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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   NightFright 

  • The Truth is in here

#2971

For now, I guess we can continue this way: LeoD takes care of the Polymost optimization while the rest can focus on keeping Polymer up-to-date (while assisting LeoD whenever needed, ofc). As long as we don't get problems with this system, I guess we can hang on until the port allows for a better solution.

In general, I am pretty grateful and also happy (as are probably many others) that LeoD takes care of this issue because it's certainly some work to keep Polymost contents up-to-date, and some stuff simply cannot be used or needs conversion. Another proof that this community works since there is always someone who is willing to invest time and effort for the sake of everyone. :lol:

*EDIT*
While we are at it, I also encountered several (Polymer ?) texture alignment issues within the game, one of them being a picture in "Bank Roll", to be precise the one you could open in the bank office after the laser tripbomb trap. Another one would be the picture in "Fahrenheit" which you can also open (apartment near the start of the level where you blast away the bottles to find a secret behind it). Reminds me of old issues we had with the E1L5 San Andreas Vault sign, maybe this is related.

This post has been edited by NightFright: 17 February 2012 - 06:56 AM

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User is offline   Piterplus 

#2972

I would like to express big thanks to NightFright , Plagman and other pals who supports "Duke project" and still contribute new ideas and artistic efforts.
I keep watching this forum with interest.

This post has been edited by Piterplus: 18 February 2012 - 04:38 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2973

Indeed!
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User is offline   NightFright 

  • The Truth is in here

#2974

We all depend on contributions. There are times when people don't feel like submitting something, or they have other obligations. Somehow, you need to fill those gaps until things get better again. Unfortunately, I can't do much more than trying to motivate a bit, comment on developments or, more importantly, upload new files on Duke4.org webspace and keep the HRP website up-to-date. We have many talented people over here, and IMHO some of the best this great game can possibly have. It deserves to be kept alive, and it's always a pleasure to see new content showing up to add. I am confident that some progress can be made again soon and that more missing textures/models may get added. We have the best port, the best highres content (including music) and the best community. The project has come far, but ofc it's still not completed. We're counting on you guys to help finishing this. If you check the to-do list, there is really not THAT much left to do, especially regarding episodes 2 and 3. What we need now especially are people willing to get working on the missing models so that the last sprites disappear from the game. Won't happen over night, but it's not like we are in a hurry. :lol:

*EDIT FEB 19*
HRP Update Pack v5.1.295 has been released. Changes: Two new Ep.4 textures and FOV fix for shotgun by Spiker. Enjoy!

This post has been edited by NightFright: 19 February 2012 - 01:35 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#2975

I think the ZIPs should be renamed some day to be loaded in correct order automatically. Having eduke in the file names is obsolete nowadays, either.
--> hrp_polymer.zip, hrp_polymer_upd.zip, hrp_polymost_override[-version].zip, music_sc55.zip, music_adlib.zip, voxel_pack.zip, ...
..and the DukePlus link on the download page needs to be updated.

This post has been edited by LeoD: 19 February 2012 - 03:48 PM

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User is offline   NightFright 

  • The Truth is in here

#2976

Yeah well, that might be taken into consideration for future HRP releases. Right now, most names are chosen in order to fit current HRP name, so it would be too much effort to change everything just because of file names. Anyway, it's a good idea and hopefully will help to avoid confusion and problems in the future.
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User is offline   Spiker 

#2977

Hhmm I've decided to do something about Tea Monster's pistol because he's alwyas busy or whoknowswhat. I had to edit the textures and animate this. I've decided to leave the old hands for the time being because the ones used with some other weapons looked terrible no matter what. Without some texture editing I don't see them used with this pistol. If nothing works one can always improve the old texture or so. Anyway here's a preview, It's already in the SVN.

http://img814.imageshack.us/img814/8025/duke0006.jpg

This post has been edited by Spiker: 21 February 2012 - 12:17 PM

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User is offline   Tea Monster 

  • Polymancer

#2978

Wow, that looks pretty good! Thanks for fixing that!
6

User is offline   NightFright 

  • The Truth is in here

#2979

OK, enough is enough! Have some serious rep, man (both you and Tea Monster actually since he made the model in the first place)!

Spiker is really in for some surprises these days. :lol: The improvement compared to the old model is HUGE. Much closer to the sprite! Like it a lot! There is only one issue, you are probably aware of it: During shell ejection, the barrel compartment won't open. I dunno if that's not implemented with the model or just a def problem, but that's really the only thing which is still missing. Other than that, a great contribution!

This post has been edited by NightFright: 21 February 2012 - 12:45 PM

1

User is offline   Spiker 

#2980

View PostNightFright, on 21 February 2012 - 12:44 PM, said:

There is only one issue, you are probably aware of it: During shell ejection, the barrel compartment won't open.


