Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 161 Pages +
  • « First
  • 9
  • 10
  • 11
  • 12
  • 13
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   Piterplus 

#301

@BuddhaMaster If that texture looked like original that mean that artist who did it was skilled enough to make that impression.
How could you be so sure saying that it is resized original tile, especially considering that you can "only update existing texture's, no repainting"?

As for a normal map for rock texture:
Posted Image
It is indeed "normal", just like it should be

Man, you're just couple days here and throwing negative words too easy. Don't behave like a jerk and before blaming somebody's work, check your hardware, software, drivers, videocard, cfg file - ie all, that normal person should do first.
Read other topics and ask people of advice, instead of teaching.

This post has been edited by Piterplus: 27 October 2009 - 03:56 PM

0

#302

View PostHendricks266, on Oct 28 2009, 12:05 AM, said:

Please show us a comparison of the current HRP tile against "the original tile, upsized, with a TextureMaker shader applied (giving that round look) and a craquelure layer".

Do not use filters to blow up an existing texture to a bigger size. That is completely wrong from both art and technical standpoints.


always use a biger size for working, for it can be resized down later...
should have resized it back, my fault

This post has been edited by BuddhaMaster: 27 October 2009 - 04:32 PM

0

#303

View PostPiterplus, on Oct 28 2009, 12:13 AM, said:

@BuddhaMaster If that texture looked like original that mean that artist who did it was skilled enough to make that impression.
How could you be so sure saying that it is resized original tile, especially considering that you can "only update existing texture's, no repainting"?

As for a normal map for rock texture:
Posted Image
It is indeed "normal", just like it should be

Man, you're just couple days here and throwing negative words too easy. Don't behave like a jerk and before blaming somebody's work, check your hardware, software, drivers, videocard, cfg file - ie all, that normal person should do first.
Read other topics and ask people of advice, instead of teaching.


wow the normal-map looks completely awesome and the texture too ! :o
the texture blend very nicely.
*edit* I got now polymer working with normals. Looks nice

Piterplus Is it okay to edit existing textures to get closer to original tiles, mostly skyboxes. Recolor, changing element's and shading, I probably also like to do a new render for the "last" skybox in order (the one with red cloud's) ?

My only intention is to deliver improvement. I dont want to destroy something, cross somebody's plan's or mess with the holy Duke. If not being serious

This post has been edited by BuddhaMaster: 27 October 2009 - 07:15 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#304

View PostBuddhaMaster, on Oct 27 2009, 10:32 PM, said:

always use a biger size for working, for it can be resized down later...
should have resized it back, my fault

That's wrong! If you resize up and them resize down, it looses quality. Unless you don't use any filter to resize (nearest).
0

User is offline   chicken 

  • Fashionable Modeler

#305

View PostBuddhaMaster, on Oct 27 2009, 04:32 PM, said:

always use a biger size for working, for it can be resized down later...

That does only apply when you start a new project from scratch.

This post has been edited by chicken: 28 October 2009 - 12:38 AM

0

User is offline   Piterplus 

#306

View PostBuddhaMaster, on Oct 28 2009, 04:35 AM, said:

Piterplus Is it okay to edit existing textures to get closer to original tiles, mostly skyboxes. Recolor, changing element's and shading, I probably also like to do a new render for the "last" skybox in order (the one with red cloud's) ?


Sure, everyone is free to edit them - if it leads to their improvement (it is written in the hrp licence)
Keep in mind, however, that probably something that in your eyes looks like definite improvement may be considered otherwise in the eyes of other members of community. I remember times when sometimes several pages of discussion was devoted to one only texture :o - but finaly it leads to result which satisfied everybody.
So, words like "I hope to get positive feedback, because it looks how it should look, and if there's a problem, ........I'm really sorry for you" - are not appropriate in here.

