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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   NightFright 

  • The Truth is in here

#3361

The pistol doesn't look too bad. It's actually rather the shotgun with its reload animation which seems unfinished. Maybe something can be done to make the pump action look smoother or so, a bit jerky right now if you ask me. But as you said, hopefully some people wake up now and see that work still needs to be done.

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

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User is offline   Tea Monster 

  • Polymancer

#3362

NP. Understood about the COG offer.
Merry Christmas!
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User is offline   LeoD 

  • Duke4.net topic/3513

#3363

Texture/model request: tile0594 - "Exterior Airlock"
Attached Image: 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.

This post has been edited by LeoD: 24 December 2012 - 04:38 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3364

Btw., the Polymost Override Pack 5.1.411 in the "Bleeding Edge" section of my thread is compatible to HRP 5.2. People may use it for the time being until I've managed to create a new "official" one.
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User is offline   NUKEMDAVE 

#3365

I couldn't wait any longer for the HRP to become the HDP. :)

Attached Image: TripleResPavement.jpg

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.
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User is offline   Kyanos 

#3366

View PostLeoD, on 24 December 2012 - 04:37 PM, said:

Texture/model request: tile0594 - "Exterior Airlock"
Attachment 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 will pm you and get your opinion on it once I have something to show.
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.

Attached Image: Airlock3.PNG
Just so everyone knows what they are looking at, this is a solid mesh over the 8BIT art tile.

A few hours later...
Attached Image: Airlock4.PNG

A few more hours, done for the day. What to do about those ?cylinders? coming out the sides?
Attached Image: Airlock5.PNG

This post has been edited by Drek: 28 December 2012 - 08:32 PM

3

User is offline   Mark 

#3367

Good thing you spoke up Drek. I was going to give it a try this weekend. I'm sure you'll whip up something good.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3368

View PostDrek, on 28 December 2012 - 10:52 AM, said:

Just so everyone knows what they are looking at, this is a solid mesh over the 8BIT art tile.
I think I'm gonna like it. :)

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.

Attached thumbnail(s)

  • Attached Image: tile4155.jpg
  • Attached Image: tile4156.jpg
  • Attached Image: tile4157.jpg
  • Attached Image: tile4158.jpg
  • Attached Image: tile0969 - HYDROPLANT.jpg
  • Attached Image: tile1003 - BROKENHYDROPLANT.jpg

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User is offline   Hendricks266 

  • Weaponized Autism

  #3369

View PostLeoD, on 28 December 2012 - 03:04 PM, said:

Note that the original colour of the leaves seems to be too desaturated to fit the HRP.

It's the HRP (mostly the oldest submissions) that is too saturated.
2

User is offline   Tea Monster 

  • Polymancer

#3370

What he said, the HRP looks like you've dropped acid at a disco in some places. Don't be afraid to be subtle!

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.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#3371

View PostHendricks266, on 28 December 2012 - 04:48 PM, said:

It's the HRP (mostly the oldest submissions) that is too saturated.


View PostTea Monster, on 29 December 2012 - 04:24 AM, said:

What he said, the HRP looks like you've dropped acid at a disco in some places. Don't be afraid to be subtle!


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. :)

View PostDrek, on 28 December 2012 - 10:52 AM, said:

What to do about those ?cylinders? coming out the sides?
I think so.
Attached Image: airlock1.jpgAttached Image: airlock2.jpg
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

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User is offline   Striker 

  • Auramancer

#3372

View PostNightFright, on 24 December 2012 - 05:34 AM, said:

The pistol doesn't look too bad. It's actually rather the shotgun with its reload animation which seems unfinished. Maybe something can be done to make the pump action look smoother or so, a bit jerky right now if you ask me. But as you said, hopefully some people wake up now and see that work still needs to be done.

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

1

User is offline   Tea Monster 

  • Polymancer

#3373

The cables should look like the ones on that pic I posted earlier.

Kind of like this:
Posted Image
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User is offline   Kyanos 

#3374

Attached Image: Airlock6.PNG
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.

Attached Image: render.pngAttached Image: render_n.png

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.
Attached Image: airlockX4.png

This post has been edited by Drek: 29 December 2012 - 06:14 PM

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User is offline   Micky C 

  • Honored Donor

#3375

What makes you think that the words on the sign are made up of dots like how you did it?
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User is offline   Kyanos 

#3376

It was just my take on it, the sprite isn't as detailed as I can be. A way to give it some flare without going too far outside the box. The real question is should it glow?? It doesn't now and it could pull it off well as a model.
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User is offline   Micky C 

  • Honored Donor

#3377

I'm just worried that if every artist has his own take on things, we'll end up with something very incoherent. Then again it is hard to make out detail from the 8 bit art..

