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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   Tetsuo 

#3421

Nice canisters! I look forward to seeing them in the HRP!
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User is offline   Steveeeie 

#3422

View PostMark., on 02 January 2013 - 06:13 PM, said:

With more models of this quality you're going to be a popular guy around here.



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.
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User is offline   Steveeeie 

#3423

Anybody know where there is an airlock sign in game.. that I can get to easily?

Even better if somebody can provide me with a save standing next to one!

Will get my model all md3'd up.
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User is offline   Micky C 

  • Honored Donor

#3424

View PostSteveeeie, on 02 January 2013 - 05:13 PM, said:

Also is there any way of increasing the normal and specular strength?


Yes, but for the life of me I can't find any information about it on the wiki Posted Image

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

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User is offline   ReaperMan 

#3425

Nice work Steveeeie!
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User is offline   Steveeeie 

#3426

View PostReaperMan, on 02 January 2013 - 06:29 PM, said:

Nice work Steveeeie!


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.

Attached thumbnail(s)

  • Attached Image: airlock4.jpg

3

User is offline   Plagman 

  • Former VP of Media Operations

#3427

View PostSteveeeie, on 02 January 2013 - 06:19 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.


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?
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User is offline   Steveeeie 

#3428

View PostPlagman, on 02 January 2013 - 11:19 PM, said:

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?


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.
1

User is offline   Plagman 

  • Former VP of Media Operations

#3429

That all sounds great to me. Thanks for contributing!
0

User is offline   Mark 

#3430

Its being used in 2 of my maps so I'm happy to see it.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3431

Steveeeie,

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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3432

View PostSteveeeie, on 02 January 2013 - 06:22 PM, said:

Anybody know where there is an airlock sign in game.. that I can get to easily?
User maps only. Cherenkov for example, right at the beginning.

View PostMark., on 02 January 2013 - 03:57 PM, said:

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.
Oops, I somehow missed that (bad mondaywednesday - oh boy...). But the request for a model still stands. In E4L4 you can't reach the place where a model is more suitable without DNCLIP, but sometimes it is used in user maps instead of genericpole. The latter's model seems to have some issues (too short?) as can be seen in Roch and Dogville2012, but I didn't have an extensive look into that yet.

This post has been edited by LeoD: 05 January 2013 - 12:24 PM

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User is offline   Mark 

#3433

I did a quick check of the genericpole sprite and model in a test map. Sized at player height they look the same.
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User is offline   Steveeeie 

#3434

Airlock Sign Attached.

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)



This post has been edited by Steveeeie: 05 January 2013 - 11:17 AM

1

User is offline   LeoD 

  • Duke4.net topic/3513

#3435

View PostSteveeeie, on 05 January 2013 - 11:16 AM, said:

Airlock Sign Attached.
Thanks! Will show up in the repo later this evening.

Additional thanks to Roma Loom for 4103.
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User is offline   Steveeeie 

#3436

View PostLeoD, on 05 January 2013 - 12:22 PM, said:

Thanks! Will show up in the repo later this evening.

Additional thanks to Roma Loom for 4103.


Your welcome :P

Noob question ..

Repo ?

This post has been edited by Steveeeie: 05 January 2013 - 01:17 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3437

This:

http://svn.eduke32.c...ame=polymer_hrp
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User is offline   Steveeeie 

#3438

View PostPlagman, on 05 January 2013 - 01:24 PM, said:



Oh cool, could I have access to that?
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User is offline   Steveeeie 

#3439

Here is the new exit sign enjoy.

Removed (Newer Version Below)

Attached thumbnail(s)

  • Attached Image: exit.jpg


This post has been edited by Steveeeie: 06 January 2013 - 10:23 AM

2

User is offline   LeoD 

  • Duke4.net topic/3513

#3440

View PostLeoD, on 05 January 2013 - 12:22 PM, said:

Thanks! Will show up in the repo later this evening.
Done.

View PostSteveeeie, on 05 January 2013 - 02:33 PM, said:

Oh cool, could I have access to that?
Here you go.

View PostSteveeeie, on 05 January 2013 - 05:11 PM, said:

Here is the new exit sign enjoy.
Oops, download incomplete: 0961_exit_14.png is missing.
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

View PostSteveeeie, on 05 January 2013 - 05:11 PM, said:

... make sure to remove the old exit sign.
Hm, maybe I'll keep it for Polymost HRP. Let's see ... but that's nothing the Polymer contributors need to care about.

This post has been edited by LeoD: 05 January 2013 - 05:57 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3441

View PostSteveeeie, on 05 January 2013 - 02:33 PM, said:

Oh cool, could I have access to that?


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?
0

User is offline   Steveeeie 

#3442

Heres the updated exit sign.

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)


0

User is offline   Hendricks266 

  • Weaponized Autism

  #3443

View PostSteveeeie, on 06 January 2013 - 09:01 AM, said:

Heres the updated exit sign.

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?

View PostHendricks266, on 03 January 2013 - 04:32 PM, said:

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.

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User is offline   Roma Loom 

  • Loomsday Device

#3444

Steveeeie, splendid work on details which are impossible to get from original sprites due to the obvious reasons. Also probably airlock sign indicators are placed under glass, in this case the glass on specular map should be made quite brighter than the metal to give noticable gloss effect, if it's not the glass then never mind. Keep up the excellent work.



LeoD, another usermap tile from your list uploaded to svn:

Attached thumbnail(s)

  • Attached Image: 4156_preview.jpg


This post has been edited by Roma Loom: 06 January 2013 - 11:06 AM

4

User is offline   Steveeeie 

#3445

View PostHendricks266, on 06 January 2013 - 10:43 AM, said:

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.


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.

View PostHendricks266, on 06 January 2013 - 10:43 AM, said:

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?


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.

View PostHendricks266, on 06 January 2013 - 10:43 AM, said:

By the way, did you see this?


Yup seen that, have a folder on my desktop, I thought I had given you some rep for it :P
1

User is offline   Roma Loom 

  • Loomsday Device

#3446

View PostSteveeeie, on 06 January 2013 - 12:15 PM, 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.

Yep, You'd better release it as is and LeoD or anyone else who has access will downsize it upon uploading to svn
0

#3447

Of course I downloaded the new updated released christmas.

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

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User is offline   LeoD 

  • Duke4.net topic/3513

#3448

View PostRoma Loom, on 06 January 2013 - 12:24 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
Too late :P , will do that later. But maybe that's a good way to go anyway: upload the full size version first, then downsize it. So we are able to revert to the higher resolution at any time.
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User is offline   Roma Loom 

  • Loomsday Device

#3449

View PostLeoD, on 06 January 2013 - 01:35 PM, said:

Too late :P , will do that later. But maybe that's a good way to go anyway: upload the full size version first, then downsize it. So we are able to revert to the higher resolution at any time.

That's good idea.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3450

Roma, I'm not sure if the new 4210 is heading into the right direction. Like in E4L7 (XXX-Stacy) it is often used in user maps as an indoor/office/cubicle wall texture. I always thought of it as some kind of ingrain wallpaper which is now turned into concrete.
Attached Image: 4210-old.jpgAttached Image: 4210-new.jpg
More opinions, anyone?
0

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