BTW, here is more up-to date polymer pack issued recently by Parkar and Plagman:
http://plagman.net/s...polymer_hrp.zip

edit. It is the same polymer hrp as in the link provided here http://forums.duke4.net/index.php?showtopi...ost&p=28695 by supergoofy
So, if you already downloaded it from there, no need to download it from Plagman's site

This post has been edited by Piterplus: 29 October 2009 - 03:54 AM

0

User is offline   gt1750 

#307

View PostBuddhaMaster, on Oct 27 2009, 03:52 AM, said:

updated current tile 1169
It's based on current tile, which was a upsized and filtered version of the original.
This is just taken further and colors are dead-on matching

It's Twice as big = 1024x1024, uncompressed png, that should be ok for it's kind of appearance.
A slight more weathered look (paralell tiles form horizontal tiles = canyon'ized look) finer level of details to distance
Didn't test it, should display a improvement in the game.

left to right: current tile --------- original tile --------- updated tile

Attachment 1169current.png Attachment texture_001169.jpg Attachment 1169.png


But if you hate duke nukem 3d, go along :) (dont take the "detail's" too serious)

Edit: updated 2502 & added 2503 ("atomic" edition) to reply 282
http://forums.duke4.net/index.php?s=&s...ost&p=28761

Get this pack (autoload folder) with all my updated textures and rock and check the menu, it looks nice and "comical".
Attachment hrp_update_bud.zip


Just to clarify, 1169 was updated by me and it's NOT a filtered version of the original. It was painted over the original tile which was just used for reference - that's a legit and common process.
What you did was resizing and maybe smartblurring mine, then adding an extra copied layer as an overlay. That's laughable.

Please, go re-create a tile that has not been done yet. If you prove to be skilled enough, you can happily improve whatever tiles you want.
0

User is offline   supergoofy 

#308

View PostPiterplus, on Oct 28 2009, 03:08 AM, said:

Sure, everyone is free to edit them - if it leads to their improvement (it is written in the hrp licence)
Keep in mind, however, that probably something that in your eyes looks like definite improvement may be considered otherwise in the eyes of other members of community. I remember times when sometimes several pages of discussion was devoted to one only texture :) - but finaly it leads to result which satisfied everybody.
So, words like "I hope to get positive feedback, because it looks how it should look, and if there's a problem, ........I'm really sorry for you" - are not appropriate in here.

BTW, here is more up-to date polymer pack issued recently by Parkar and Plagman:
http://plagman.net/s...polymer_hrp.zip

edit. It is the same polymer hrp as in the link provided here http://forums.duke4.net/index.php?showtopi...ost&p=28695 by supergoofy
So, if you already downloaded it from there, no need to download it from Plagman's site

I don't know if they are the same
My upload is rev 17 that I downloaded directly from svn (using TortoiseSVN) and then packed the files to zip without compression.

This post has been edited by supergoofy: 29 October 2009 - 04:10 AM

0

User is offline   Piterplus 

#309

I believe Plagman's pack is also rev.17 - it's just packed in zip.
He posted that link at Oct.22 http://forums.duke4.net/index.php?showtopi...ost&p=28747
0

User is offline   KareBear 

#310

Can someone please tell me how many textures Duke 3d has and roughly how many have been updated /modeled please?I tryed using the hrp wiki to do list,but i cant get it that way.Thanks in advance for any help.
0

User is offline   Piterplus 

#311

~3700 original tiles including fonts and all sprites frames.
As for how many was updated /modeled - it's easier to say how many left to do. I believe (may be wrong, better check carefully to-do list) it's about 200-300. Some of them important, but most part are not used ingame.

To-do http://hrp.duke4.net...ext_hrp_release

This post has been edited by Piterplus: 01 November 2009 - 08:46 PM

0

User is offline   KareBear 

#312

http://www.shacknews...n.x?id=17739416

But here George said there are over 5000 and on the to do list some of the items are numbered 5000+.Some of them could be multiple sprites,animations for monsters and objects that are now 3d models does that make up the number difference?

This post has been edited by KareBear: 01 November 2009 - 10:17 PM

0

User is offline   Alithinos 

#313

I have a problem with the latest update.
I had one installed and I uninstalled it without uninstalling Duke3d.
I've extracted the file to the DUKE 3D directory but when I load the game things are weird.
The level's textures are high resolution like they were with the past E DUKE 32,polymer effects show up in the game,but menus,guns,arms and enemies are low res like the ones of the original.
Half of the game is with High Resolution textures and half of it is with the old ones.
:)
My game also crashed at 2nd level.

This post has been edited by Alithinos: 01 November 2009 - 10:28 PM

0

User is offline   KareBear 

#314

Wrong thread to ask this.
0

User is online   Danukem 

  • Duke Plus Developer

#315

View PostKareBear, on Nov 1 2009, 10:02 PM, said:

http://www.shacknews...n.x?id=17739416

But here George said there are over 5000 and on the to do list some of the items are numbered 5000+.Some of them could be multiple sprites,animations for monsters and objects that are now 3d models does that make up the number difference?


I don't know why some higher numbers are listed in the to-do list, but the highest tile in the game is 5119. Anything higher than that would be user art and is not part of the HRP project. I didn't click on your link but it doesn't matter what George said, the game has existed for 13 years and we know how many tiles it has.

@Alithinos: It sounds like your hires textures are working but your models are not. Make sure that models aren't turned off in renderer setup.
0

User is offline   Piterplus 

#316

5119 is final tile, but we have gaps withing that count/sequence. For example tiles from 3455 to 4096 (reserved for user art), and some more.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#317

There are 3,545, some fewer of them repeat in the ART files (for example brown carpet floor)
0

User is offline   Piterplus 

#318

Here is some normal map for textures for which I have a sources and was able to remove some shadows, make some surfaces flat etc:

http://members.lycos...load/1101_n.png
normal { file "highres/textures/1101_n.png" parallaxbias 0.03 parallaxscale 0.04 } #(use it on texture 5108)
http://members.lycos...load/1104_n.png
normal { file "highres/textures/1104_n.png" parallaxbias 0.03 parallaxscale 0.04 } #(use it on texture 5095)
http://members.lycos...load/1116_n.png
normal { file "highres/textures/1116_n.png" parallaxbias 0.03 parallaxscale 0.06 }
http://members.lycos...load/1132_n.png
normal { file "highres/textures/1132_n.png" parallaxbias 0.03 parallaxscale 0.03 }
http://members.lycos...load/1133_n.png
normal { file "highres/textures/1133_n.png" parallaxbias 0.03 parallaxscale 0.06 }
http://members.lycos...load/1134_n.png
normal { file "highres/textures/1134_n.png" parallaxbias 0.03 parallaxscale 0.04 }
http://members.lycos...load/1135_n.png
normal { file "highres/textures/1135_n.png" parallaxbias 0.03 parallaxscale 0.03 }
http://members.lycos...load/5107_n.png
normal { file "highres/textures/5107_n.png" parallaxbias 0.03 parallaxscale 0.06 }
http://members.lycos...load/5119_n.png
normal { file "highres/textures/5119_n.png" parallaxbias 0.03 parallaxscale 0.06 }

This post has been edited by Piterplus: 28 November 2009 - 03:08 AM

0

User is offline   Spiker 

#319

Finally some update:) Pity there are no game screens :)
0

User is offline   Piterplus 

#320

Nothing much spectacular, just usual stuff:

Posted Image
0

User is offline   Mark 

#321

Duke better have his jetpack on because he would surely break an ankle running on that floor. :)
0

User is offline   Master Fibbles 

  • I have the power!

#322

I may or may not have jizzed in my pants.
0

User is offline   TerminX 

  • el fundador

  #323

God, Polymer is really impressive with the right content loaded. It's crazy how much depth you can achieve with parallax mapping on a flat surface.
0

User is offline   chicken 

  • Fashionable Modeler

#324

I NEED a new machine.
0

User is offline   Spiker 

#325

View Postchicken, on Nov 25 2009, 11:08 AM, said:

I NEED a new machine.


Then there is 2 of us :) The only thing we need more is to have more artists :)
0

User is offline   Roma Loom 

  • Loomsday Device

#326

bloody hell™
0

User is offline   VinsaneOne 

#327

View Postchicken, on Nov 25 2009, 05:08 AM, said:

I NEED a new machine.



View PostSpiker, on Nov 25 2009, 05:31 AM, said:

Then there is 2 of us :)

Me three! :)
0

User is offline   Gambini 

#328

Hi there. As i did sometime ago i want to provide some palette changes for some textures that im using in a map in which im working on (in compatibility´s sake). In plan to avoid possible hassles insisting people to update their HRP copies before playing this map, i am doing the work beforehand.

