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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   Tea Monster 

  • Polymancer

#3331

I know. I'd like to have more than just an update in appearance for this. It would be great if we had something like this to give it some extra punch.

The other reason I ask is that the new Cycloid is 24MB with model and skins. Imagine that x 6 or 8 or however many times with next gen model weapons thrown in for good measure. You are going to need a DVD to ship the HRP.

Modern games use a skelton model format. Anyone who has messed around with Unreal, D3 and the Source engine will know that this is a much better way of doing things generally.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3332

The fastest thing I can think of would be a two-step approach:

1. Make CON mutators more easily loadable (planned, but currently on hold waiting for Lua integration for ease of parsing)
2. Add toggle support for surfaces, accessible from CON
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User is offline   sedition 

#3333

Can anybody tell how many polygons new modeled weapons should max. have. I need to know it for some new weapons we want to use in our mod.

Thanks in advance.
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User is offline   Tea Monster 

  • Polymancer

#3334

Depends on what renderer you are using, what the total amount of polygons on screen from other stuff in your mod etc.

Roughly about 3-5K per weapon.

Remember to remove the faces that the player will never see in game, that should shave about a K off the total.
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User is offline   sedition 

#3335

View PostTea Monster, on 15 October 2012 - 01:00 AM, said:

Depends on what renderer you are using, what the total amount of polygons on screen from other stuff in your mod etc.

Roughly about 3-5K per weapon.

Remember to remove the faces that the player will never see in game, that should shave about a K off the total.


We would use it with Polymer renderer. And there will be some other models on screen at the same time. Mainly model stuff from that Blackrayne Studios website. We are planning for the enemies a polycount of 8-10k, maybe some more.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3336

View PostTea Monster, on 15 October 2012 - 01:00 AM, said:

Remember to remove the faces that the player will never see in game, that should shave about a K off the total.

Actually, with future developments I recommend against this. The renderer should be upgraded to support culling. Making assumptions in the HUD models leads to problems, like the top of the HUD pipebomb, and whenever LOOK_RIGHT is pressed.
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User is offline   Tea Monster 

  • Polymancer

#3337

Sounds interesting. Keep us updated.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3338

Quote

Revision: 410
Author: leod
Date: Mittwoch, 24. Oktober 2012 23:42:11
Message:
1220 updated (user maps only)

Nice moon (r241/r348), but apparently the mappers just want a blank sphere. (WideAwake, routine, brains2, ...)
I have tried to reproduce the ART tint, but maybe I'll change it to greyscale later.
Someone should make a model ...
----
Modified : /highres/sprites/decals/1220.png

Attached Image: tile1220.pngAttached Image: 1220-r241-r348.pngAttached Image: 1220-r410.png
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User is offline   Tea Monster 

  • Polymancer

#3339

I've put the moon over the art tint test and got something inbetween, but not sure its particularly good.

Why do they want a blank sphere with 3D shading?

Attached Image: lunatest.png

This post has been edited by Tea Monster: 24 October 2012 - 03:24 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3340

View PostTea Monster, on 24 October 2012 - 03:21 PM, said:

Why do they want a blank sphere with 3D shading?

Attached Image: duke0000.jpgAttached Image: duke0001.jpgAttached Image: duke0003.jpgjpg]Attached Image: duke0004.jpg
As far as Duke is concerned I prefer a street light over the moon on a stick. :D
I like your moon. Should be added to DukePlus.

This post has been edited by LeoD: 24 October 2012 - 03:48 PM

2

User is offline   Plagman 

  • Former VP of Media Operations

#3341

View PostTea Monster, on 24 October 2012 - 03:21 PM, said:

Why do they want a blank sphere with 3D shading?


Because that's what tile 1220 is, isn't it?
2

User is offline   Tea Monster 

  • Polymancer

#3342

But what has that got to do with the moon? From LeoD's post, it suggests that mappers were using a moon tile in place of that.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3343

View PostTea Monster, on 24 October 2012 - 04:25 PM, said:

But what has that got to do with the moon? From LeoD's post, it suggests that mappers were using a moon tile in place of that.
The old version shouldn't have been put into the HRP in the first place. I have encountered it quite often when HRPlaying user maps. The HRP sometimes makes it obvious in user maps that some textures are not used in the context they were meant to be in the original game, because in software mode the deviation doesn't matter. I guess that's one reason why the purists don't like it. Just when I met the moon again while playing Wide Awake I cared to start Roma Loom's GRPViewer and find out that tile 1220 isn't used at all in the vanilla game and therefore r241/r348 makes no sense in any context. Unless since 2011-04-14 someone has made an HRP-dedicated space themed map which I have forgotten.
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User is offline   tomo 

#3344

I didnt know where to ask this and i didnt want to start a new post but would somebody be able to tell me what HRP this shotgun is from ?

Attached thumbnail(s)

  • Attached Image: shotgun pic.jpg

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User is offline   LeoD 

  • Duke4.net topic/3513

#3345

View Posttomo, on 16 November 2012 - 06:46 AM, said:

I didnt know where to ask this and i didnt want to start a new post but would somebody be able to tell me what HRP this shotgun is from ?
That's the "new" (from April) Polymer shotgun made by Spiker. Currently only available in the development repository. It will show up in the next full HRP release which planned for later this year.

