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

User is offline   Hank 

#3271

Ehmm, not sure how to 'lament' to the moderators, but is there a remote possibility to delete shit posts, 3257, 3271, 3272? Those do add to a very long thread without further substance. Posted Image too lazy to hand out reds, too boring actually Posted Image

This post has been edited by Hank: 12 May 2012 - 01:21 PM

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User is offline   Tea Monster 

  • Polymancer

#3272

Yes. clean up on ailse 4.
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User is offline   Mblackwell 

  • Evil Overlord

#3273

You know, I deleted the post with the dick waving but other than that I say we just move on.
2

User is offline   Striker 

  • Auramancer

#3274

Just a little nitpick, but, I think the RPG looks better if this:

hud { tile0 2544 tile1 2546 xadd 2 yadd 4 zadd -0.5 angadd -64 fov 250 } 


is changed to this:
hud { tile0 2544 tile1 2546 xadd 1.5 yadd 4 zadd -0.5 angadd -64 fov 250 } 


in Firstperson.def
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3275

Isn't the menu title used in here the one from HRP?
http://itunes.apple....d365228715?mt=8
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3276

The menu art in those screenshots look like HRP material as well.
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User is offline   Piterplus 

#3277

 MusicallyInspired, on 24 June 2012 - 07:47 PM, said:

The menu art in those screenshots look like HRP material as well.


No it is not.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3278

Really? Ok then.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3279

I was just about to say that you seem to overreact a bit, but then I read the previous pages...

 StrikerMan780, on 17 May 2012 - 11:30 AM, said:

Just a little nitpick, but, I think the RPG looks better if this:

hud { tile0 2544 tile1 2546 xadd 2 yadd 4 zadd -0.5 angadd -64 fov 250 } 


is changed to this:
hud { tile0 2544 tile1 2546 xadd 1.5 yadd 4 zadd -0.5 angadd -64 fov 250 } 


in Firstperson.def

Someone should have answered. But adding screenshots might have motivated people to look into it.
I think the current solution is better because it takes up less space in the middle of the screen.
And looking into a mirror shows how Duke is holding his weapon.

Attached thumbnail(s)

  • Attached Image: rpg-2.0.jpg
  • Attached Image: rpg-1.5.jpg
  • Attached Image: rpg-mirror.jpg


This post has been edited by LeoD: 30 June 2012 - 09:51 AM

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User is offline   ---- 

#3280

 LeoD, on 30 June 2012 - 09:49 AM, said:

I was just about to say that you seem to overreact a bit, but then I read the previous pages...


Someone should have answered. But adding screenshots might have motivated people to look into it.
I think the current solution is better because it takes up less space in the middle of the screen.
And looking into a mirror shows how Duke is holding his weapon.


Now that I see the comparison I think that Duke's left hand looks as if it grows from his right shoulder. In the mirror his left hand faces the shooting direction, in first person it faces left, coming from the right. The more centered weapon improves a bit on it.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3281

More answering to older posts:

 Brain Damage, on 07 May 2012 - 01:36 AM, said:

Sorry to bring it up again but what if the HRP structure was like this:

- highres (Folder containing all the Poymer stuff and and things that are used by both renderers, no change to the original structure)
- polymost (separated textures, monsters, weapons that are used only in Polymost)

Advantages:

- Everything is working as before
- No duplicated stuff
- No compatibility issues
- Tidy structure which is easy to explore and understand

Disadvantages:

- ???

"Everything is working as before" is no advantage.
There is no duplicated stuff in the repository.
Compatibility issues would still be the same if someone changes/polymerizes a model/texture which is shared among Polymer/Polymost.
I don't see why it would be tidier if Polymost HRP is split on toplevel. Most Polymost-only stuff has own folders and DEFs on lowest level which is the more convenient way IMO. Especially since the Polymer HRP development is as slow as it is currently. Anyone developing for Polymer can almost safely ignore the Polymost stuff (but don't delete files, please). Someone (most likely me, maybe h266 or loomsday) will take care of the latter before the next HRP (update) release if problems arise.
Thanks to hrp_extract.sh the download size won't be an issue anymore and any inconsistencies can be found and fixed easily.
I have put Polymost HRP back into the repository exactly the way it is now in order to make maintenance easier without interfering Polymer HRP. (And to make it somewhat independent from my person.) I announced exactly everything I planned to do and no one complained.

