Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3661 Posted 12 March 2013 - 01:42 AM
#3662 Posted 12 March 2013 - 09:51 AM
Tea Monster, on 11 March 2013 - 05:04 PM, said:
My older brother has been a college level CAD teacher for the last 20 years or so. He is proficient at the Autodesk line of programs including Max. Maybe 4 or 5 years ago he asked if I would be interested in helping him test a copy of the latest version along with a tutorial book before he bought more for his class, but I wasn't very interested in modeling or talented enough at the time and I wasn't able to give the program a real chance. Kinda wish I had.
This post has been edited by Mark.: 12 March 2013 - 09:53 AM
#3664 Posted 21 March 2013 - 12:49 AM
I wanted to agree with you on a release date for the next HRP - especially since I intended to do things better than last time when I just took the current SVN build and rushed it out. ^^
Was thinking about June 28 as a deadline for commits so we could aim for a July 1 release (or maybe even July 4, would be great for the US guys, besides having a cool release date). This should give you enough time to get anything into the HRP what you still want to finish, and the more we have until then, the better it will be.
Or course, this is just a suggestion, but IMHO it's better to still have some months to go rather than say we bring it for Easter already while a lot of things could be added if we waited a bit.
#3665 Posted 22 March 2013 - 12:41 PM
NightFright, on 21 March 2013 - 12:49 AM, said:
#3666 Posted 22 March 2013 - 02:10 PM
#3667 Posted 22 March 2013 - 03:00 PM
#3668 Posted 22 March 2013 - 04:14 PM
NightFright, on 22 March 2013 - 02:10 PM, said:
#3669 Posted 23 March 2013 - 12:50 AM
Of course, it does not mean update packs do not make sense any more. If there are people who want it, then it's OK. In the end, if we are able to provide new full releases on a 6 or at least 12 months basis, no one will complain. And we still badly need folks to finally finish episodes 2 and 3 (not to mention ep.4), for those are the real milestones.
I would have loved to see Tea Monster's latest stuff which he cannot finish in the pack still. By now, we have a mix of first-generation models and top-notch stuff like the recently added Duke and Cycloid. Bringing everything up-to-date we got so far is a behemoth task and certainly not happening any time soon.
Guess we'll just see where we are around mid-June or so, but things are looking good so far. Right now it seems people are focussing on adding new maphacks for custom maps, so it cannot hurt to give them more time for that as well.
#3670 Posted 23 March 2013 - 01:08 AM
#3671 Posted 23 March 2013 - 02:47 AM
IIRC, there was even a solution with Project Bubblegum (download links are currently dead), a single exe file that could create an updated HRP for you directly from the SVN repository (among many other things). A shame it seems to be abandoned right now as the concept seemed really cool, and including it with future releases might be a great idea (if it works).
At least it looks like a better solution rather than manually compiling update packs again and again. I have always been a fan of the idea of giving people the chance to build their own packs whenever they want and with as little effort as possible.
Someone should drag this BrentNewland guy out of hiding, really...
This post has been edited by NightFright: 23 March 2013 - 03:02 AM
#3672 Posted 23 March 2013 - 02:57 AM
To address the specific functionality you mentioned, it tried to essentially be an SVN client without being an SVN client and BrentNewland didn't understand that if you want to keep the HRP updated to the SVN, you just use SVN software, plain and simple. I already made it simple with my SVN Auto-Downloading Script Set. I guess I could make it an EXE file if that would help noobs.
In summary, it tried to do a ton of things as a "front-end" that it has no business doing. It's a bit of an insult to the EDuke32 developers because there are generally better ways to integrate such functionality into the program itself, when warranted or even a good idea in the first place. It also holds the user's hand too much.
This post has been edited by Hendricks266: 23 March 2013 - 03:10 AM
#3673 Posted 23 March 2013 - 03:16 AM
Well, a script solution should work just fine, too. Wouldn't mind including it as a batch file, but having it as executable shouldn't hurt, either. Main thing is it works and it's easy to use.
#3674 Posted 23 March 2013 - 02:22 PM
NightFright, on 23 March 2013 - 12:50 AM, said:
NightFright, on 23 March 2013 - 12:50 AM, said:
NightFright, on 23 March 2013 - 12:50 AM, said:
NightFright, on 23 March 2013 - 12:50 AM, said:
Hendricks266, on 23 March 2013 - 01:08 AM, said:
#3675 Posted 25 March 2013 - 03:03 PM
#3677 Posted 28 March 2013 - 12:07 PM
I think I'm at the right place to ask; I would like to know how you made the detail textures in the HRP?
