Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3511 Posted 28 January 2013 - 01:35 PM
I'm not as overly happy with how this one turned out, might re-visit it tomorrow night.
Its not as short as the original, but I struggled to make this any shorter without making it cartoony.
This post has been edited by Steveeeie: 28 January 2013 - 02:22 PM
#3512 Posted 28 January 2013 - 01:45 PM
This post has been edited by Fox: 28 January 2013 - 01:47 PM
#3513 Posted 28 January 2013 - 01:51 PM
Fox, on 28 January 2013 - 01:45 PM, said:
Thanks Fox,
There is something weird about the original sprite.. I love the colouring of it, but the valves look too big and seem out of proportion to the main body
#3514 Posted 28 January 2013 - 08:08 PM
Also, looking forward to your take on the extinguisher.
Steveeeie, on 28 January 2013 - 01:35 PM, said:
I'm not as overly happy with how this one turned out, might re-visit it tomorrow night.
Its not as short as the original, but I struggled to make this any shorter without making it cartoony.
#3515 Posted 30 January 2013 - 03:13 PM
Will post up a broken variant in the coming days
I have also attached a pic of the same thing in UDK.
// Hydrant (981) model "highres/sprites/props/0981_hydrant.md3" { scale 0.75 shade 0 skin { pal 0 file "highres/sprites/props/0981_hydrant.png" specpower 5 specfactor 1 } normal { file "highres/sprites/props/0981_hydrant_n.png" } specular { file "highres/sprites/props/0981_hydrant_s.png" } frame { name "idle" tile 981 } }
Attached File(s)
-
0981_hydrant.zip (3.93MB)
Number of downloads: 231
This post has been edited by Steveeeie: 30 January 2013 - 03:41 PM
#3516 Posted 30 January 2013 - 04:11 PM
#3517 Posted 30 January 2013 - 08:19 PM
Steveeeie, on 30 January 2013 - 03:13 PM, said:
// Hydrant (981) model "highres/sprites/props/0981_hydrant.md3" { scale 0.75 shade 0 skin { pal 0 file "highres/sprites/props/0981_hydrant.png" specpower 5 specfactor 1 } normal { file "highres/sprites/props/0981_hydrant_n.png" } specular { file "highres/sprites/props/0981_hydrant_s.png" } frame { name "idle" tile 981 } }
0.75 scale seems a little too large to me. I turned the models off in-game and it's way bigger than the sprite. I know it should be a little larger since you made it taller, but it's too large in my opinion. I set it to 0.50 and that seems to be better.
This post has been edited by NUKEMDAVE: 30 January 2013 - 08:45 PM
#3518 Posted 31 January 2013 - 02:53 AM
Plagman, on 30 January 2013 - 04:11 PM, said:
Thanks Plagman,
There seems to be an issue with normal maps maps in the engine, they just don't register enough on models. parallax mapping isn't really the best solution to increase normal strength, its more of a camera trick than a lighting trick. the normal map should be able to stand on its own on this type of asset. I think there is a problem with specular as well, they seem to crate a sharp line on models instead of being soft.
NUKEMDAVE, on 30 January 2013 - 08:19 PM, said:
Might try it in the coming weeks.
NUKEMDAVE, on 30 January 2013 - 08:19 PM, said:
thanks, I have never actually seen one of these hydrants in real life, so the scale is probably off.
#3519 Posted 31 January 2013 - 03:04 AM
#3520 Posted 31 January 2013 - 10:50 AM
If you look at your models with r_ambientlight 0 and adding "real" lightsources next to them such as fire or just holding the shrinker, does it look more in line with your expectations?
About the sharpness of the specular highlights, this would be entirely controlled by the specular material you set, namely the specpower. The specpower is also modulated by the alpha channel of the specular map, while the RGB channels are multiplied with the final contribution. As such if you want a "classic" gloss map I recommend a grayscale image with no alpha channel or the results might be unpredictable.
Parallax is virtual displacement mapping, so the outline wouldn't be affected, but it would create depth in stereo, yes.
#3521 Posted 09 February 2013 - 03:52 PM
Some good news, I have found an issue with the models I have already uploaded and will be re-posting them later.
they will look a ton better and recommend anyone using the others to ditch them for the updated models instead.