So far i´ve been applying some filters to keep match with some experimental palette changes im using in my map. This wont be usefull for this map only, since a LOT of user maps get benefit from these palettes (Red and Roch series for example) so i hope (i really hope) you guys trust on my judment and add these new tiles. They´re very accurate regarding their original 8bits counterpart.

Ps: My upcoming map is strict 8bits designed but since a lot of players are going to ignore my advice and play it using hires any way. As soon as you can add them to the pack as best because i´m working with a good rate on this map and nobody knows... one of these days...

note: they´re already optimized

(dont forget the white one without thumbnail)

Attached thumbnail(s)

  • Attached Image: 0199_12.png
  • Attached Image: 0207_14.png
  • Attached Image: 0207_16.png
  • Attached Image: 0243_17.png
  • Attached Image: 0332_24.png
  • Attached Image: 0365_7.png
  • Attached Image: 0366_7.png
  • Attached Image: 0387_12.png
  • Attached Image: 0392_17.png


This post has been edited by Gambini: 27 November 2009 - 08:00 PM

0

User is offline   Gambini 

#329

more tiles

Attached thumbnail(s)

  • Attached Image: 0399_17.png
  • Attached Image: 0428_17.png
  • Attached Image: 0438_17.png
  • Attached Image: 0438_19.png
  • Attached Image: 0439_17.png
  • Attached Image: 0439_19.png
  • Attached Image: 0545_17.png
  • Attached Image: 0757_24.png
  • Attached Image: 0803_7.png
  • Attached Image: 0881_15.png
  • Attached Image: 3407_7.png
  • Attached Image: 4123_7.png
  • Attached Image: 4124_7.png
  • Attached Image: 4224_13.png
  • Attached Image: 4260_17.png
  • Attached Image: 4261_17.png
  • Attached Image: 4262_17.png
  • Attached Image: 4263_17.png
  • Attached Image: 4284_17.png
  • Attached Image: 4285_17.png
  • Attached Image: 4286_17.png
  • Attached Image: 4287_17.png
  • Attached Image: 4531_23.png

0

User is offline   NightFright 

  • The Truth is in here

#330

I come back to you now, at the turn of the tide! :)

After a longer period of inactivity, I have finally found some time to return and check if I can do something. For now, I have made a new update which is meant ONLY for Parkar's latest SVN #17 HRP build, labelled as v4.2.017 by myself for comparison reasons. If you haven't got it yet, download it here:

Polymer HRP v4.2.017 by Parkar/Plagman (313 MB)

This update includes
> Piterplus' latest normalmap additions (see above)
> Gambini's additional palettes for several textures (with 2 exceptions, see above)
> a few fixes which should make several error reports in eduke32.log disappear and bring back the First Aid Kit model (#0053).

Polymer HRP Update v4.2.020 (8.94 MB)

Drop this into the same dir as "polymer_hrp.zip", it should be loaded automatically and display the new version number on the startup screen.


Changelog:

HRP v4.2.020 (2009-11-29)
-------------------------
> Please note that this pack requires Polymer HRP v4.2.017!

> Added:
	 - normal maps: 1101/5108, 1104/5095, 1116, 1132-1135, 5107, 5119
	 - palettes: 199_12, 207_14/16, 243_17, 332_24, 365/0366_7, 387_12, 392_17, 
				 399_17, 428_17, 438/0439_17/19, 545_17, 757_24, 803_7, 881_15, 
				 3407_7, 4123/4124_7, 4224_13, 4260-4263_17, 4284-4287_17, 
				 4531_23

> Revisions:
	 - highres\textures: 1169

> Fixes:
	- highres\sprites\pickups: 53 (missing md3)
	- highres\textures.def: old version of 186 restored; entries for missing 
							313 (d/n/s/g) and 1024 (d/s) removed; entry for 718
							corrected


I have also updated the SVN to rev. 20, so you will also get these changes when you update your SVN build.

For now, I had to deactivate the d/n/s/g versions for #313 and the d/n/s versions for #1024 because Parkar obviously added the defs, but forgot to also include the files. If anyone knows where these files are, I will add them with next update and bring back the definitions I had to comment out in order to fix the error messages.

This post has been edited by NightFright: 28 November 2009 - 03:24 PM

0

Share this topic:


  • 161 Pages +
  • « First
  • 9
  • 10
  • 11
  • 12
  • 13
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options