Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 161 Pages +
  • « First
  • 10
  • 11
  • 12
  • 13
  • 14
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Gambini 

#331

Quote

> @Gambini: I could not download your two attached tiles from your previous posts. Can you make a post with the thumbnail versions so I can also add these later? Thanks.


I added them just as i added the other ones. The problem seems to be that they´re too small for being displayed as images.
Just do right click on them, save image as. The little white square is 0199_12.png and the yellow thing is 4531_23.png.

Man, you did it really fast, i started to work on those textures yesterday´s night and still im working on some others :) too bad they´ll have to wait for the next update.

This post has been edited by Gambini: 28 November 2009 - 08:21 AM

0

User is offline   gt1750 

#332

Nice update guys, however there is an issue with the normal map of tile 718. In the game (see E1L3) it looks like a sort of metal jelly.

To fix this, replace 0718_n with this file. Then change its properties to "parallaxbias 0.0 parallaxscale 0.01" in textures.def.

This fix was originally posted by Helixhorned, so the credit goes to him.
0

User is offline   Piterplus 

#333

@NightFright
I suggest you to return old texture 186 (0186.jpg) in polymer hrp defs , since 0186.png, 0186_n.png, 0186_s.png was added by Parkar in an experimental attempt. It is obviously sticking out of pattern of whole set, and normal map is not working fully as it was designed (sorry, Parkar).
I think that best way to replace those tiles (in a future) is to model them, but untill that happened, mine textures is a better way (note, I'm gladly accept better changes if they will occurred).
Thank you.

This post has been edited by Piterplus: 29 November 2009 - 03:54 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#334

gt1750: The normal/height map actually looks fine for tile 718. Your replacement only has height and no angle information, so using that would only cause parallaxing and wouldn't affect light properly. The problem here is just that the parallaxbias and scale definitions are on the wrong line, they should be on the normal map line. I fixed this bug with revision 19. NightFright: no action for you to take.

In any case about tile 186, the diffuse map (the PNG one currently) should be renamed to have a _d prefix.
0

User is offline   NightFright 

  • The Truth is in here

#335

I have refreshed the update pack link (v4.2.020 now) - see my previous post for new download. Included are the two other Gambini textures, the fix for 718 by Plagman and the revert to 0186.jpg as suggested by Piterplus (previous defs commented out for the time being). And even though 0186.png is not used any more, it is now correctly named 0186_d.png.

This post has been edited by NightFright: 28 November 2009 - 03:39 PM

0

User is offline   Gambini 

#336

oh well, im just fixing some misscaled models, and adding some more palettes as much as for models as for textures. In the scales subject i can´t think of a better idea than posting the modifications here. while im working i will be posting the progress so sorry if i double or triple post, you know

1st:

in signs.def find this model and replace the block for this one:

// Exit (961)
texture 961 { pal 0 { file "highres/sprites/signs/0961.png" } }
model "highres/sprites/signs/0961_exit.md3" {
   scale 17 zadd 1 shade 0
   skin { pal 0 file "highres/sprites/signs/0961_exit.png" 
			pal 14 file ¨highres/sprites/signs/0961_14_exit.png }
   frame { name "exit1" tile 961 }
}


there is the chance of some sintax mistake because im not testing it yet (0961_14_exit.png will come soon)

another one, tested:

in props.def

// Shower headpiece (991)
model "highres/sprites/props/0991_shower.md3" {
   scale 11 shade 1
   zadd 0.5
   detail { file "highres/detail/metal_fine.png" detailscale 0.3 }
   skin { pal 0 file "highres/sprites/props/0991_shower.jpg" }
   frame { name "FRAME15" tile0 991 tile1 991 }


// Sushiplate1: cooked head (768)
model "highres/sprites/props/0768_head.md3" {
   scale 4 shade 0
   zadd 0.8
   skin { pal 0 file "highres/sprites/props/0768_head.jpg" }
   anim { frame0 "FRAME1" frame1 "FRAME10" fps 4 flags 0 }   // remove to stop animation
   frame { name "FRAME1" tile0 768 tile1 768 }
}


This post has been edited by Gambini: 28 November 2009 - 06:50 PM

0

User is offline   Gambini 

#337

more tiles, in this case i didnt add the palette change only but also enhaced a little bit the original tile

And at the bottom, the aforesaid pal 14 exit sign

Attached thumbnail(s)

  • Attached Image: 4953.png
  • Attached Image: 4953_12.png
  • Attached Image: 0961_exit_14.png
  • Attached Image: 0387_18.png


This post has been edited by Gambini: 28 November 2009 - 07:39 PM

0

User is offline   Gambini 

#338

In this case im uploading the tile 4178 pal 13, tile 4178 is in the def file assigned to 207_10.png since both textures seem to match.

