Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3422 Posted 02 January 2013 - 06:19 PM
Mark., on 02 January 2013 - 06:13 PM, said:
Thanks Mark.
I'm hoping to go through most of the environmental props and see if there is much I can improve on. hopefully doing 3 - 5 a week.
#3423 Posted 02 January 2013 - 06:22 PM
Even better if somebody can provide me with a save standing next to one!
Will get my model all md3'd up.
#3424 Posted 02 January 2013 - 06:25 PM
Steveeeie, on 02 January 2013 - 05:13 PM, said:
Yes, but for the life of me I can't find any information about it on the wiki
Edit: About the airlock sign, why not just look it up in mapster? Or maybe export the original tile out of the grp so you can look at it. If you going to be sticking around you should definitely get familar with navigating around mapster32, it's pretty easy if all you're doing is looking.
This post has been edited by Micky C: 02 January 2013 - 06:27 PM
#3426 Posted 02 January 2013 - 07:50 PM
ReaperMan, on 02 January 2013 - 06:29 PM, said:
Thanks Reaper!
Last Update For Tonight,
Tested the Airlocks by replacing the canisters, They actually look better than I expected imo.
Will work on adding them properly tomorrow evening.
#3427 Posted 02 January 2013 - 11:19 PM
Steveeeie, on 02 January 2013 - 06:19 PM, said:
I'm hoping to go through most of the environmental props and see if there is much I can improve on. hopefully doing 3 - 5 a week.
I agree; great models. One thing about the canister, can you also post the DEF snippet you used with the specular material, parallax strength, etc? If you haven't fine-tuned yet you can preview changes in the editor using the info on this page:
http://wiki.eduke32....script_examples
Also, be careful about just doing props as you come across them; some sprites are completely unused ingame and only appear in user map. I think that's the case with that airlock sign?
#3428 Posted 03 January 2013 - 01:14 PM
Plagman, on 02 January 2013 - 11:19 PM, said:
My idea is to do the models on a "by level" bases, so to begin with I will be looking to redo every model inside Hollywood Holocaust (probably in no particular order). and then I will move on to the later levels.
I only really did the airlock sign because I saw it requested and I thought I would have a go.
#3431 Posted 03 January 2013 - 04:32 PM
Great models!
This is a 7-Zip file containing all the Duke art tiles in PNG format with transparency. Use the files included as references when building for accuracy to size, proportion, and color.
#3432 Posted 04 January 2013 - 11:43 AM
Steveeeie, on 02 January 2013 - 06:22 PM, said:
Mark., on 02 January 2013 - 03:57 PM, said:
This post has been edited by LeoD: 05 January 2013 - 12:24 PM
#3433 Posted 04 January 2013 - 12:43 PM
#3434 Posted 05 January 2013 - 11:16 AM
Add this to signs.def
// Airlock Sign (594) model "highres/sprites/signs/0594_airlock.md3" { scale 1.25 shade 0 skin { file "highres/sprites/signs/0594_airlock.png" } normal { file "highres/sprites/signs/0594_airlock_n.png" } specular { file "highres/sprites/signs/0594_airlock_s.png" } glow { file "highres/sprites/signs/0594_airlock_g.png" } frame { name "Frame 0" tile 594 } }
Attached File(s)
-
airlock.zip (2.96MB)
Number of downloads: 246
This post has been edited by Steveeeie: 05 January 2013 - 11:17 AM
#3435 Posted 05 January 2013 - 12:22 PM
Steveeeie, on 05 January 2013 - 11:16 AM, said:
Additional thanks to Roma Loom for 4103.
#3436 Posted 05 January 2013 - 01:16 PM
LeoD, on 05 January 2013 - 12:22 PM, said:
Additional thanks to Roma Loom for 4103.
Your welcome
Noob question ..
Repo ?
