Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3361 Posted 24 December 2012 - 05:34 AM
We are still very close to getting Ep.2 completed, and also Ep.3 isn't missing much. Besides that, tons of spec maps need to be made still since it creates a somewhat inconsistent look to have super-detailed textures and then totally flat ones just next to it. But anyway, it's a work-in-progress thing, and who knows, could be that in one year we hit the 1GB mark with the pack (or not...).
I hope we get those annoying Duke4.net Wiki errors fixed soon, too. Unfortunately, I cannot change any files, and I don't even know who is responsible for it. xD But it cannot be a miracle to make it work properly again.
*EDIT Dec 25*
BTW I am sorry if some of you wanted to put additional stuff into the HRP before we release. However, you probably know that Duke3D was available for free on GoG for a short time. This increased website traffic on Duke4.net a lot, and I wanted to forge the iron while it was still hot. To me it seemed like a good idea to release now in order to maximize player attention. I am sure there will be enough opportunity in the near future to get everything into the pack before we issue another official release. I will also give you an ETA in time before that (at least 1 month in advance), you got my word. ^^
This post has been edited by NightFright: 24 December 2012 - 04:28 PM
#3363 Posted 24 December 2012 - 04:37 PM
This one is used quite frequently in space-themed user maps (recently in Cherenkov and SpaceStation_0043).
While a model would be the best solution, a higher resolution texture would improve the experience, too.
This post has been edited by LeoD: 24 December 2012 - 04:38 PM
#3365 Posted 27 December 2012 - 10:42 PM
I removed the scaling in the DEF and pressed E in Mapster32. It almost looks realistic if you zoom in where only the pavement and the dumpster is visible.
#3366 Posted 28 December 2012 - 10:52 AM
LeoD, on 24 December 2012 - 04:37 PM, said:
tile0594.jpg
This one is used quite frequently in space-themed user maps (recently in Cherenkov and SpaceStation_0043).
While a model would be the best solution, a higher resolution texture would improve the experience, too.
I'll take that one. I don't have any models in the hrp myself and I feel like I should add something sooner or later.
I'll post pics here. This is my concept so far, I don't like to stray from the original when it comes to the HRP. I'm making the text out of tiny "lightbulbs" they'll get baked down to the normal level and not add faces ( sits at 300,000 tris with all the spheres ) the rest will be as close to the art tile as I can get.
Just so everyone knows what they are looking at, this is a solid mesh over the 8BIT art tile.
A few hours later...
A few more hours, done for the day. What to do about those ?cylinders? coming out the sides?
This post has been edited by Drek: 28 December 2012 - 08:32 PM
#3367 Posted 28 December 2012 - 11:16 AM
#3368 Posted 28 December 2012 - 03:04 PM
Drek, on 28 December 2012 - 10:52 AM, said:
Since asking apparently helps to get things done, here's more:
The four wall/door textures are frequently used in user maps. But since their ART resolution of 128x128 isn't that bad, the hydroplant model is the most important thing IMO. But I guess it's a pretty tough one. Note that the original colour of the leaves seems to be too desaturated to fit the HRP.
#3369 Posted 28 December 2012 - 04:48 PM
LeoD, on 28 December 2012 - 03:04 PM, said:
It's the HRP (mostly the oldest submissions) that is too saturated.
#3370 Posted 29 December 2012 - 04:24 AM
Drek: Here is some armoured conduit boxes for inspiration. Check out the little punch-out circles, bolts, connectors and all the other stuff on there for ideas for detail.
http://www.directind...500-980459.html
I'd add a few more edge loops on the curves of the power cables to smooth them out a bit.
#3371 Posted 29 December 2012 - 04:42 AM
Hendricks266, on 28 December 2012 - 04:48 PM, said:
Tea Monster, on 29 December 2012 - 04:24 AM, said:
Well, that might be the main reason why I'm such an HRP fan, and why I'm especially fond of the old Polymost-only stuff.
Drek, on 28 December 2012 - 10:52 AM, said:
Bad shots, I know, but my dad's PC/Monitor have some weird configuration I don't wanna mess with.
This post has been edited by LeoD: 29 December 2012 - 05:48 AM
#3372 Posted 29 December 2012 - 06:15 AM
NightFright, on 24 December 2012 - 05:34 AM, said:
Needs something that can be done to completely ignore the sprite offset jostling that occurs during the shotgun cocking sequence, and let the model's animation completely take it's place. Would make it look far less jerky. The pistol could use that too as far as it's reload animation, set up so that the clip, hand, and whatnot is part of the same model, and a much smoother, professional looking reload animation can take the place of the separated sprites.
