

  • Duke Plus Developer

#2967

View PostNightFright, on 16 February 2012 - 11:39 AM, said:

Yeah well, right now it is happening what we always wanted to avoid: We split up HRP into Polymer and non-Polymer.


And the reason why it is happening is that Polymer is still not optimized and still does not run well for most people. I was against having two different HRPs myself, but after all this time I can't blame people for doing it.


Trying to combine both HRPs into one would be just about the most horrible thing imaginable, not to mention impossible without major source code changes.
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User is offline   LeoD 

  • Topic #3513

#2968

View PostDeeperThought, on 16 February 2012 - 03:11 PM, said:

Trying to combine both HRPs into one would be just about the most horrible thing imaginable, not to mention impossible without major source code changes.

I disagree. No source code changes are necessary in EDuke32. Although HRP development might benefit from things like ifdef in DEF files. The current number of download files related to Polymost HRP is misleading. The only one really needed is the override pack. In fact the two HRP versions are not really split anyway. (Full Polmost HRP: 386MIB / override pack for Polymer: 32MIB only) Since Polymost HRP isn't developed actively any longer, its maintenance mostly means cleaning up after repository changes. So there wouldn't be much danger of bloating the HRP. Unless the current HRP maintainers decide to actively search and delete anything which is not needed for the Polymer part in order to save a few megabyte from the download size. A set of Polymost HRP DEFs in parallel (put into the repo or the override pack) would provide a working Polymost HRP within the Polymer HRP unless someone deletes stuff. My today's English isn't good enough to explain better, so I'll stop for now.
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User is offline   Danukem 

  • Duke Plus Developer

#2969

Well apparently there has been a whole shitload of stuff going on with "ifdef" commands and "override packs" that I haven't been paying the slightest attention to, so you can disregard my previous post. I'll just mind my own business and quietly wait and see what happens. :lol:
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User is offline   Tea Monster 

  • Polymancer

#2970

The Polymost HRP will be made to look good in Polymost. Due to the way the renderer works, the Polymer pack should look completely different. The Polymer pack will have plain diffuse maps and the Polymost pack should have baked-in lighting for individual textures.

To work correctly, and to look good, there should be nearly a completely separate pack for each renderer. If you load Polymer textures in Polymost, they will - by and large - look bland and lifeless. If you use Polymost textures in Polymer, there will be fake shadows that will fight with the 'actual' ones created by the renderer. For each texture YMMV, but that is the general way it works.

if you want to bundle both together, then no problem, just be aware of how it works.

This post has been edited by Tea Monster: 16 February 2012 - 05:08 PM

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