Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3121 Posted 08 April 2012 - 02:26 AM
Currently, the HRP with both packs is pushing a Gig. This is only going to get worse, as more next-gen assets get added. Polymer versions of critters look like they will be pushing 20Mb with skins. Once a few of those go in, along with extra normal and spec skins for other items (especially at higher res than before), things are going to get really bad.
Those who want a Polymost pack are going to be downloading hundreds of Mb of stuff they don't need.
As I have said before, the aims of the two packs, and how they are executed, means that they should share no, or at least very few, assets. Currently, we have to share assets as not everything is complete, but if all the packs were complete, then all the Polymer diffuse skins would be rendered differently than the Polymost skins, due to how the renderer handles lighting.
Ideally, if those who wanted to preserve the Polymost pack wanted to improve it, they could bake on lighting from a 3D program like Max or Blender. Roma Loom showed how this could be done. Ironically, to make the best use of this way of doing things, you need to make a Polymer version first and then bake it down to a polymost file
#3122 Posted 08 April 2012 - 08:07 AM
Trooper Tom, on 07 April 2012 - 11:28 PM, said:
Are you talking about PNG optimization? That doesn't affect ingame performance at all, the textures aren't PNG anymore in the on-disk cache and DXT compression has a fixed cost. The only thing PNG compression would be able to _slightly_ affect is loading times without the cache enabled, and it's not clear whether it would improve it or make it worse (depends if the bottleneck is pulling the files from disk or decoding them).
Please make sure you don't try to optimize normal / height maps, are most PNG "optimization" software just destroy them.
#3123 Posted 08 April 2012 - 08:20 AM
#3124 Posted 08 April 2012 - 09:27 AM
#3125 Posted 08 April 2012 - 09:39 AM
#3126 Posted 08 April 2012 - 09:53 AM
#3127 Posted 08 April 2012 - 12:01 PM
That said, I don't mind if polymost and polymer HRPs are combined for the time being. Once Polymer is (more) complete it could be its own deal then. I'll never use polymost again at this point so I can live without it. But as I said, for now it's fine.
As for the shotgun, I've tried it and the animation looks funky like the older "new" shotgun we had for a while before we reverted. Not as bad, though. But still....odd. How come the older shotgun model works so well animation-wise and these new ones don't?
This post has been edited by MusicallyInspired: 08 April 2012 - 12:08 PM
#3128 Posted 08 April 2012 - 12:11 PM
#3129 Posted 08 April 2012 - 12:17 PM
This post has been edited by Hendricks266: 08 April 2012 - 12:17 PM
#3130 Posted 08 April 2012 - 12:36 PM
#3131 Posted 08 April 2012 - 12:55 PM
#3132 Posted 08 April 2012 - 03:35 PM
Other than that, I also think that eventually we should end up with different (but simultaneous!) Polymer/Polymost releases. However, with all this rearrangement being done, it shouldn't be forgotten that there are still textures and models left to do. I am writing the same again and again ofc, but while having remakes like the new shotgun is great, large parts of episode 4 are still full of sprites and lowres tiles. Hopefully some guys with lots of time and motivation pop up outta nowhere all of a sudden and do some miracle work. (OK, I am living in a dream world. Don't wake me up though, please...) xD
This post has been edited by NightFright: 08 April 2012 - 03:36 PM
#3133 Posted 09 April 2012 - 06:56 AM
#3134 Posted 09 April 2012 - 07:08 AM
NightFright, on 08 April 2012 - 03:35 PM, said:
From time to time someone new appears but usually it doesn't last too long. One or two guys can't do everything. Well, at least not in a short period of time. Hire new guys or search for some tutorials yourself and then the process will speed up. Don't worry everything will be remade - eventually. Unless I'm dead
#3135 Posted 09 April 2012 - 03:17 PM
#3136 Posted 09 April 2012 - 09:14 PM
#3137 Posted 10 April 2012 - 04:41 AM
395 has 2 horizontal bars across the door. Its normal and spec maps have more. They match up to 396 instead. Stuff like that.
ADDED: Here we go.
This post has been edited by Marked: 10 April 2012 - 04:42 AM
#3138 Posted 10 April 2012 - 04:52 AM
#3139 Posted 10 April 2012 - 05:23 AM
The tile 0395 is only used for polymost.
Here is the def part for polymer:
texture 395 {
pal 0 { file "highres/textures/0395_d.png" xscale 2.0 yscale 2.0 specpower 1 specfactor 0.3 }
normal { file "highres/textures/0395_n.png" parallaxbias 0.015 parallaxscale 0.025 }
specular { file "highres/textures/0395_s.png" }
detail { file "highres/detail/rust.png" xscale 0.15 yscale 0.15 }
}
0395_d matches the spec and normal map.
#3140 Posted 10 April 2012 - 03:06 PM
This post has been edited by Marked: 10 April 2012 - 04:13 PM
#3141 Posted 16 April 2012 - 11:38 PM
It's in MOV format, and will need to be split up into frames. It unfortunately is cut off a bit, so, some photoshopping skills will be necessary.
Enjoy. I pray that you guys can make use of this, as we shelled out quite a bit for this...
#3142 Posted 17 April 2012 - 07:30 AM
This post has been edited by MusicallyInspired: 17 April 2012 - 11:04 AM
#3143 Posted 17 April 2012 - 08:33 AM
You could just change it and point it to a different set of tiles with more animation frames... as for water, you can just create new water tiles, same for lava (though in that case you would have add code so it damages the player and other actors)
#3144 Posted 17 April 2012 - 11:04 AM
#3145 Posted 17 April 2012 - 02:17 PM
#3146 Posted 17 April 2012 - 05:48 PM
MusicallyInspired, on 17 April 2012 - 07:30 AM, said:
This would solve way more problems than just explosions or fire. The shotgun animation, various characters, etc.
Wasn't there going to be a new animation system? Or did I miss its release?
#3147 Posted 17 April 2012 - 05:59 PM
Dream on. That is totally different from the model animation smoothing that Plagman added a few years back and will never happen.
#3148 Posted 17 April 2012 - 06:52 PM
This post has been edited by MusicallyInspired: 17 April 2012 - 06:54 PM
#3149 Posted 18 April 2012 - 01:37 PM
#3150 Posted 18 April 2012 - 02:13 PM
Helixhorned, on 18 April 2012 - 01:37 PM, said:
I think that's an understatement. Linear interpolation will only provide a morphing effect, but morphing is not acceptable animation in the vast majority of cases. If it were, then coming up with, say, weapon animations for the HUD would be very easy, because all we would need is a point A and a point B, and we could use a program to generate the rest. For certain things like the dissipation of smoke, linear interpolation might be fine, but in most other cases it would probably look terrible. As for creating new animation with structural interpolation: obviously there is a large amount of intelligence and analysis that has to go into making that happen. I would think if someone had the know-how to make that effect, they could put it to much better use than adding it for free to EDuke32.
Also, if the technology were available, it would seem more sensible to run the process on the tiles outside of EDuke32 and then make a mod that uses the results. Otherwise, there would be a lot of processing time and memory used within EDuke32 to create and maintain the tiles each time.