Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3331 Posted 08 October 2012 - 02:05 PM
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.
#3332 Posted 08 October 2012 - 05:08 PM
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
#3333 Posted 14 October 2012 - 10:53 PM
Thanks in advance.
#3334 Posted 15 October 2012 - 01:00 AM
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.
#3335 Posted 15 October 2012 - 06:09 AM
Tea Monster, on 15 October 2012 - 01:00 AM, said:
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.
#3336 Posted 15 October 2012 - 08:58 AM
Tea Monster, on 15 October 2012 - 01:00 AM, said:
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.
#3338 Posted 24 October 2012 - 02:00 PM
Quote
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
#3339 Posted 24 October 2012 - 03:21 PM
Why do they want a blank sphere with 3D shading?
This post has been edited by Tea Monster: 24 October 2012 - 03:24 PM
#3340 Posted 24 October 2012 - 03:47 PM
Tea Monster, on 24 October 2012 - 03:21 PM, said:
jpg]
As far as Duke is concerned I prefer a street light over the moon on a stick.
I like your moon. Should be added to DukePlus.
This post has been edited by LeoD: 24 October 2012 - 03:48 PM
#3341 Posted 24 October 2012 - 03:52 PM
Tea Monster, on 24 October 2012 - 03:21 PM, said:
Because that's what tile 1220 is, isn't it?
#3342 Posted 24 October 2012 - 04:25 PM
#3343 Posted 24 October 2012 - 04:57 PM
Tea Monster, on 24 October 2012 - 04:25 PM, said:
#3344 Posted 16 November 2012 - 06:46 AM
#3345 Posted 16 November 2012 - 08:25 AM
tomo, on 16 November 2012 - 06:46 AM, said:
This post has been edited by LeoD: 16 November 2012 - 11:29 AM
#3346 Posted 10 December 2012 - 10:53 AM
What is the problem?
Sorry for the noob question
This post has been edited by TON: 10 December 2012 - 10:55 AM
#3347 Posted 10 December 2012 - 10:56 AM
#3348 Posted 10 December 2012 - 11:48 AM
Achenar, on 10 December 2012 - 10:56 AM, said:
Of course
This post has been edited by TON: 10 December 2012 - 11:53 AM
#3349 Posted 10 December 2012 - 03:58 PM
//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.
#3350 Posted 10 December 2012 - 04:01 PM
#3351 Posted 15 December 2012 - 09:36 AM
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 File(s)
-
0049_shotgunammo.zip (118.24K)
Number of downloads: 222
#3352 Posted 15 December 2012 - 02:49 PM
LeoD, on 15 December 2012 - 09:36 AM, said:
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.
SGammoHRP.jpg SGammoZ-Pack.jpg
Frame names are 'AnimFrames00" and "AnimFrames01"
shotgunrotated.zip (7.05K)
Number of downloads: 234
#3353 Posted 16 December 2012 - 02:27 PM
Tea Monster, on 15 December 2012 - 02:49 PM, said:
#3354 Posted 23 December 2012 - 04:48 PM
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
#3355 Posted 23 December 2012 - 04:58 PM
#3356 Posted 23 December 2012 - 05:11 PM
This post has been edited by NightFright: 23 December 2012 - 05:12 PM
#3357 Posted 23 December 2012 - 05:57 PM
NightFright said:
#3358 Posted 23 December 2012 - 06:22 PM
#3359 Posted 24 December 2012 - 02:03 AM
#3360 Posted 24 December 2012 - 02:26 AM
NightFright, on 23 December 2012 - 06:22 PM, said:
Tea Monster, on 24 December 2012 - 02:03 AM, said: