Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3001 Posted 29 February 2012 - 09:01 AM
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
#3002 Posted 29 February 2012 - 11:22 AM
#3003 Posted 01 March 2012 - 12:38 PM
This post has been edited by Tetsuo: 01 March 2012 - 12:40 PM
#3004 Posted 01 March 2012 - 01:01 PM
#3005 Posted 01 March 2012 - 03:12 PM
You can add 'detail' textures in X-Normal from a graphic file while baking. You can do the same thing with Blender and I dare say you can with Max. I would say that having detail normal maps would be a bit of a frivolity.
I would push for optimization or improved model handling over something like detail normal maps, but just IMHO.
This post has been edited by Tea Monster: 01 March 2012 - 03:13 PM
#3006 Posted 04 March 2012 - 05:42 PM
monsters.def has: skin { pal 18 file "highres/sprites/monsters/4740_queen_12_18.png" }
But the file is named 4740_queen_12.png
Error message during gameplay: Skin highres/sprites/monsters/4740_queen_12_18.png not found.
Shouldn't this already be noticed when parsing the DEFs during startup?
4740_queen_death_12.png should be 4740_queen_death_12_18.png also.
This post has been edited by LeoD: 04 March 2012 - 05:44 PM
#3007 Posted 04 March 2012 - 08:18 PM
This post has been edited by Hendricks266: 04 March 2012 - 08:19 PM
#3008 Posted 09 March 2012 - 06:44 PM
I have activated the normal maps of 0124/0125 in textures.def. However, I have no idea about those parallax entries which most normal maps have. I'd appreciate if someone would have a look at that.
In addition I have found more unused stuff:
highres/common/black.png
highres/screen/fonts/digital/digital_minus.png
highres/screen/menu/2493_old.png
highres/sprites/characters/1357_terminarm.md3
highres/sprites/monsters/1960_reconcar_s.png
highres/sprites/props/4387.png
highres/sprites/signs/4378.png
digital_minus is there for completeness I suppose, 4378 needed for 4378_flipped, and reconcar_s awaits improvement.
But what about black, 4387, terminator, and 2493_old? Do they still have a purpose or are they zombies?
Hendricks266, on 04 March 2012 - 08:18 PM, said:
This post has been edited by LeoD: 09 March 2012 - 06:47 PM
#3009 Posted 09 March 2012 - 08:10 PM
#3010 Posted 10 March 2012 - 04:55 PM
This post has been edited by NightFright: 10 March 2012 - 04:55 PM
#3011 Posted 10 March 2012 - 04:59 PM
EDIT: Oops, too late.
Fixing DukePlus could be done by putting the old pistol skins and models into DUKEPLUS_RESOURCES.
Just changing dukeplus.def would in turn break Polymost compatibility.
I don't like both, there might be other possibilities.
I propose to rename the new pistol in the repository and put the old one back in place for the time being.
This post has been edited by LeoD: 10 March 2012 - 05:01 PM
#3012 Posted 10 March 2012 - 05:49 PM
Quote
Define the projections in projections.def as 'tilefromtexture' before defining them as 'texture' to avoid warnings in the log file, and to allow them to be used in Polymer even with hightile disabled.
This information has been added to the def file itself as well.
This post has been edited by Hendricks266: 10 March 2012 - 05:49 PM
#3013 Posted 11 March 2012 - 08:44 AM
Edit:Does the does the Polymer Hrp have anything to do with OpenGL?I recently modified a setting on my graphics card to get Sin working in OpenGL that might have screwed up eduke.
Edit2:The thing I changed was setting extension limit to on.Is there a way to get the Polymer HRP working with extension limit on or do I have to turn it off again?
This post has been edited by KareBear: 11 March 2012 - 09:05 AM
#3014 Posted 11 March 2012 - 09:02 AM
KareBear, on 11 March 2012 - 08:44 AM, said:
That perfectly describes what happens if you use the new HRP without the Polymer renderer. Make sure the Polymer box is checked in the startup window.
#3015 Posted 11 March 2012 - 09:25 AM
#3016 Posted 11 March 2012 - 12:23 PM
- fixed broken normals for the scuba gear (no lighting was showing before).
- added new hands for the pistol.
- adjusted the pistol's fov so that it resembles the sprite even more.
- got rid of unused textures.
- optimizing muzzleflash texture by re-unwrapping it and getting rid of the unused part of the image.
This post has been edited by Trooper Tom: 24 March 2012 - 08:59 PM
#3017 Posted 11 March 2012 - 02:22 PM
Spiker, on 11 March 2012 - 12:23 PM, said:
#3018 Posted 11 March 2012 - 02:52 PM
#3019 Posted 11 March 2012 - 03:27 PM
LeoD, on 10 March 2012 - 04:59 PM, said:
I uploaded a DP update last night. The pistol did not seem to be broken. Would you mind testing in both renderers? It should work with both, but if not....the new one wins.
#3021 Posted 11 March 2012 - 05:47 PM
You can start EDuke32 with -hduke3d_hrp_polymost.def to activate the Polymost HRP.
But the override pack is the preferred method, especially when playing mods like DukePlus which include duke3d.def or duke3d_hrp.def from their own top level DEF file. And only an override pack can contain Polymost maphacks which take care of the model conflicts (only 603 ATM).
Once I've cooled down from this I'll hopefully be ready to start finetuning some file names and locations.
Please reply to this in "my" thread.
This post has been edited by LeoD: 12 March 2012 - 01:48 PM
#3022 Posted 11 March 2012 - 09:44 PM
Plagman, on 11 March 2012 - 02:52 PM, said:
It's Parkar's hand. However I've noticed it was subdivided by someone for the chaingun so I decided to add one level for pistol as well. I've tried very hard to get best of it. With this model I doubt it could look any better, I've tried like 100 times and it was always inferior to this. If anyone can make it look better go ahead but it probably will go in vain.
Edit: I could probably tweak the clip hand more but the right hand is decent I think.
This post has been edited by Spiker: 11 March 2012 - 10:01 PM
#3023 Posted 11 March 2012 - 11:27 PM
Check the spec settings for the hand. The originals had a strange blue spec map. I did a darker, mono one to try to get it looking better in Polymer.
0040_DukeClip.zip (495.06K)
Number of downloads: 379
#3024 Posted 12 March 2012 - 12:25 PM
Tea Monster, on 11 March 2012 - 11:27 PM, said:
Check the spec settings for the hand. The originals had a strange blue spec map. I did a darker, mono one to try to get it looking better in Polymer.
0040_DukeClip.zip
I've sent you an e-mail as well. Hope you got it. Gosh it's so tempting to reveal your secret
#3027 Posted 15 March 2012 - 12:27 AM
#3028 Posted 24 March 2012 - 02:32 PM
Error: file 'highres/sprites/pickups/0040_clip_d.png' does not exist Error: file 'highres/sprites/pickups/0040_clip_n.png' does not exist Error: file 'highres/sprites/pickups/0040_clip_s.png' does not exist Invalid frame name on line highres/sprites/firstperson.def:118 Removing model 44 due to errors.
#3029 Posted 24 March 2012 - 09:05 PM
#3030 Posted 25 March 2012 - 03:20 AM
NightFright, on 13 March 2012 - 12:33 AM, said:
If we ever decide to include them again I have them here.