Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3151 Posted 18 April 2012 - 09:31 PM
Like what was done with the Monkey Island 2 Special Edition remake. They created two or three times the amount of animation frames for every object and character in the game and the engine rendered it on top of the original game seamlessly and in perfect time/sequence in real time (as the remake was built right on top of the original game and you can switch modes seamlessly during play). Of course BUILD is quite a bit more complex than SCUMM especially with the new resource-hogging polymer renderer, but I'm not worried about performance issues as my system has none with polymer yet. I have some programming experience, and while I'm no where near able to implement such a design myself at my stage because I don't understand where everything comes from, I understand the process involved and can't see it being as difficult as you're describing. I don't mean to say it would be a cakewalk either. You'd probably have to mess with rendering code and whathaveyou which could be agonizing to implement into the actual engine, I don't know. But it's all just a matter of messing with variables and performing a bit of extra math to perform the actual effect of adding an extra number of frames per frame animation, isn't it? Isn't something like this worth it, though? We're already enhancing the engine so much. The animation of tiles is one of the bigger things holding it back to an outdated look, really. It's worth at least thinking about.
Of course, I'm not complaining. We've already got way more than we could ever imagine out of this engine already and I'd be perfectly happy if work suddenly had to stop on EDuke32. It's come an amazingly long way. I'm just thinking about future possibilities. Hey, at one time we thought the very notion of programming an entirely new rendering engine with dynamic lighting was a pipedream.
This post has been edited by MusicallyInspired: 18 April 2012 - 09:33 PM
#3152 Posted 18 April 2012 - 09:54 PM
The gamevar totalclock is used to control the animations from the .art files, and it may interest you that for some reason it actually has 4 times more frames than the actual game. But I think the only instance which the game actually uses that amount of frames is to create the glowing effect in the Shrinker ammo sprite.
This post has been edited by Fox: 18 April 2012 - 09:55 PM
#3153 Posted 18 April 2012 - 10:04 PM
MusicallyInspired, on 18 April 2012 - 09:31 PM, said:
Well, me and probably a few other mappers would have quit by now if it weren't for both polymer and TROR, so eduke32 has certainly come very far and thanks to TX, Plagman and Helix, and has gotten a very nice set of features, but there's still a long way to go before it gets to a point where people can agree that it doesn't need any more work.
#3154 Posted 19 April 2012 - 02:03 AM
#3155 Posted 19 April 2012 - 07:38 AM
Micky C, on 18 April 2012 - 10:04 PM, said:
Oh, of course! That was actually my point. But being an entirely unpaid effort I wouldn't throw a fit if TX, Plagman, and Helix had to give up working on EDuke32 altogether due to real world obligations and leave the community forever. Though, I can't see that happening. My point was just that EDuke32 has come a long way, more than we ever dreamed so far, but there's still some improvements to be made. As long as they are going to continue to improve it why not do everything we can?
Diaz, on 19 April 2012 - 02:03 AM, said:
Well, yeah. But since it's under a license you couldn't actually sell any project made with EDuke32, could you?
This post has been edited by MusicallyInspired: 19 April 2012 - 07:39 AM
#3156 Posted 19 April 2012 - 07:55 AM
#3157 Posted 19 April 2012 - 09:00 AM
MusicallyInspired, on 19 April 2012 - 07:38 AM, said:
You can, as long as you don't include a copy of Eduke32.
#3158 Posted 19 April 2012 - 09:03 AM
The CD where it originated from can be found here, but it's $200 - http://www.amazon.co...e/dp/B000F8O120
(And for all I know, it may still have the widescreen cutoff...)
Where I bought the individual effect from - http://www.pond5.com...on-mush001.html
This post has been edited by StrikerMan780: 19 April 2012 - 09:08 AM
#3159 Posted 19 April 2012 - 09:14 AM
This post has been edited by Brain Damage: 19 April 2012 - 09:17 AM
#3160 Posted 19 April 2012 - 11:40 AM
If you check out Doomsday, they can do all manner of cool crap with thier particle engine. Depending on what graphic you use, you can get a simple billboard emitter to do fire, sparks or smoke.
Speaking of engines, Doom 3 has just been open sourced, and there are a group of people putting together a nifty little pakage including lighting improvements and editor re-packaging. If people aren't happy with EDuke....
This post has been edited by Tea Monster: 19 April 2012 - 11:43 AM
#3161 Posted 19 April 2012 - 02:53 PM
Brain Damage, on 19 April 2012 - 09:14 AM, said:
http://www.youtube.c...player_embedded
Uh, I already did, and provided it.
http://www.mediafire...vl0q9ey6vjolp73
This post has been edited by StrikerMan780: 19 April 2012 - 02:54 PM
#3162 Posted 19 April 2012 - 04:51 PM
By the way, I've seen that website linked before, and it also has the original movie for the Octabrain mindblast (COOLEXPLOSION1) but it too is cut off. IIRC it also has the fire from the game.
This post has been edited by Hendricks266: 19 April 2012 - 04:53 PM
#3164 Posted 19 April 2012 - 06:25 PM
FUCK FUCK FUCK FUCK FUCK FUCK FUCK.... I always fuck up somehow.. *sigh*
I shouldn't have got it... but I wish the fucking site would have warned about this... You'd expect the preview to be cut off, but the full thing? ugh... I'm a fucking idiot... my fault for not checking before getting it. Leave it to me to want to help out, but get something useless.