I would like to make my own, and since yours are really well done I prefer to ask here to be sure of getting the best info instead of Googling it
Thanks in advance
#3678 Posted 02 April 2013 - 12:54 PM
Regarding next HRP release:
Here is a small collection of ideas what could be done before the next HRP gets published...
- Finish new Duke model/Cycloid Emperor (already WIP)
- Improve new intermission screens with new Duke model (animation is too stiff right now, doesn't breathe heavily like in the original, barrels/slime looks could be improved)
- Fix shotgun animation (it's the most important weapon in the game and feels "wobbly" when you fire it... model itself is cool)
- More normal maps (for textures, but also characters like babes and monsters)
- Better slime babes (maybe asking too much, but well, I guess we all agree they could look better/prettier - they are also showing their age by now)
- Finish Ep.2 highres contents at least (not very likely to happen, but would be great to edit the to-do list again for a change)
Of course, this is only meant as a suggestion, and not everything from this list "has to" be done. If any of you has more realistic goals to aim for, just shoot.
This post has been edited by NightFright: 02 April 2013 - 12:55 PM
#3679 Posted 02 April 2013 - 01:05 PM
*starts a give the babes some plastic surgery fund because they are showing their age*
This post has been edited by Tetsuo: 02 April 2013 - 01:05 PM
#3680 Posted 02 April 2013 - 03:35 PM
duke3d_hrp_update-5.2.486
polymost_hrp_override-5.2.486
Now the Subversion-allergic guys can have a look at the new (Polymer) Duke and Cycloid, too.
#3681 Posted 03 April 2013 - 02:11 AM
Tetsuo, on 02 April 2013 - 01:05 PM, said:
*starts a give the babes some plastic surgery fund because they are showing their age*
The problem is we have several widescreen tiles for the menus in the HRP already, but until the present day, they cannot be used (or if they can, I am unaware of this feature in EDuke32). They could be activated on-the-fly with a def update, but right now the game would just squeeze them into the old 4:3 aspect ratio, resulting in a distorted look.
Still, having all menu tiles in widescreen (where it makes sense - this would also apply for the status bar for example) is a good thing to have for future usage.
This post has been edited by NightFright: 03 April 2013 - 02:13 AM
#3682 Posted 03 April 2013 - 01:25 PM
NightFright, on 03 April 2013 - 02:11 AM, said:
I have an idea how to finally implement these, but as with all things on my to-do list, it is piled high and dry. Time is short.
#3683 Posted 04 April 2013 - 06:56 AM
Can anyone create a widescreen version of our current HRP statusbar maybe? It's definitely better than the one they have in Megaton (besides, we wouldn't be allowed to use it anyway), and I guess all that it takes is to extend the sides (the numbers and everything still need to stay at the same spot if I am not mistaken).
#3684 Posted 04 April 2013 - 08:50 AM
NightFright, on 04 April 2013 - 06:56 AM, said:
Can anyone create a widescreen version of our current HRP statusbar maybe? It's definitely better than the one they have in Megaton (besides, we wouldn't be allowed to use it anyway), and I guess all that it takes is to extend the sides (the numbers and everything still need to stay at the same spot if I am not mistaken).
I personally don't believe the quality of either the megaton version or the current HRP version are where they could be, leave it with me I will make a new version.
I will be rendering out an 8k version so people can use it many years from now too.
This post has been edited by Steveeeie: 04 April 2013 - 11:33 AM
#3685 Posted 04 April 2013 - 10:54 AM
Don't forget that any remake should also include these tiles (mostly for the minimized HUD):
0020 (inventory selector)
0030 (health)
0031 (ammo)
0033 (inv)
2458 (kills)
Just so that everyone can see what we are talking about, this is what we currently have. If you can do better than both, great! (Right now, HRP version is still superior even if it's not widescreen.)
Until widescreen support is working in EDuke32, I guess we would need a 4:3 version as well, anyway.
This post has been edited by NightFright: 04 April 2013 - 01:33 PM
#3686 Posted 04 April 2013 - 02:01 PM
This post has been edited by Tetsuo: 04 April 2013 - 02:03 PM
#3687 Posted 04 April 2013 - 02:27 PM
(full)
(chrome gone, backing remains)
(mostly transparent)
#3688 Posted 05 April 2013 - 12:07 AM
An interesting idea might be to also experiment with applying normalmapping to the statusbar. I'd be curious to see what that looks like (if it makes any sense at all).
This post has been edited by NightFright: 05 April 2013 - 12:12 AM
#3689 Posted 05 April 2013 - 01:33 AM
I don't think normal mapping on the status bar would do anything because it is not affected by any light or shading.