This post has been edited by LeoD: 16 November 2012 - 11:29 AM

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User is offline   TON 

#3346

I want to edit a md3 model. I have used MilkShape, gmax, blender and other program but when I export a model to md3 and run the game it show 2d classic sprite
What is the problem?

Sorry for the noob question

This post has been edited by TON: 10 December 2012 - 10:55 AM

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3347

I am assuming that models are enabled under video settings? And that of course you're playing under Polymost/Polymer rendering?
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User is offline   TON 

#3348

View PostAchenar, on 10 December 2012 - 10:56 AM, said:

I am assuming that models are enabled under video settings? And that of course you're playing under Polymost/Polymer rendering?

Of course

This post has been edited by TON: 10 December 2012 - 11:53 AM

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User is offline   Mark 

#3349

I'm guessing the internal name of the model was changed when saved through different programs. A typical example of a model being defined into the game would be:
//rails 3697
model "highres/sprites/props/3697.md3" {
scale 3 shade 1
skin { pal 0 surface 0 file "highres/sprites/props/3697.png" }
frame { name "none00" tile 3697 }
}

The last line contains this internal model name. You have to change the original to this new name. In my case the program I use changes this model name to none00
If your programs do not have any way to display the name, there is a small program called Npherno's compiler or something like that. If you import the model into that program it tells you the internal name.
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User is offline   Tea Monster 

  • Polymancer

#3350

Also check the frame name. Frame names vary from app to app. Some are just numbers, some are 'Frame1' and some are 'frame1'.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3351

Tea Monster (or whoever else is able to do it),

the Z-Pack needs your help again. While working on maphacks for user maps I've found that one of my Z-Pack's MD3 models needs a 90 degree counter-clockwise rotation.
Attached Image: SGammoHRP.jpgAttached Image: SGammoZ-Pack.jpg

Attached File(s)


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User is offline   Tea Monster 

  • Polymancer

#3352

View PostLeoD, on 15 December 2012 - 09:36 AM, said:

Tea Monster (or whoever else is able to do it),

the Z-Pack needs your help again. While working on maphacks for user maps I've found that one of my Z-Pack's MD3 models needs a 90 degree counter-clockwise rotation.
Attachment SGammoHRP.jpgAttachment SGammoZ-Pack.jpg

Frame names are 'AnimFrames00" and "AnimFrames01"
Attached File  shotgunrotated.zip (7.05K)
Number of downloads: 234
1

User is offline   LeoD 

  • Duke4.net topic/3513

#3353

View PostTea Monster, on 15 December 2012 - 02:49 PM, said:

Frame names are 'AnimFrames00" and "AnimFrames01"
Thank you!
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User is offline   NightFright 

  • The Truth is in here

#3354

Ladies and Gentlemen,

Without further ado:
Duke3D Highres Pack v5.2

Changelog can be found in the "News" section.
Thanks to LeoD who put all his efforts into merging Polymer and Polymost contents into one pack so we finally don't need separate HRPs any more to satisfy the poor souls who cannot run the EDuke32 Polymer renderer!

I have also taken the opportunity to update most sections of the website, especially "Links" and "FAQ" since they had outdated info and links.

Happy Holidays everyone! ^^

PS: It would be really great if we had more new models and textures for the next release again (hint, hint)... :)

This post has been edited by NightFright: 23 December 2012 - 05:13 PM

3

User is offline   Micky C 

  • Honored Donor

#3355

I just read that article that was mentioned in the news post, and while it's good to see that people are still talking about Duke and the HRP, the guy has some seriously messed up facts. He mentions a 1.6 atomic pack, and said that eduke32 came out only a year after Duke 3D's release...
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User is offline   NightFright 

  • The Truth is in here

#3356

Yeah. I didn't want to be nitpicky in my comment I wrote there, however. And he wrote "Octobrain", too... :)

This post has been edited by NightFright: 23 December 2012 - 05:12 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3357

NightFright said:

[FEATURE] Full Polymost compatibility (use parameter -hduke3d_hrp_polymost.def)
Hm, no, that's not the recommended way to run Polymost HRP. It's possible, but breaks compatibility to mods like DukePlus which bring their own duke3d.def or other top level DEFs. This and some other minor issues like Polymost-only maphacks are addressed by the upcoming Polymost-Override Pack 5.2. (Future versions of EDuke32 might make this pack obsolete, but until then it is strongly recommended.) We're currently visiting my parents and I failed to take some of my latest Duke-related files with me. So this will be delayed until 2012-12-30 or so.
1

User is offline   NightFright 

  • The Truth is in here

#3358

Well, for now I will add a note to the FAQ about this. Still, things will (or should) be much less complicated.
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User is offline   Tea Monster 

  • Polymancer

#3359

I do wish you'd said something earlier, I was going to fix the hand on the pistol before a major release.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3360

View PostNightFright, on 23 December 2012 - 06:22 PM, said:

Well, for now I will add a note to the FAQ about this. Still, things will (or should) be much less complicated.
Yup. I think I mislead you in a PM when I babbled about deleting all Polymost download stuff. Sorry.

View PostTea Monster, on 24 December 2012 - 02:03 AM, said:

I do wish you'd said something earlier, I was going to fix the hand on the pistol before a major release.
It won't be too long until we'll see an HRP update, I think. Hopefully this release will [re-]inspire people to contribute [again].
0

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