Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3481 Posted 08 January 2013 - 12:48 PM
Personally I had no idea you were involved with DN:R, and I don't think H266's comment about that was made to that effect either. It was just a general observation about the different goals of the two projects with no maliciousness intended.
#3482 Posted 08 January 2013 - 01:24 PM
Steveeeie, on 08 January 2013 - 11:06 AM, said:
I had no idea that you where involved in that. May be a bit off topic but... what was it like?
Also, as for the trash bin... i think the ash tray is fine you really can't see too much of the top on the sprite anyway so for all you could know the ash tray could be there. Besides that it makes the model look more realistic and gives Duke a place to put his cigars.
#3483 Posted 08 January 2013 - 01:55 PM
ReaperMan, on 08 January 2013 - 01:24 PM, said:
I was lead environment artist for a while, I can't really talk details, but there were some really good guys working on it who loved Duke 3D. there were a couple of guys that hadn't even played it that were making big decisions and ruined it for me personally, but that's probably all I should say.
Quote
That was sort of my thinking, but after people pointed it out I went back and looked at the original sprites, for the dented sprite the top is clearly visible and plain
I might release a pack made up of rejected art for anybody who still wants them (once I have enough to warrant a pack.)
This post has been edited by Steveeeie: 08 January 2013 - 02:11 PM
#3484 Posted 08 January 2013 - 01:57 PM
Steveeeie, on 08 January 2013 - 11:06 AM, said:
I was working on DN:R but I left that project because it wasn't remotely duke 3d, but a totally different game.
I don't mean to be a sulky bitch here but I also feel comparing a users work to one of the most detested projects related to duke nukem EVER, is a little extreme when I'm dedicating my free time to giving the community some nice assets to use.
It was just one asset, if you don't like it ask it to be changed, I feel the above was an un-necessary insult, and not very encouraging.
I apologize if I offended you. My remark was directed to others discussing the rubbercan and was not intended as a criticism of the model itself.
#3485 Posted 08 January 2013 - 02:09 PM
Hendricks266, on 08 January 2013 - 01:57 PM, said:
I apologize if I offended you. My remark was directed to others discussing the rubbercan and was not intended as a criticism of the model itself.
No worries, my own response was just an over reaction, sorry.
Just In case anyone wants to see a little extra something :
http://forums.duke4....holocaust-sigh/
This post has been edited by Steveeeie: 08 January 2013 - 03:04 PM
#3486 Posted 08 January 2013 - 05:08 PM
I think this is the right way to go with some models.
#3487 Posted 08 January 2013 - 05:15 PM
The reason why so many different looking maps have been coming out and why the original game content has allowed such a variety of combinations, is because the art is generic enough to be used in a wide range of situations, most of which completely different to the artist's original intention. (And you can use parts of textures and sprites for different things, but that's besides the point).
So I know the HRP artists have the best intentions when adding details like that, but on the mapper's side it's very frustrating because the art is now heavily restricted in its use. That's one of the big reasons why veteran mappers like Gambini don't like the HRP. You'd NEVER have been able to get such detailed maps as Blown Fuses and It Lives with the HRP, because a lot of the decoration are sprites which are used for new and unexpected purposes to make new things.
#3488 Posted 08 January 2013 - 05:36 PM
#3489 Posted 08 January 2013 - 06:02 PM
This post has been edited by Tetsuo: 08 January 2013 - 06:07 PM
#3490 Posted 08 January 2013 - 06:15 PM
Plagman, on 08 January 2013 - 05:36 PM, said:
Well, judge for yourself.
http://img21.imagesh...37/duke0304.jpg
This is a secret, illuminated via a glowing switch.
While having glowing switches are a cool add on, who thought about those switches to be 'one sided and turned by 180 degress, supposedly hidden?
Will I dish the entire HRP for this? No. But I certainly can not re-publish my secret loaded maps with HRP.
How about a compromise, try to keep the old timers a bit happy and let's move forwards
#3491 Posted 08 January 2013 - 06:35 PM
#3492 Posted 08 January 2013 - 06:44 PM
#3493 Posted 09 January 2013 - 05:24 PM
So it's probably best to not have those words on that texture for example even for the commercial levels.
#3494 Posted 27 January 2013 - 06:11 AM
Sorry I haven't been around to post or "brag" as another use who messaged me yesterday politely put it
I have had a release to do in work for the past two weeks and have had little time to get much else done
I started a new fire switch around Tuesday and have got as far as finishing the high poly today.
This post has been edited by Steveeeie: 27 January 2013 - 06:11 AM
#3496 Posted 27 January 2013 - 08:31 AM
I figured I would ask before going any further with the other ones.
