Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3691 Posted 09 April 2013 - 01:32 AM
A shame this was only possible by hardcoding it into the map (at least as far as I understood). If we had a working water shader like this... ownage.
This post has been edited by NightFright: 09 April 2013 - 11:49 PM
#3692 Posted 09 April 2013 - 02:04 AM
Remember, TX found out that we CAN alter maps. So, once Polymer is optimised, someone could go in and remake some of the maps to get rid of some of the more horrible polygonal artifacts, TROR certain areas, etc.
On the HUD bar, you would probably be better off creating it as a model and rendering out a sprite. That way, you can render the model in a raytracer or pathtracer so that you can get a really nice render. Considering that the HUD bar would not receive light from the level, you would get a better look that way.
Make the model, get some nice maps onto it and chuck it into something like VRay or Cycles and let rip.l
#3693 Posted 09 April 2013 - 09:16 PM
About the HUD status bar, the reason I suggested defining it as a model is because this way, it would actually receive light from the level. So you'd see lighting interacting with the metal bumps, etc.
#3694 Posted 09 April 2013 - 09:19 PM
#3696 Posted 09 April 2013 - 11:56 PM
I guess the effect would be limited to the official 3DR maps (possibly including the addons) then if you have to specifically add it to EDuke32, but that would be enough for now, anyway.
And hummm... status bar being affected by level lighting seems pretty cool to me, actually. Would make the whole thing look more "integrated". Actually, I'd like to use the full status bar (just like I do in Doom since that's the default view IMHO), but main thing keeping me from it right now is missing widescreen support. I just don't like the gaps on both sides. But if that changes and if we even get a status bar that looks cooler than the current one, I'll even accept seeing less of the HUD weapons and "losing" some part of the fullscreen view. Nostalgia FTW! ^^
This post has been edited by NightFright: 10 April 2013 - 12:13 AM
#3697 Posted 13 April 2013 - 08:31 AM
could be some extra fun for the artists who just want to experiment on the side with complete artistic freedom, WillyG paints and could be used to replace a couple of paintings alts for example.
#3698 Posted 13 April 2013 - 08:38 AM
#3699 Posted 13 April 2013 - 11:13 PM
#3700 Posted 14 April 2013 - 12:33 PM
This post has been edited by Mark.: 14 April 2013 - 12:34 PM
#3701 Posted 09 May 2013 - 10:33 PM
If it helps, I put these reference images up, the first being the LD RPG idle frame rotated to be horizontal, and the Duke3D RPG with Lameduke parts added below it:
#3702 Posted 10 May 2013 - 12:38 AM
Additionally, the pick-up sprite also clearly follow the Lameduke model (including the missing handle):
This post has been edited by Fox: 10 May 2013 - 12:42 AM
#3703 Posted 11 May 2013 - 11:39 AM
This post has been edited by lautre: 11 May 2013 - 11:48 AM
#3704 Posted 11 May 2013 - 11:44 AM
#3705 Posted 11 May 2013 - 11:52 AM
Mateos, on 11 May 2013 - 11:44 AM, said:
? it's not about the optimizing the image, it's about the numbers of pixels on the image and the fact of there no gain of using a 1024 instead of a 512 for this small object and some others.
This post has been edited by lautre: 11 May 2013 - 11:56 AM
#3706 Posted 11 May 2013 - 12:19 PM
#3707 Posted 12 May 2013 - 12:09 AM
lautre, on 11 May 2013 - 11:39 AM, said:
While the cupboard is a small object in the game, I think it's quite often used for larger doors in usermaps and mods.
#3708 Posted 17 May 2013 - 04:58 AM
*Have tried uploading the file, but my isp upload speed is f**ked, will re-upload when I get it sorted*
Update 2 : I have just moved house, and the i have a crap internet connection, some 1998 piece of shit, with an upload speed of 0.4mb ! I will have to upload the files from work at lunch times, I will upload my med packs / cupboard textures and more monday lunch time. Sorry for the delay!
This post has been edited by Steveeeie: 17 May 2013 - 06:16 AM
#3709 Posted 17 May 2013 - 06:19 AM
Update (Added Screens, the files remain the same as original upload)
*Attachment Removed - Download next version*
This post has been edited by Steveeeie: 17 May 2013 - 09:00 AM
#3710 Posted 17 May 2013 - 08:00 AM
necroslut, on 12 May 2013 - 12:09 AM, said:
Steveeeie, on 17 May 2013 - 04:58 AM, said:
No idea why the screen shots get so dark but I think the difference about the red shine is visible.
Something different: The Polymer HRP shotgun needs a 180 degree turn (and it seems to be too long as well):
#3711 Posted 17 May 2013 - 08:08 AM
LeoD, on 17 May 2013 - 08:00 AM, said:
tile0879-HRP.jpg tile0879-Steveeeie.jpg
Thats a little odd, seems ok my end, will investigate
#3712 Posted 17 May 2013 - 08:59 AM
Try this new zip, every file has been tweaked in some way, so you will need to replace all.
Update (screen of updated version, files are the same)
Attached File(s)
-
0879_2.zip (1.74MB)
Number of downloads: 231
This post has been edited by Steveeeie: 17 May 2013 - 10:18 AM
#3713 Posted 17 May 2013 - 10:20 AM
I am happy with this, I don't think I could Improve it, so it is my final submition for this tile.
#3714 Posted 17 May 2013 - 10:36 AM
#3715 Posted 17 May 2013 - 11:10 AM
Mark., on 17 May 2013 - 10:36 AM, said:
Mine was baked from a high poly and saved with ps
#3716 Posted 17 May 2013 - 12:06 PM
Steveeeie, on 17 May 2013 - 08:59 AM, said:
Try this new zip, every file has been tweaked in some way, so you will need to replace all.
HRP user map texture request : tiles 4349 / 4350
Tile 4350 appears to be very popular among mappers, especially for spritework in industrial environments.
#3717 Posted 17 May 2013 - 12:25 PM
I have just finished re-making 880 as well.
Let me know your thoughts
texture 880 { pal 0 { file "highres/textures/0880_d.png" specpower 15 specfactor 1 } normal { file "highres/textures/0880_n.png" } specular { file "highres/textures/0880_s.png" } }
Attached File(s)
-
880.zip (1.36MB)
Number of downloads: 217
This post has been edited by Steveeeie: 17 May 2013 - 12:52 PM
#3718 Posted 17 May 2013 - 01:48 PM
#3719 Posted 17 May 2013 - 02:25 PM
Mateos, on 17 May 2013 - 01:48 PM, said:
Thanks Mateos!
I actually learned it mostly from trial and error, and picked it up in bits and pieces by trying different things.
This is a good place to start:
Polycount Textuing Tutorials
Tutorials will only get you so far, my advice would be to just keep doing more and more stuff, you will pick it up in time just from messing around.