Attached thumbnail(s)

  • Attached Image: 4178_13.png
  • Attached Image: 1042_24.png
  • Attached Image: 0370_7.png


This post has been edited by Gambini: 28 November 2009 - 08:39 PM

0

User is offline   Gambini 

#339

And finally uuuff!

This is the punchclock model i just made from scratch. i took the original sprite as a reference because the model in use doesnt have any relation to it´s shape. I also had to modify the skin to make it match with the original sprite. the whole job took me about two hours:

10 minutes modeling
5 minutes modifying the skin, exporting the model, renamig frame and getting it into the game
105 minutes of rescaling, centering, and editing the defs to make the model match the original sprite´s exact size and position.

model and skin included in rar file.

def line at following: (props.def)

// Punch clock (4575)
model "highres/sprites/props/4575_punchclock.md3" { 
   scale 1.03 shade 0 
   zadd 3
   skin { pal 0 file "highres/sprites/props/4575_punchclock.png" } 
   frame { name "Frame0" tile 4575 }
}

Attached File(s)



This post has been edited by Gambini: 29 November 2009 - 07:32 AM

0

User is offline   Piterplus 

#340

Few more normal maps:

http://members.lycos...load/0609_n.png
normal { file "highres/textures/0609_n.png" parallaxbias 0.03 parallaxscale 0.04 }
http://members.lycos...load/0771_n.png
normal { file "highres/textures/0771_n.png" parallaxbias 0.03 parallaxscale 0.08 }
http://members.lycos...load/0772_n.png
normal { file "highres/textures/0772_n.png" parallaxbias 0.03 parallaxscale 0.08 }
http://members.lycos...load/1082_n.png
http://members.lycos...load/1083_n.png
http://members.lycos...load/1084_n.png
http://members.lycos...load/1085_n.png
http://members.lycos...load/1086_n.png
http://members.lycos...load/1087_n.png
normal { file "highres/textures/1082_n.png" parallaxbias 0.03 parallaxscale 0.1 } //same for whole set
http://members.lycos...load/4240_n.png
http://members.lycos...load/4241_n.png
http://members.lycos...load/4242_n.png
http://members.lycos...load/4243_n.png
http://members.lycos...load/4244_n.png
http://members.lycos...load/4245_n.png
normal { file "highres/textures/4240_n.png" parallaxbias 0.05 parallaxscale 0.1 } //same for whole set
http://members.lycos...load/5105_n.png
normal { file "highres/textures/5105_n.png" parallaxbias 0.03 parallaxscale 0.08 }

This post has been edited by Piterplus: 29 November 2009 - 09:37 AM

0

User is offline   NightFright 

  • The Truth is in here

#341

All the recent changes by Gambini and Piterplus included now in:

Polymer HRP Update v4.2.021 (11.9 MB)

SVN has also been updated to rev. 21.
0

User is offline   Mark 

#342

Do we just place the zip file in the autoload folder?
0

User is offline   NightFright 

  • The Truth is in here

#343

As usual, place this where your HRP file (polymer_hrp.zip) is and it should work.

Like I said, this needs the new Polymer HRP release by Parkar, it will not work with HRP v4.0. And of course, you also need the latest EDuke32 binaries... just in case you forgot. ^^

This post has been edited by NightFright: 29 November 2009 - 02:19 PM

0

User is offline   Gambini 

#344

Sorry for the dump question, im not testing my own work yet :)

Should i download the file you´ve just added and Plagman´s HRP? i mean, i need both. That´s it right? i mean, i can delete the older version forever...

This sounds stupid but i dont know whether Plagman´s package includes all the HRP content or just the normal maps.
0

User is offline   Plagman 

  • Former VP of Media Operations

#345

This package:

http://www.plagman.n...polymer_hrp.zip

Has all the HRP content until some point in the recent past, and I believe is what you're supposed to be using as a only base for the update pack NightFright put together. If you want to be sure you're up to date, just install TortoiseSVN or any other SVN client and point it at https://svn.eduke32.com/polymer_hrp/. This way you can get the updates incrementally after an initial full checkout.
0

User is offline   Gambini 

#346

Thanks. I never used that SVN thing so i prefer to stick to the classic way for now and download those files you´re pointing.
0

User is offline   NightFright 

  • The Truth is in here

#347

I have written that you need the latest Polymer HRP for this update in this post. Additionally, I have mentioned it at the bottom of the Wiki to-do list (see my signature link, section "UPDATE PACKS").