This post has been edited by Steveeeie: 05 January 2013 - 01:17 PM
#3438 Posted 05 January 2013 - 02:33 PM
#3439 Posted 05 January 2013 - 05:11 PM
This post has been edited by Steveeeie: 06 January 2013 - 10:23 AM
#3440 Posted 05 January 2013 - 05:57 PM
LeoD, on 05 January 2013 - 12:22 PM, said:
Steveeeie, on 05 January 2013 - 02:33 PM, said:
Steveeeie, on 05 January 2013 - 05:11 PM, said:
Btw., current naming "convention", introduced by me when necromancing Polymost HRP, is like:
0961_exit.png -> 0961_exit_d.png
0961_exit_14.png -> 0961_exit_14_d.png
Steveeeie, on 05 January 2013 - 05:11 PM, said:
This post has been edited by LeoD: 05 January 2013 - 05:57 PM
#3441 Posted 05 January 2013 - 05:59 PM
Steveeeie, on 05 January 2013 - 02:33 PM, said:
You can already check it out anonymously at this URL:
http://svn.eduke32.com/polymer_hrp
I can hook you up with an account for write access if needed, but generally it's better if whoever acts as the maintainer at the time stays in charge of monitoring that thread and committing any additions after sanity checking the DEF, removing extra files, etc; which avoids duplicated work and conflicts. These days it's mostly LeoD, I think. Is that cool with you?
#3442 Posted 06 January 2013 - 09:01 AM
There is a problem with my code though, and the green sign shows instead of the red sign, could somebody look at this and post a fix :
// Exit (961) texture 961 { pal 0 { file "highres/sprites/signs/0961.png" } } model "highres/sprites/signs/0961_exit.md3" { scale 17 zadd 1 shade 0 skin { file "highres/sprites/signs/0961_exit_d.png" } normal { file "highres/sprites/signs/0961_exit_n.png" } specular { file "highres/sprites/signs/0961_exit_s.png" } glow { pal 0 file "highres/sprites/signs/0961_exit_g.png" } glow { pal 14 file "highres/sprites/signs/0961_exit_14_g.png" } frame { name "Frame 0" tile 961 } }
Attached File(s)
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exit-1.zip (862.91K)
Number of downloads: 183
#3443 Posted 06 January 2013 - 10:43 AM
Steveeeie, on 06 January 2013 - 09:01 AM, said:
There is a problem with my code though, and the green sign shows instead of the red sign, could somebody look at this and post a fix:
Hi Steveeeie,
There is no faculty to define separate glowmaps for separate palettes. For now, you need to have separately colored diffuse maps. It should work to simply layer the glow on the diffuse manually.
It may be helpful to read my note about glow maps but I think you've got the right idea. I like the translucent checkerboard effect on the airlock sign.
Another need for revision is that your airlock uses four 1024x1024 textures, which is a lot of RAM for a small sign. 512x512 should be sufficient, in theory. What do you think?
Good work on these!
By the way, did you see this?
Hendricks266, on 03 January 2013 - 04:32 PM, said:
#3444 Posted 06 January 2013 - 11:02 AM
LeoD, another usermap tile from your list uploaded to svn:
This post has been edited by Roma Loom: 06 January 2013 - 11:06 AM
#3445 Posted 06 January 2013 - 12:15 PM
Hendricks266, on 06 January 2013 - 10:43 AM, said:
That is a bit of a pain, I could do it the way you have suggested, but then the signs wont glow, they will just be coloured, if its the only solution, its the only solution I guess.
Hendricks266, on 06 January 2013 - 10:43 AM, said:
That is up to you guys, I'm just giving out the best I can, so if I eventually disappear (not planned) then you have larger maps if future releases call for it.
Hendricks266, on 06 January 2013 - 10:43 AM, said:
Yup seen that, have a folder on my desktop, I thought I had given you some rep for it
#3446 Posted 06 January 2013 - 12:24 PM
Steveeeie, on 06 January 2013 - 12:15 PM, said:
Yep, You'd better release it as is and LeoD or anyone else who has access will downsize it upon uploading to svn
#3447 Posted 06 January 2013 - 01:11 PM
The new Shotgun is nice. But the animation looks strange and jerky. Is this on purpose?
It kind of looks strange when Duke cocks the gun and the recoil fire is still attached to the barrel, also there is a strange "hickup" in the animation. The previous shotgun felt much better!
Also the pistol looks very nice under certain lighting conditions. When there is no light spotting the gun nearby it kind of looks even flatter than the previous updated model.
I think the texture should look a bit more like metal even if there is no light nearby.
As did the gun 2 updates back.
Thank you!
This post has been edited by BuddhaMaster: 06 January 2013 - 01:14 PM
#3448 Posted 06 January 2013 - 01:35 PM
Roma Loom, on 06 January 2013 - 12:24 PM, said:
#3449 Posted 06 January 2013 - 01:45 PM
LeoD, on 06 January 2013 - 01:35 PM, said:
That's good idea.
#3450 Posted 06 January 2013 - 02:19 PM
More opinions, anyone?