This post has been edited by StrikerMan780: 19 April 2012 - 06:27 PM
#3165 Posted 19 April 2012 - 07:51 PM
StrikerMan, you should contact the company you bought it from since you know for a fact the movies it provides are cut off along the top and bottom to fit in a 1080p movie file. Ask if you can get the proper footage, and if not, where you can or where they got it from.
This post has been edited by Hendricks266: 19 April 2012 - 07:51 PM
#3166 Posted 19 April 2012 - 08:19 PM
StrikerMan780, on 19 April 2012 - 06:25 PM, said:
FUCK FUCK FUCK FUCK FUCK FUCK FUCK.... I always fuck up somehow.. *sigh*
I shouldn't have got it... but I wish the fucking site would have warned about this... You'd expect the preview to be cut off, but the full thing? ugh... I'm a fucking idiot... my fault for not checking before getting it. Leave it to me to want to help out, but get something useless.
Well, the site indeed said "HD 1080 (1920x1080)" so it was predictable.
But everyone do mistakes like that in their life.
#3167 Posted 19 April 2012 - 09:48 PM
You can always bitch at them and ask where the top of the file is. If not, Photoshop is your friend. I think it's great that you cared enough about the project to shell out hard cash for an asset like that. Thank you!
#3168 Posted 19 April 2012 - 09:55 PM
1:50
This post has been edited by NUKEMDAVE: 19 April 2012 - 09:56 PM
#3169 Posted 19 April 2012 - 10:12 PM
Helixhorned, on 19 April 2012 - 07:55 AM, said:
Right, of course. Hopefully someone with the necessary knowledge and willpower will.
I realize suggestions and talk are cheap. I'm not begging for it to be included I'm just wondering what's possible, if things have been thought of already, and if so why they weren't pursued is all. I was seriously asking a question when I said "Why is it so seemingly impossible?" rather than attempting to start an argument, if I came across that way. If I was coming off as overbearing, my mistake.
This post has been edited by MusicallyInspired: 19 April 2012 - 10:14 PM
#3170 Posted 20 April 2012 - 06:06 AM
A friend of mine who did the concept of the new Cycloid head has offered to do a concept for the Liz Trooper.
His stuff looks pretty cool, but he's told me that he will lean more towards making it badass, rather than it being a straight version of the sprite. In fact, "If I was going to create something like that, the last thing I would use as reference is the sprite." I think this is brilliant, but I just wanted to get your opinions.
This post has been edited by Tea Monster: 20 April 2012 - 04:55 PM
#3171 Posted 22 April 2012 - 08:38 PM
#3172 Posted 22 April 2012 - 09:33 PM
#3173 Posted 23 April 2012 - 01:21 AM
#3174 Posted 23 April 2012 - 02:34 AM
Brain Damage, on 22 April 2012 - 08:38 PM, said:
Oh God, no! No, no, no! I don't think you fully realize the consequences of your actions!
1. Any sort of mod that referenced HRP materials in the "highres" path is now broken. This includes my add-on HRPs, but I don't want to change them because that will break compatibility with all users currently. This kind of catch-22 can only be caused by an act of shortsighted retardation.
2. Major ease of use issues for the end-user always come before minor ease of developing issues for the developer. I have already posted that users are going to download ONE pack and one pack only, then expect it to work both under Polymer and Polymost. By completely splitting the HRP you have destroyed the work that LeoD and I have done (mostly LeoD) towards merging them together and setting the stage for support on the EDuke32 side for handling switching of the HRPs between renderers for the user completely. It's not about file size or "how disorganized the HRP is". In fact, it looks like you have completely duplicated the structure, inflating file size even more, so that's a detriment, not a benefit. Rather, it's about keeping things straight for downloaders and avoiding countless posts asking why the HUD RPG looks wrong and why there are no Polymer lights.
Revert this change immediately. If you do not in 72 hours and you do not convince me (by some miracle), I will find the way to do it myself.
EDIT: And just who in hell is "we" anyway? Did you not even read my warnings earlier?
This post has been edited by Hendricks266: 23 April 2012 - 02:45 AM
#3175 Posted 23 April 2012 - 07:11 AM
Geez, can anybody just mess with the repository? Shouldn't it be closed off for this reason?
This post has been edited by MusicallyInspired: 23 April 2012 - 07:15 AM
#3176 Posted 23 April 2012 - 07:30 AM
Hendricks266, on 23 April 2012 - 02:34 AM, said:
Also DukePlus, War of Attrition and probably others. The "highres" path has been in the HRP for as long as I can remember, probably six years or more.
#3178 Posted 23 April 2012 - 09:22 AM
Tea Monster, on 23 April 2012 - 08:50 AM, said:
No, can do. If you use the TortoiseSVN as a customer, me for example, I would not know the difference until I launch a TC. I think because it is the SVN, no one should just alter its settings without considering all people involved.
The only reason I am even aware of the change is because today I am at home, stuck. Otherwise I don't read through all of the forums.
#3179 Posted 23 April 2012 - 09:36 AM
Hank, on 23 April 2012 - 09:22 AM, said:
This. I use Tortoise myself for quick and easy updating.
This post has been edited by MusicallyInspired: 23 April 2012 - 09:36 AM
#3180 Posted 23 April 2012 - 09:49 AM
This post has been edited by Brain Damage: 28 April 2012 - 08:30 AM