I have also added the two links to my signature. ^^

This post has been edited by NightFright: 30 November 2009 - 05:57 AM

0

User is offline   gt1750 

#348

Good to see more normal maps!

However #609 with normals gives strange results:

Posted Image

I've noticed more parallaxing errors during my playthrough of Episode 2, see those beds and moonrocks:

Posted Image Posted Image
0

User is offline   Piterplus 

#349

I tested 609 only in e1l2.
Where did you get this effect?
0

User is offline   gt1750 

#350

In E2L7.
0

User is offline   Daedolon 

  • Ancient Blood God

#351

View Postgt1750, on Nov 30 2009, 07:11 PM, said:

Posted Image


I wish we could make the water have that kind of an effect.
0

User is offline   Piterplus 

#352

Here is edited 0609_n.png (I've made a holes in proper places)
http://members.lycos...load/0609_n.png
It helps a little to reduce side effect, but not completely, unfortunately.

Also , I have tried to fix similar effect on on this normal map texture:
Posted Image

Before edit:
Posted Image

After fix it looks like this:
Posted Image

Reduce parallaxscale from 0.1 to 0.06 (same parameters to 0341_n.png, 0342_n.png, 0342_n.png),
and it looks like this:
Posted Image

This post has been edited by Piterplus: 01 December 2009 - 06:26 AM

0

User is offline   Parkar 

  • Honored Donor

#353

Currently in China on a work assignment for a few weeks so thats why I have not been around much.

As far as the textures Nightfright mentioned I think it might be a few of my work in progress ones so thats why they are not checked in.

Nice to see so much activity.

Edit: Also no comments on the actual content due to the great e-Wall of China blocking all the image uploading sites. Might comment from the Office though as all traffic goes by a proxy in Europe there so can actually see the images then.

This post has been edited by Parkar: 01 December 2009 - 04:57 AM

0

User is offline   Master Fibbles 

  • I have the power!

#354

View PostParkar, on Dec 1 2009, 07:53 AM, said:

Edit: Also no comments on the actual content due to the great e-Wall of China blocking all the image uploading sites. Might comment from the Office though as all traffic goes by a proxy in Europe there so can actually see the images then.

It is meant to protect you :) :)

I need to catch up on the HRP but I have been really busy with school stuff lately. At some point I may come around and make some new content but it won't be for a while.
0

User is offline   NightFright 

  • The Truth is in here

#355

Fixes implemented into Polymer HRP Update Pack v4.2.022 (link: see signature, 12.1 MB). SVN also updated.
0

User is offline   NF64 

  • Touched by the Banhammer

#356

quick question:i have recently sharpened some textures and got amazing results! idk if this was already done but... should i continue?
the results:
Attached Image: sharp.png
0

User is offline   Piano Man 

#357

View PostNfelli64, on Dec 2 2009, 06:08 PM, said:

quick question:i have recently sharpened some textures and got amazing results! idk if this was already done but... should i continue?
the results:
Attachment sharp.png


NO!!!!! I personally don't think it's any better... in fact it looks grainy to the point that it looks worse.
0

#358

Whit Polymer HRP music packs doesn't works. Any suggestion to fix this manually?

Quote

NO!!!!! I personally don't think it's any better... in fact it looks grainy to the point that it looks worse


Is much better and realistic instead: The real-life the granito walls are not whit same blocks size, especially in the corners.
0

User is offline   Piterplus 

#359

One more update:

http://members.lycos...load/0803_n.png
normal { file "highres/textures/0803_n.png" parallaxbias 0.02 parallaxscale 0.06 }
http://members.lycos...load/0805_n.png
normal { file "highres/textures/0805_n.png" parallaxbias 0.02 parallaxscale 0.06 }
http://members.lycos...load/0812_n.png
normal { file "highres/textures/0812_n.png" parallaxbias 0.02 parallaxscale 0.06 }
http://members.lycos...load/5110_n.png
normal { file "highres/textures/5110_n.png" parallaxbias 0.03 parallaxscale 0.06 } //same for whole set
http://members.lycos...wnload/5110.png
http://members.lycos...wnload/5111.png
http://members.lycos...wnload/5112.png

This post has been edited by Piterplus: 02 December 2009 - 12:38 PM

0

User is offline   NightFright 

  • The Truth is in here

#360

Polymer HRP Update now 4.2.023 (14.2 MB), SVN updated.

I think Piterplus made a small mistake in the definition of the normalmap for #812. Instead of "0812_n", he wrote "0805_n" (again). ^^ This correction is included.

This post has been edited by NightFright: 02 December 2009 - 12:36 PM

0

Share this topic:


  • 161 Pages +
  • « First
  • 10
  • 11
  • 12
  • 13
  • 14
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options