This post has been edited by Steveeeie: 09 February 2013 - 03:52 PM
#3522 Posted 09 February 2013 - 04:41 PM
Steveeeie, on 30 January 2013 - 03:13 PM, said:
jpg]
#3523 Posted 09 February 2013 - 04:42 PM
Make sure to update the defs to these also :
Fire Exit (signs.def)
// 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" } skin { pal 14 file "highres/sprites/signs/0961_exit_14_d.png" } normal { file "highres/sprites/signs/0961_exit_n.png" } specular { file "highres/sprites/signs/0961_exit_s.png" } frame { name "Frame 0" tile 961 } }
Fire Hydrant (props.def)
// Hydrant (981) model "highres/sprites/props/0981_hydrant.md3" { scale 0.6 shade 0 skin { pal 0 file "highres/sprites/props/0981_hydrant.png" specpower 1.1 specfactor 2 } normal { file "highres/sprites/props/0981_hydrant_n.png" } specular { file "highres/sprites/props/0981_hydrant_s.png" } frame { name "idle" tile 981 } }
Fire Alarm
// 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/0917_firealarm_n.png" } specular { file "highres/sprites/props/0917_firealarm_s.png"} frame { name "Frame 0" tile 917 } }
Attached File(s)
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ASSETS.zip (6.72MB)
Number of downloads: 257
This post has been edited by Steveeeie: 09 February 2013 - 05:16 PM
#3524 Posted 09 February 2013 - 04:44 PM
LeoD, on 09 February 2013 - 04:41 PM, said:
hyd-soft.jpg hyd-hrp.jpg hyd-new.jpg
I personally like it as is
#3525 Posted 09 February 2013 - 08:03 PM
#3526 Posted 10 February 2013 - 09:00 AM
// Health Bottle (52) model "highres/sprites/pickups/0052_healthbottle.md3" { scale 1 shade 0 skin { pal 0 file "highres/sprites/pickups/0052_healthbottle.png" specpower 1 specfactor 1.5} normal { pal 0 file "highres/sprites/pickups/0052_healthbottle_n.png" } specular { pal 0 file "highres/sprites/pickups/0052_healthbottle_s.png" } frame { name "Frame 0" tile 52 } }
Attached File(s)
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LARGE_HEALTH.zip (4.17MB)
Number of downloads: 232
#3527 Posted 10 February 2013 - 09:15 AM
#3528 Posted 10 February 2013 - 09:17 AM
Fox, on 10 February 2013 - 09:15 AM, said:
Is the only difference the label? I can give you a version without?
I have a high poly coke can lying around so I might do a lameduke 6 pack as well
This post has been edited by Steveeeie: 10 February 2013 - 09:17 AM
#3529 Posted 10 February 2013 - 09:35 AM
You should make the Small Medkit and Portable Medkit too for the sake of consistency.
This post has been edited by Fox: 10 February 2013 - 09:37 AM
#3530 Posted 10 February 2013 - 09:43 AM
#3531 Posted 10 February 2013 - 09:45 AM
This post has been edited by Fox: 10 February 2013 - 09:50 AM
#3532 Posted 10 February 2013 - 09:49 AM
Plagman, on 10 February 2013 - 09:43 AM, said:
Yeah the normals on the meshes were getting ruined some how , so I used the md3compiler to fix those.
Thats why I re-posted fixed versions of the previous 3 above .
They still don't look great in some areas, but I suspect it will be the ambient lighting like you pointed out earlier
#3533 Posted 10 February 2013 - 09:50 AM
Fox, on 10 February 2013 - 09:45 AM, said:
Good point, I see a healthbottle in highres/screen/hud/. I don't actually know where that particular one is used, though. Maybe someone's custom HUD?
#3534 Posted 10 February 2013 - 09:51 AM
Fox, on 10 February 2013 - 09:35 AM, said:
Here is the n64 version, use the same code as above, especially for you Fox
Attached File(s)
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DUKE64_HEALTH.zip (3.12MB)
Number of downloads: 230
#3535 Posted 10 February 2013 - 09:52 AM
Steveeeie, on 10 February 2013 - 09:49 AM, said:
Normals in MD3 are a little arcane to deal with compared to other model formats, so some tools don't deal with them properly. What exporter are you using? Maybe we can get that fixed so that your process is more streamlined.
As for the ambient lighting, you can always toggle it with r_ambientlight 0; as long as there's a dynamic light nearby you should still be able to see stuff.
#3536 Posted 10 February 2013 - 09:52 AM
This post has been edited by LeoD: 10 February 2013 - 09:55 AM
#3537 Posted 10 February 2013 - 09:53 AM
Steveeeie, on 10 February 2013 - 09:00 AM, said:
Btw, you need to place a whitespace before any closing braces in the DEF.
This post has been edited by LeoD: 10 February 2013 - 09:54 AM
#3538 Posted 10 February 2013 - 09:54 AM
This post has been edited by Fox: 10 February 2013 - 09:54 AM
#3539 Posted 10 February 2013 - 11:14 AM
Fox, on 10 February 2013 - 09:45 AM, said:
Yes. Check out highres/screen/hud for the pickup renders I made a while back.
If you enable filtering it may look too blurry in-game. That's why all of my renders have no filtering, so the game could handle it. Try with and without and see how they look.
#3540 Posted 10 February 2013 - 12:31 PM
Edit: rats!
This post has been edited by Fox: 10 February 2013 - 03:32 PM