Also, on that note... support for skeletal animated models would be nice.
This post has been edited by StrikerMan780: 29 December 2012 - 06:43 AM
#3373 Posted 29 December 2012 - 06:33 AM
Kind of like this:
#3374 Posted 29 December 2012 - 02:48 PM
I've cut the lights down to about 70K tris. Is that way too much? I feel it is, I'm going to need to bake them down to a plane and try to make a normal map to go with them.
Anyways, I added detail to the cords, I'm thinking of making the things on the side into mounting brackets, I can't see anyone ever using this sprite as anything other than a wall mounted sign as designed.
A few hours later....
So here I've made what will eventually become my skin and normal map, I hope. I've no experience making normals really. I used the xNormal filter for photoshop on my rendered image to make the normal.
Does this look right? I'll keep going and hopefully someone will stop me if it's wrong. I can make a normal using Blender but I couldn't be bothered to re-read somebodies tutorial right now.
I did some photoshop work to make a 400% blown up sprite.
This post has been edited by Drek: 29 December 2012 - 06:14 PM
#3375 Posted 29 December 2012 - 06:32 PM
#3376 Posted 29 December 2012 - 08:36 PM
#3377 Posted 29 December 2012 - 09:30 PM
As for the glow thing, if the original sprite glows in the software renderer, then it should glow, otherwise it shouldn't. We've got to stay true to the original in some ways
#3380 Posted 30 December 2012 - 02:02 PM
Drek, on 29 December 2012 - 02:48 PM, said:
xNormal, CrazyBump, and InsaneBump should only be used on organic textures like stones; that's what they're designed for. Check the Tutorials & Resources thread for a link on how to make "real" normal maps.
#3381 Posted 30 December 2012 - 04:18 PM
Plagman, on 30 December 2012 - 11:10 AM, said:
It shines and reveals itself through walls. I like the light but it gives away secrets.
About normals, I remember tea monsters tut about baking normals. It was a real turning point in my understanding of blender and modelling/rendering/baking. I've got it here on my hard drive and will re-read it and make a proper normal map.
This post has been edited by Drek: 30 December 2012 - 04:22 PM
#3382 Posted 31 December 2012 - 08:01 AM
#3383 Posted 31 December 2012 - 04:15 PM
LeoD, on 23 December 2012 - 05:57 PM, said:
This post has been edited by LeoD: 31 December 2012 - 04:16 PM
#3384 Posted 31 December 2012 - 04:45 PM
Roma Loom, on 31 December 2012 - 08:01 AM, said:
It looks great. How well does it match up with it's mate 4154. It might just be the high quality lighting and normals in the screen pic that makes it look different color and texture wise?
This post has been edited by Mark.: 31 December 2012 - 04:46 PM
#3385 Posted 31 December 2012 - 05:07 PM
Drek, on 29 December 2012 - 08:36 PM, said:
Roma Loom, on 31 December 2012 - 08:01 AM, said:
Mark., on 31 December 2012 - 04:45 PM, said:
jpg]
It seems that 4155 is just 4154 with holes in it. IIRC I haven't seen them tiled together, but they should fit IMO. Regarding the tint I think that the truth lies in the middle between the new versions. But a lot of polymerized textures do not have that slightly reddish tint, so I'm not sure where this should go.
This post has been edited by LeoD: 31 December 2012 - 05:21 PM
#3386 Posted 31 December 2012 - 05:29 PM
#3387 Posted 31 December 2012 - 05:42 PM
Mark., on 31 December 2012 - 05:29 PM, said:
To me they look like they're going all through the structure so they act as a drain when used as a floor texture.
Plagman, on 30 December 2012 - 11:10 AM, said:
Drek, on 30 December 2012 - 04:18 PM, said:
This post has been edited by LeoD: 31 December 2012 - 05:46 PM
#3388 Posted 31 December 2012 - 05:46 PM
#3389 Posted 31 December 2012 - 05:54 PM
Roma Loom, on 31 December 2012 - 05:46 PM, said:
An HRP source file repository wouldn't be too bad, so changes and adaptations could be made later if it becomes necessary.
#3390 Posted 31 December 2012 - 07:11 PM
Feel free to disagree with me on it, but I can point out one good example where this should be done. When you throw the pipebomb, the pickup pipebomb is way bigger than the hud one. I'll continue resizing the pickups and upload the DEF here if anyone is interested in it.