There is only this Polymost-only stuff left in Polymer folders (besides highres/textures ofc):
Spoiler

Which currently arent't worth having their own folders IMO.
Any repo-contributor who thinks these should be separated or a textures_polymost folder should be created please let me know.


 Hendricks266, on 07 May 2012 - 02:44 PM, said:

Don't be sorry, this revised version is a good idea. Be sure to check with LeoD first. Also, only alt-pals for Polymer-exclusive resources should be deleted.
AFAIK no such textures exist.

 Hendricks266, on 07 May 2012 - 02:44 PM, said:

If a resource is shared between renderers and it has alt-pals then the alt-pals should be moved to the Polymost folder and only used with the Polymost defs.

 Plagman, on 07 May 2012 - 03:21 PM, said:

And some of them shouldn't be deleted, as they look better than what what highpal comes up with.
Could you/someone please name the alt-pals that should be left in the Polymer DEFs? Then I'll delete the others and move the files to the *_polymost folders where applicable.

This post has been edited by LeoD: 30 June 2012 - 12:47 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3282

 fuegerstef, on 30 June 2012 - 10:23 AM, said:

Now that I see the comparison I think that Duke's left hand looks as if it grows from his right shoulder. In the mirror his left hand faces the shooting direction, in first person it faces left, coming from the right. The more centered weapon improves a bit on it.
2:1 in favor of a change. More opinions?

This post has been edited by LeoD: 30 June 2012 - 12:48 PM

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User is offline   Spiker 

#3283

 LeoD, on 30 June 2012 - 12:46 PM, said:

2:1 in favor of a change. More opinions?

I don't know. Choose the one which is closer to original look. 3rd Person model in not really any kind of reference, besides it will be probably changed sooner or later.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3284

 LeoD, on 30 June 2012 - 12:44 PM, said:

 Hendricks266, on 07 May 2012 - 02:44 PM, said:

Don't be sorry, this revised version is a good idea. Be sure to check with LeoD first. Also, only alt-pals for Polymer-exclusive resources should be deleted.
AFAIK no such textures exist.

Oops. Now I know better.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3285

 Brain Damage, on 30 June 2012 - 01:07 PM, said:

3rd Person model in not really any kind of reference, besides it will be probably changed sooner or later.
Well, I think it is.

 Brain Damage, on 30 June 2012 - 01:07 PM, said:

Choose the one which is closer to original look.
Dunno. The original is bigger (too big). I'd still stick with xadd 2.
fuegerstef I hate you because I can't unsee the hand issue. :(

Attached thumbnail(s)

  • Attached Image: rpg-low.jpg
  • Attached Image: rpg-overlay.jpg


This post has been edited by LeoD: 30 June 2012 - 02:01 PM

1

User is offline   ReaperMan 

#3286

Looks the the RPG needs to be a bit larger too.
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User is offline   Rellik 

#3287

RE: 3rd person as a reference for RPG

 LeoD, on 30 June 2012 - 01:49 PM, said:

Well, I think it is.

FWIW, the weapon used in classic renderer third person isn't even anything that remotely resembles the RPG or any of the weapons. It is just that the RPG was the closest.

Until we get the third person to show the currently equipped weapon, I wouldn't worry about how it compares to the HUD view, and even then I doubt it matters that much anyway.
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User is offline   ---- 

#3288

View PostLeoD, on 30 June 2012 - 01:49 PM, said:


fuegerstef I hate you because I can't unsee the hand issue. :(


I am missing the english word for it. But it seems we have a "devil's circle" here. Because it was your post that made me realize it in the first place (I have never seen it before) and I cannot unsee it because of your post. Then I mentioned it and now you cannot unsee it. :(

Well, with all the radioactivity around him, Duke had probably grown a third hand after the years.

This post has been edited by fuegerstef: 30 June 2012 - 09:39 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #3289

View Postfuegerstef, on 30 June 2012 - 09:37 PM, said:

I am missing the english word for it. But it seems we have a "devil's circle" here. Because it was your post that made me realize it in the first place (I have never seen it before) and I cannot unsee it because of your post. Then I mentioned it and now you cannot unsee it. :(

This is called a "feedback loop" or a "vicious cycle".

View Postfuegerstef, on 30 June 2012 - 09:37 PM, said:

Well, with all the radioactivity around him, Duke had probably grown a third leg after the years.

Fixed.
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User is offline   Roma Loom 

  • Loomsday Device

#3290

i want .fbx support :(
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User is offline   Spiker 

#3291

View PostRoma Loom, on 01 July 2012 - 05:26 AM, said:

i want .fbx support :(

With that face? No chance!:(
1

User is offline   LeoD 

  • Duke4.net topic/3513

#3292

FYI: Current r380 HRP packages sizes (uncompressed, which doesn't make much difference ofc):

Repository : 1343 MiB
Repo Payload : 668 MiB
HRP full : 650 MiB
HRP Polymer : 601 MiB
HRP Polymost : 378 MiB

(Polymost HRP overhead: 7.5%)

As soon as the Polymer/alt-pals stuff is sorted out the repo would be ready for a new full release as far as structural changes are concerned.

This post has been edited by LeoD: 02 July 2012 - 12:50 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3293

View PostLeoD, on 30 June 2012 - 12:46 PM, said:

2:1 in favor of a change. More opinions?

-> Polymer RPG firstperson xadd corrected to 1.5.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3294

There seems to be a problem with the switch models 860/861: the glow texture doesn't show up ingame.
This wasn't much noticeable until I turned the pal 0 skin to greyscale (see screenshot) for purposes mentioned elsewhere.
Would someone of our modelers please have a look into this? (Just drop the zip into autoload...)

Attached thumbnail(s)

  • Attached Image: E3L1switch860.jpg

Attached File(s)



This post has been edited by LeoD: 14 July 2012 - 04:15 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3295

Unless I'm mistaken it looks like glow mapping just doesn't work anymore as a whole, actually.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3296

View PostPlagman, on 14 July 2012 - 03:40 PM, said:

Unless I'm mistaken it looks like glow mapping just doesn't work anymore as a whole, actually.
Can't confirm that. Another switch nearby glows nicely. But the TV in E1L1's secret room is frozen. I guess that's the same what Micky C reported elsewhere. Introduced between r2820 and r2824.

Attached thumbnail(s)

  • Attached Image: switch.jpg
  • Attached Image: anim.jpg

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User is offline   Hendricks266 

  • Weaponized Autism

  #3297

There is a problem with the Polymer HUD Devastator.

Posted Image

When it fires, the end of each unit moves downward like a recoil spring. The Polymer Devastator HUD model only contains one frame in the fully extended pose and only changes its texture when it fires.

The Polymost HUD Devastator has more than one frame.
1

User is offline   Roma Loom 

  • Loomsday Device

#3298

Crap. I'll fix it today.

[edit]
Cannot upload to SVN at the office, so I'll put it here:
// Devastator (2510)
model "highres/sprites/firstperson/2510_devastator.md3" {
   scale 1.5
   skin { pal 0 file "highres/sprites/firstperson/2510_devastator.png" specfactor 0.5 specpower 35 }
//   normal { file "highres/sprites/firstperson/2510_devastator_n.png" parallaxbias 0.0 parallaxscale 0.0 }
   specular { file "highres/sprites/firstperson/2510_devastator_s.png" }
   frame { name "Frame0" tile 2510 }
   glow { file "highres/sprites/firstperson/2510_devastator_g.png" }
   frame { name "Frame1" tile 2511 }
   hud { tile0 2510 tile1 2511 xadd -0.38 yadd -0.70 zadd 1.42 angadd -512 flipped } //left devastator
   hud { tile0 2510 tile1 2511 xadd 0.38 yadd 0.18 zadd 1.42 angadd -512 } //right devastator
}

Attached File(s)



This post has been edited by Roma Loom: 17 July 2012 - 02:49 AM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #3299

Committed.
0

User is offline   Striker 

  • Auramancer

#3300

Any reason why the normal map is commented out?
0

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