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 Posted Image
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User is offline   Kyanos 

#3378

I agree... Atomic health...
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User is offline   Plagman 

  • Former VP of Media Operations

#3379

Wait, what's wrong with the atomic health?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3380

View PostDrek, on 29 December 2012 - 02:48 PM, said:

I used the xNormal filter for photoshop on my rendered image to make the normal.

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.
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User is offline   Kyanos 

#3381

View PostPlagman, on 30 December 2012 - 11:10 AM, said:

Wait, what's wrong with the atomic health?

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

1

User is offline   Roma Loom 

  • Loomsday Device

#3382

LeoD, I've uploaded tile 4155 to svn so you can take it with normal and spec map and deflines aswell

Attached thumbnail(s)

  • Attached Image: 4155_preview.jpg

2

User is offline   LeoD 

  • Duke4.net topic/3513

#3383

View PostLeoD, on 23 December 2012 - 05:57 PM, said:

[ -hduke3d_hrp_polymost.def is ] 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.
Done.

This post has been edited by LeoD: 31 December 2012 - 04:16 PM

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User is offline   Mark 

#3384

View PostRoma Loom, on 31 December 2012 - 08:01 AM, said:

LeoD, I've uploaded tile 4155 to svn so you can take it with normal and spec map and deflines aswell

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?

Attached thumbnail(s)

  • Attached Image: 4154_d.jpg


This post has been edited by Mark.: 31 December 2012 - 04:46 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3385

View PostDrek, on 29 December 2012 - 08:36 PM, said:

It was just my take on it, the sprite isn't as detailed as I can be. A way to give it some flare without going too far outside the box. The real question is should it glow?? It doesn't now and it could pull it off well as a model.
I wouldn't mind a very subtle glow. Since this is a user-map only tile and I couldn't name any relatives, I don't see much danger of incoherence.

View PostRoma Loom, on 31 December 2012 - 08:01 AM, said:

LeoD, I've uploaded tile 4155 to svn so you can take it with normal and spec map and deflines aswell
Thumbs up! I like it.

View PostMark., on 31 December 2012 - 04:45 PM, 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?
For comparison (ART tiles blown up to 512):
Attached Image: tile4154.jpgAttached Image: tile4155.jpgAttached Image: 4154_d.jpgjpg]Attached Image: 4155_d.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

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User is offline   Mark 

#3386

If those holes were made as a seperate layer they could be removed and resave that tile as 4154 for a perfect match between the 2.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3387

View PostMark., on 31 December 2012 - 05:29 PM, said:

If those holes were made as a seperate layer they could be removed and resave that tile as 4154 for a perfect match between the 2.
:)
To me they look like they're going all through the structure so they act as a drain when used as a floor texture.

View PostPlagman, on 30 December 2012 - 11:10 AM, said:

Wait, what's wrong with the atomic health?

View PostDrek, on 30 December 2012 - 04:18 PM, said:

It shines and reveals itself through walls. I like the light but it gives away secrets.
That's a renderer issue I think. And actually it adds some special charm about certain secrets IMO.

This post has been edited by LeoD: 31 December 2012 - 05:46 PM

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User is offline   Roma Loom 

  • Loomsday Device

#3388

Oh hell. I haven't noticed #4154. They wouldn't match right now. But I'll try either to make newer #4154 or fit the #4155 after finishing 4156. Anyway anyone could request src files, I'll gladly share them.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3389

View PostRoma Loom, on 31 December 2012 - 05:46 PM, said:

Oh hell. I haven't noticed #4154. They wouldn't match right now. But I'll try either to make newer #4154 or fit the #4155 after finishing 4156. Anyway anyone could request src files, I'll gladly share them.
If it's not too much work I'd hereby request Polymost versions :) , although the *_d versions would be good enough to add them to textures_polymost.def, too.
An HRP source file repository wouldn't be too bad, so changes and adaptations could be made later if it becomes necessary.
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User is offline   NUKEMDAVE 

#3390

Before I say anything about this, I know why alot of the stuff in the game is oversized. To make it more noticeable, but I've been playing around with the pickup items/weapons to make them actual size. I think it's time to consider doing this due to the fact that the game is becoming more realistic with Polymer, etc.

Attached Image: duke0052.png

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.
1

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