Hmmm I will examine that tomorrow.
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User is online   NUKEMDAVE 

#2981

Looks good, but can't you guys reposition it more like the original sprite? You really couldn't see his hand much until he reloaded with the original sprites. I think that's the only big problem I have with the pistol.
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User is offline   Plagman 

  • Former VP of Media Operations

#2982

That looks great; I agree with NUKEMDAVE on the vertical position. Also, can you make it such that the barrel looks even more isometric like the original sprite? Right now the tip looks a little bit narrower, but it's already way better than the old model.
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User is offline   Tea Monster 

  • Polymancer

#2983

The tapering can be most likely be fixed by either moving it back to the zero point a bit or changing the FOV.
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User is offline   fgsfds 

#2984

It looks more like sprite with fov 320.

Attached thumbnail(s)

  • Attached Image: duke0008.png


This post has been edited by nogames: 21 February 2012 - 10:37 PM

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User is offline   Tea Monster 

  • Polymancer

#2985

If you adjust the vertical positioning, it should be golden. I'm not near my computer at the moment.
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User is offline   ReaperMan 

#2986

Just out of curiosity is that the old hand model or the new one?
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User is online   Micky C 

  • Honored Donor

#2987

He said it was the old hand because the new ones look terrible with it.
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User is offline   ReaperMan 

#2988

Wow, i am blind. :lol:
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2989

Very nice!
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User is offline   NightFright 

  • The Truth is in here

#2990

I'd say apply this FOV fix and figure out the missing shell ejection animation, and we have our new pistol.
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User is offline   Spiker 

#2991

View PostNightFright, on 21 February 2012 - 10:50 PM, said:

I'd say apply this FOV fix and figure out the missing shell ejection animation, and we have our new pistol.


Done:)

Pity the animation is smoother in Polymost though :lol:
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User is offline   Plagman 

  • Former VP of Media Operations

#2992

Don't attempt making it better for Polymer, when I find and fix the animation bug it should look exactly the same as Polymost did, since that's where the original smoothing code was developed.
1

User is offline   NightFright 

  • The Truth is in here

#2993

I assume this will fix the babe animations as well, then? Actually didn't know this issue affects animations in general.
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User is offline   Tea Monster 

  • Polymancer

#2994

I wasn't aware of this either.
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User is offline   Mia Max 

#2995

Hallo!

Has anybody else noticed the weird normal map on texture 749?

It looks like it would swim.
I know that this is how normal map works, but this tile should be nearly flat and you even can't see the normal very well, it just looks like it swims on floors and walls.

EDIT: I noticed that there's an other version of tile 749. 749_d seems to be original.
Is there a way to use the other version instead of 749_d?

Attached thumbnail(s)

  • Attached Image: 0749_d.png
  • Attached Image: 0749.png


This post has been edited by Mia Max: 29 February 2012 - 07:27 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2996

749_d is the diffuse map, isn't it?

This post has been edited by MusicallyInspired: 29 February 2012 - 08:35 AM

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User is offline   Mia Max 

#2997

View PostMusicallyInspired, on 29 February 2012 - 08:35 AM, said:

749_d is the diffuse map, isn't it?


No, it is the usual pal 0 texture:

texture 749 {
pal 0 { file "highres/textures/0749_d.png" }
normal { file "highres/textures/0749_n.png" parallaxbias 0.0 parallaxscale 0.05 }
specular { file "highres/textures/0749_s.png" }
detail { file "highres/detail/wood_v3.png" xscale 0.3 yscale 0.15 }
}

Maybe a mistake was done?

This post has been edited by Mia Max: 29 February 2012 - 08:47 AM

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User is offline   NightFright 

  • The Truth is in here

#2998

I think the problem is the detail texture. It's adding another layer of wood texture which shouldn't be there.

Try removing this line:
detail { file "highres/detail/wood_v3.png" xscale 0.3 yscale 0.15 }

and see if your result improves.

On the other hand, the normalmap might simply not be defined properly. When using the wrong offset values, the texture won't seem to have any relief effect, but rather stay flat and move into weird positions while being viewed from different angles.

Otherwise, the diffuse map needs to be used since normalmap and specmap are optimized for it. The other texture is for Polymost usage. Most detailmaps aren't needed with Polymer, anyway.

This post has been edited by NightFright: 29 February 2012 - 09:06 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#2999

Curious noob question: how does this detail stuff work (quite different colors of 749/wood_v3)?
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User is offline   Tetsuo 

#3000

Wolfenstein '09 had an implementation of detail mapping that I liked where the detail textures had their own subtle normal map. Added a layer of detail that looked quite good to me. If implemented the right way detail mapping can benefit polymer too.

This post has been edited by Tetsuo: 01 March 2012 - 12:40 PM

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