#3497 Posted 27 January 2013 - 09:29 AM
#3498 Posted 27 January 2013 - 09:30 AM
Mark., on 27 January 2013 - 08:31 AM, said:
Two more or less related things I'd like to mention:
- The slightly reddish tint of most of the original Duke3D textures: should this be preserved or not? Apparently not, judging by the stuff added since starting the Polymer HRP. Has this been discussed?
- There a quite a lot of tech panels and the like, just to list them:
0293, 0297, 0301, 0305 - 0307,
(0357 - 0359,)
0360 - 0363,
4130 - 4133,
4134 - 4146
4290 - 4293, 4296
Some are very good already, some are not so good, some are unfinished polymerizations, some just break the style.
All in all they should be designed to fit next to each other. My personal favourite (style/tint wise) is 0297.png (Polymost version), which fits quite nicely to Mark.'s new panel.
So if anyone is going to work on one of those panel sets, please keep the others in mind.
#3499 Posted 27 January 2013 - 09:35 AM
Steveeeie, on 27 January 2013 - 09:29 AM, said:
Stand by for md3 and png's.
I usually only upvote, but this model is (using my boys words, around 2008) "real sick"!
[added]
... and after downloading the md3 I say; super class A work.
This post has been edited by Hank: 27 January 2013 - 10:51 AM
#3500 Posted 27 January 2013 - 09:36 AM
I mentioned it a while back and thought I would mention again since the subject came up. I made 4 frame animations and broken versions of tech panels 4290-4293 and 4296 for custom use. I zipped them up and I'll post the file for download in the "community resources" thread of the forums.
This post has been edited by Mark.: 27 January 2013 - 10:02 AM
#3501 Posted 27 January 2013 - 10:33 AM
// Firealarm (917) model "highres/sprites/props/0917_firealarm.md3" { scale 1 shade 0 skin { pal 0 file "highres/sprites/props/0917_firealarm_d.png" } normal { file "highres/sprites/props/917_firealarm_n.png" } specular { file "highres/sprites/props/0917_firealarm_s.png"} frame { name "Frame 0" tile 917 } }
Attached File(s)
-
fire_alarm.zip (2.82MB)
Number of downloads: 231
#3502 Posted 27 January 2013 - 10:52 AM
Gambini, on 27 January 2013 - 06:21 AM, said:
Thanks Gambini
Hank, on 27 January 2013 - 09:35 AM, said:
[added]
... and after downloading the md3 I say; super class A work.
Thanks Hank
This post has been edited by Steveeeie: 27 January 2013 - 11:15 AM
#3503 Posted 27 January 2013 - 11:30 AM
Steveeeie, on 27 January 2013 - 10:33 AM, said:
#3504 Posted 27 January 2013 - 11:38 AM
LeoD, on 27 January 2013 - 11:30 AM, said:
Thanks for the feedback , I think this is only true for the hrp, its closer in colour to the sprite than than the current hrp model, its more dark than it is desaturated.
LeoD, on 27 January 2013 - 11:30 AM, said:
I will probably be re-making this one next
This post has been edited by Steveeeie: 27 January 2013 - 11:38 AM
#3505 Posted 27 January 2013 - 07:16 PM
As for the tech panel. I thought the toggle switches where fine. The rest of the stuff suffers from looking too simple though with no shading beyond simple gradients.. like the knobs on the left and the electronics above the toggle switches. I'm glad the words in the middle one where left out though. Also I think it should stick to the same number of knobs\buttons that are in the original. Deviations like that break the style more than the toggle style which to me looks more like what the original had clarified more than anything.
This post has been edited by Tetsuo: 27 January 2013 - 07:26 PM
#3506 Posted 27 January 2013 - 08:44 PM
#3507 Posted 28 January 2013 - 04:59 AM
#3508 Posted 28 January 2013 - 09:17 AM
LeoD, on 27 January 2013 - 11:30 AM, said:
0917-software.jpg 0917-polymost-hrp.jpg 0917-polymer-hrp.jpg 0917-polymer-hrp-Steveeeie.jpg
#3509 Posted 28 January 2013 - 09:36 AM
#3510 Posted 28 January 2013 - 10:16 AM
Plagman, on 27 January 2013 - 08:44 PM, said:
Thanks Plagman
Mark., on 28 January 2013 - 04:59 AM, said:
No Hard Feelings.
ForeverDuke, on 28 January 2013 - 09:17 AM, said:
Yeah, the new is actually based off of two similar fire alarms, both were similar to the current hrp fire alarm but with an additional "push" switch on the one and the additional front panel on the other.
TerminX, on 28 January 2013 - 09:36 AM, said:
Thanks, Will Do
This post has been edited by Steveeeie: 28 January 2013 - 10:20 AM