Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#31 Posted 14 May 2009 - 06:45 AM
This post has been edited by The Commander: 14 May 2009 - 06:47 AM
#32 Posted 14 May 2009 - 07:31 AM
The Commander, on May 14 2009, 04:45 PM, said:
Note: That you don't need to have a specular map to get secularity. The one you posted here seems to just be a black and white version of the diffuse so the only thing it will do is darken the highlight in the already dark spots. Only time it should be needed is if different parts of the texture need different power and scale values to look right. For instance when the texture consists of two different materials and the diffuse does not supply you with the necessary difference. A perfect example is if you have a dark piece of metal and bright cloth. This one would tend to need a specular map where the cloth is darker and the metal brighter. The cloth should also have a low alpha value to make the specular size bigger then on the shiny metal. All this together with tweaking the specular power and scale values should give you metal with small bright highlights and cloth with bigger and darker highlights.
#33 Posted 14 May 2009 - 12:11 PM
The other view is that you can fudge it or fake it by making a height map (black is farther away from the camera, white is closer) and then feeding it through something like Crazy Bump, PS or GIMP to get your normal map.
The problem with feeding ready made texture images through an automated normal mapping process is that the software just basically often gets it wrong. Usually it goes by the simpler the image, the better the results.
I'm not an expert in this but from what I've seen, it looks like we are going to be using a mixture of different stuff to get the results.
This post has been edited by Tea Monster: 14 May 2009 - 12:14 PM
#34 Posted 14 May 2009 - 06:45 PM
Original HRP Order | 8-bit | Correct HRP Order
1) They must be centered
2) They must be exactly 4x the original resolution
3) There must be no empty space
4) The shots must be at these EXACT angles: 0°, 22.5°, 45°, 67.5°, 90°, 112.5°, 135° (that's 7 frames looping)
5) Keep them RGB please, keep palettes out of HRP work.
This post has been edited by Hendricks266: 15 May 2009 - 05:00 PM
#35 Posted 15 May 2009 - 11:15 AM
#36 Posted 15 May 2009 - 12:03 PM
I couldn't test it ingame, but if this is correct I could have found a easy way to make normalmaps.
EDIT:
Here's another example:
I know there are still many little fields that still have to be removed, but it's only experimental.
I've made another one:
It's not finished, but it looks already 3d.
I like playing around with normalmaps
This post has been edited by Mia Max: 15 May 2009 - 03:31 PM
#37 Posted 15 May 2009 - 12:20 PM
NightFright, on May 15 2009, 12:15 PM, said:
Do you notice how the HRP versiondoes not animate smoothly even when the order is correct? I'm guessing that's because it fails one or more of those tests he listed.
#38 Posted 15 May 2009 - 12:36 PM
Thats apart from the fact that the specular on the model is way under what it should be.
#40 Posted 15 May 2009 - 05:41 PM
This would probably look terrible, but you could try taking the next frame up from the ones that are missing, copy them and just shink them widthways to replace the missing tiles.
...
Yeah, thats going to look terrible. Who did the original?
#41 Posted 15 May 2009 - 09:27 PM
#42 Posted 15 May 2009 - 10:02 PM
This post has been edited by Hectic-Zombie: 15 May 2009 - 10:03 PM
#44 Posted 16 May 2009 - 05:37 AM
Mia Max, on May 15 2009, 11:03 PM, said:
Hey there. Such textures as stones, asphalt, bricks etc don't need any handwork at all (in many cases). Either it's a job for CrazyBump or NVidia normal map filter or the plug for the GIPM here.
You normal map (without heightmap) should look like this:
This post has been edited by Roma Loom: 16 May 2009 - 07:42 AM
#45 Posted 16 May 2009 - 05:48 AM
Mia Max, on May 15 2009, 10:03 PM, said:
Here's another example:
I know there are still many little fields that still have to be removed, but it's only experimental.
Not sure what techniqe you are using but it doesn't look quiet right. It should look more like this (using crazybump and some image edting).
Also just realised that this texture actually needs redoing as the original looks more like flat tiles then bumpy rough stones.
This post has been edited by Parkar: 16 May 2009 - 05:49 AM
#46 Posted 16 May 2009 - 06:48 AM
Parkar, on May 16 2009, 03:48 PM, said:
I cleaned the surfaces because I thought that it would look too bumpy. I did the same with tile0000, but that was my first try.
I think I did a quite good job on tile0812.
Don't you think that most tiles just look too rough-textured without handwork?
Also most tiles have already light and shadows. When I've made the normalmaps without handwork, Gimp wrongly defined lighter parts higher than the dark parts. @Roma Loom: That's why I think tile0000 doesn't look right.
This post has been edited by Mia Max: 16 May 2009 - 06:50 AM
#47 Posted 16 May 2009 - 07:19 AM
This post has been edited by Roma Loom: 17 May 2009 - 09:54 PM
#48 Posted 16 May 2009 - 08:39 AM
Mia Max, on May 16 2009, 04:48 PM, said:
I think I did a quite good job on tile0812.
Don't you think that most tiles just look too rough-textured without handwork?
Also most tiles have already light and shadows. When I've made the normalmaps without handwork, Gimp wrongly defined lighter parts higher than the dark parts. @Roma Loom: That's why I think tile0000 doesn't look right.
I think it looks just fine.
#49 Posted 16 May 2009 - 08:46 AM
Roma Loom, on May 16 2009, 05:19 PM, said:
Parkar, on May 16 2009, 06:39 PM, said:
Okey, you are totally right!
#50 Posted 19 May 2009 - 03:34 PM
The SLOTDOOR switch (tile 132) HRP model is reversed The off position should be to the left. Here's a comparison.
I also noticed that all of the other switches have a transition animation whereas this one just changes states. Also, the entire lever isn't drawn (the top and back portion when in the off position).
#51 Posted 19 May 2009 - 04:51 PM
#53 Posted 20 May 2009 - 01:19 AM
Anyway, if you want to criticize anything regarding that switch, I'd rather say it's the missing "border" you can see on the original sprite. But besides that...
#54 Posted 20 May 2009 - 04:33 AM
It is an easy fix though...change the skin a little and reverse the frames.
#55 Posted 20 May 2009 - 05:32 AM
Mr.Flibble, on May 20 2009, 02:33 PM, said:
It is an easy fix though...change the skin a little and reverse the frames.
I made that and never noticed it before. it's a simple thing to fix, just mirror the model. The model will probably get remade now anyway though.
#56 Posted 20 May 2009 - 03:06 PM
Parkar, on May 20 2009, 06:32 AM, said:
.... Really?! ALL the models?
#58 Posted 20 May 2009 - 03:22 PM
well, just wondering...
how much of the current HRP will have to be remade?
#59 Posted 20 May 2009 - 05:42 PM
escapist, on May 20 2009, 04:22 PM, said:
well, just wondering...
how much of the current HRP will have to be remade?
Quite a few of them, if not most of them. Nobody has done a head count yet. Way too early for that.
#60 Posted 21 May 2009 - 09:56 AM
This post has been edited by NightFright: 21 May 2009 - 09:57 AM