Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3391 Posted 31 December 2012 - 07:25 PM
This post has been edited by Fox: 31 December 2012 - 07:25 PM
#3392 Posted 31 December 2012 - 07:51 PM
Fox, on 31 December 2012 - 07:25 PM, said:
I know, but now that we have models, I wouldn't see any harm in tweaking them to actual size. Isn't adding 3D models and Polymer an attempt to make the game more realistic? The only big problem is that the levels are oversized as well, but I think at least the pickups should be actual sized. It's not changing how the game plays or anything. Yes, they will be smaller, but I'm pretty sure people will still be able to notice them still.
#3393 Posted 31 December 2012 - 08:05 PM
#3394 Posted 31 December 2012 - 09:29 PM
Nfelli64, on 31 December 2012 - 08:05 PM, said:
Don't shoot the messenger. I think it's time people contribute to the wiki.
#3395 Posted 01 January 2013 - 11:47 AM
Roma Loom, on 31 December 2012 - 08:01 AM, said:
Error: file "highres/textures/4210_d.png" does not exist Error: file "highres/textures/4210_n.png" does not exist Error: file "highres/textures/4210_s.png" does not exist Error: file "highres/textures/4211_d.png" does not exist
#3396 Posted 01 January 2013 - 06:11 PM
I thought I might actually post here instead of lurking for a change.
Hope you guys don't mind but I have also had a go at modelling the airlock sign, sorry if I'm stepping on peoples toes.
If you guys like it I will contribute a couple of items a week.
I can probably get it in to build pretty easily, I have managed it before with other models, but it was a while ago and will need to figure out how to do it again :S
EDIT : Attached sprite version.
This post has been edited by Steveeeie: 01 January 2013 - 07:14 PM
#3398 Posted 01 January 2013 - 06:50 PM
Do any of the source files exist for the monster/babe meshes? Specifically, the slime babes/Strippers/Prostitue, and the Battlelord/Octabrain/Pig Cop/Trooper ?
#3399 Posted 01 January 2013 - 07:33 PM
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Not bothering me any, I let mine slip behind me anyways, and didn't have the motivation to finish it yet.
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I'll gladly help you with exporting and def code to get things into the HRP, if you'd like. Use one of the modelling threads for questions about that stuff. A quick criticism would be that your sprite should be perfectly to scale with the game sprite, 96 X 54.
#3400 Posted 02 January 2013 - 12:47 AM
I felt the current one doesn't represent the original sprite close enough.
Attached is a screen of the low poly with the normal map inside UDK (for testing), the colours are just a basic color map and are not final.
Will finish this up after some sleep
#3401 Posted 02 January 2013 - 01:20 AM
#3402 Posted 02 January 2013 - 04:39 AM
Drek, on 01 January 2013 - 07:33 PM, said:
Just to be clear to scale here doesn't mean exactly the same size (if you are baking it down to a sprite). That would defeat the purpose to make a high res asset and then downscale to the original size. It should be multiples of 96x24. Like if you want the dimensions to fit exactly but be 8x the resolution it would be 768x432.
Just for the hell of it I tried to take his earlier example, scale the canvas of the old one and paste it into it to see how well it lines up (I used 4x the original resolution as it seemed to fit his example the best). It seems he has more padding in the sign area than in the original graphic on the height and also probably the yellow\black stripes area but not as much on the width so it doesn't line up. In other words it needs to be shorter and wider. It looks great either way but yeah, could use some rejiggering of the elements to fit the same relative dimensions so it can be a drop-in replacement.
This post has been edited by Tetsuo: 02 January 2013 - 05:01 AM
#3403 Posted 02 January 2013 - 11:05 AM
I hope that the downside of requesting stuff - multiple guys working on the same item - doesn't scare anyone off. Everything I've seen during the last few days is really good.
Adding an easy one to the request list - tile0959 (round pole):
Although it isn't mentioned in the HRP wiki's ToDo list it shows up in E4L4 (Babe Land) and, more recently, in Duke2013.
Steveeeie, your current barrel is too reddish IMO.
This post has been edited by LeoD: 02 January 2013 - 11:08 AM
#3404 Posted 02 January 2013 - 11:18 AM
This post has been edited by Steveeeie: 02 January 2013 - 11:18 AM
#3405 Posted 02 January 2013 - 11:22 AM
LeoD, on 02 January 2013 - 11:05 AM, said:
I did say the color wasn't final
Thanks for all all the respect everyone
EDIT: Only changed some spelling errors.
This post has been edited by Steveeeie: 02 January 2013 - 11:30 AM
#3406 Posted 02 January 2013 - 11:27 AM
Steveeeie, on 02 January 2013 - 11:22 AM, said:
Steveeeie, on 02 January 2013 - 11:18 AM, said:
#3407 Posted 02 January 2013 - 11:29 AM
LeoD, on 02 January 2013 - 11:27 AM, said:
I have to make an exploding animation for it first :S
Which I have no idea of how to do!
#3408 Posted 02 January 2013 - 01:08 PM
This post has been edited by NightFright: 02 January 2013 - 01:12 PM
#3409 Posted 02 January 2013 - 03:57 PM
LeoD, on 02 January 2013 - 11:05 AM, said:
tile0959.jpg
Although it isn't mentioned in the HRP wiki's ToDo list it shows up in E4L4 (Babe Land) and, more recently, in Duke2013.
I'm assuming you mean we need a model version. There is a higher res version of the sprite in the HRP. IIRC it was one of mine.
#3410 Posted 02 January 2013 - 04:54 PM
Having some lighting problems. I believe the UV is being split at some stage but I cant figure it out.
This post has been edited by Steveeeie: 02 January 2013 - 06:07 PM
#3411 Posted 02 January 2013 - 05:06 PM
#3412 Posted 02 January 2013 - 05:13 PM
Plagman, on 02 January 2013 - 05:06 PM, said:
Hey Plagman,
The model looks faceted in game when light hits the model.
It looks as smooth as a baby's bum in md3 compiler.
Am I missing something?
Also is there any way of increasing the normal and specular strength?
This post has been edited by Steveeeie: 02 January 2013 - 05:15 PM
#3413 Posted 02 January 2013 - 05:18 PM
NightFright, on 02 January 2013 - 01:08 PM, said:
I would jump on modelling skywalker if I had any experience modelling people
#3414 Posted 02 January 2013 - 05:33 PM
Steveeeie, on 02 January 2013 - 05:13 PM, said:
The model looks faceted in game when light hits the model.
It looks as smooth as a baby's bum in md3 compiler.
Am I missing something?
Also is there any way of increasing the normal and specular strength?
Did you hit the "Rebuild normals" button?
#3415 Posted 02 January 2013 - 05:35 PM
You can finetune the specular material with specularpower/specularfactor in the DEF. I don't know what normal strength means; if you want parallax strength, use parallaxscale/parallaxbias.
#3416 Posted 02 January 2013 - 05:56 PM
EDIT: I forgot to attach the before pic.
This post has been edited by Mark.: 02 January 2013 - 06:02 PM
#3419 Posted 02 January 2013 - 06:11 PM
Mark., on 02 January 2013 - 06:07 PM, said:
Thanks for having a look Mark.