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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   NightFright 

  • The Truth is in here

#3691

BTW on a side note, does anyone remember this?
Posted Image
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

2

User is offline   Tea Monster 

  • Polymancer

#3692

I remember that. How was that done?

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
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User is offline   Plagman 

  • Former VP of Media Operations

#3693

I didn't change the map itself for that, just hardcoded that floor number into EDuke32 to display as a "mirror" (which is actually refraction here, not reflection; if you look closely you can see the bottom half of the sub, the underwater door and even an Assault Captain swimming around). This would easily be achievable with just a one-liner maphack if the proper code was put in place; it's something that's on my list...

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.
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User is offline   Micky C 

  • Honored Donor

#3694

Will HUD sprites be able to receive light in the future? I think some of the doom ports have this feature.
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User is offline   Plagman 

  • Former VP of Media Operations

#3695

Maybe eventually, but I wouldn't count on it.
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User is offline   NightFright 

  • The Truth is in here

#3696

So if I get it correctly, you could basically specify the floors of each map which should have this water effect, and the maphack might do all the trick? Well, that's easier than VIS patches for maps or something (like you have to do for Quake to get transparent water for example, even though that's a different game/engine and underwater stuff probably works completely different there), and if you don't have to touch the maps themselves, I guess this would be a REALLY nice effect to have in the hopefully not too distant future. That "teaser" is out there for a while already after all. :)

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

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User is offline   Stabs 

#3697

is it sort of really bad to bend the rules in way that posters could have alt pals, for example the sister act II movie poster on pal 14 could still be based on green theme but could have different pose or pun or diff more relevant sign take the piss out of justin beiber or something, your already playing in HRP so you wanted enhancement, as long as they keep the same tile proportions it should integrate fine, and just make levels have more visual clutter that has variety.

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.
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User is offline   Mark 

#3698

I wonder how many people would forget the added versions are there to use because they don't show up in the Mapster tile selector.
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User is offline   Stabs 

#3699

technically it would be a feature that would already be used in hundreds of custom maps before assuming the mapper used alt pals, anyway its a bad idea anyway in hindsight because of how SE light changing sprites would behave around something like that, turn on a light would might change the picture.
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User is offline   Mark 

#3700

I noticed that problem with some tombstones in my mod. I used alt pals for different skins. Looked fine until a light shined on them revealing the original normal map "under" the different skins. I dealt with it by removing the normal map for that one model.

This post has been edited by Mark.: 14 April 2013 - 12:34 PM

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User is offline   Minigunner 

#3701

I don't know if anyone has said this before, but I don't really like how different the RPG model is from the original RPG. While it looks just fine when compared to the Duke3D RPG, the Lameduke RPG exposes more details than the final sprite does. Can the HUD and pickup models be modified to better match the Lameduke RPG (sans handle, obviously)?
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:
Spoiler

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3702

Agree, it should be like the Lameduke gun except for the handle.

Additionally, the pick-up sprite also clearly follow the Lameduke model (including the missing handle):

Posted Image

This post has been edited by Fox: 10 May 2013 - 12:42 AM

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User is offline   lautre 

#3703

sorry for my ignorance but i was really shocked when i saw some 1024x1024 textures. i mean WTF a 1024x1024 of 1.14MB (+ the 912KB file for bump mapping) texture for a closet ? (0879_d.png) this object is small and even with a magnifying glass u can't see any improvement in-game between a 512x512 and a 1024x1024 one...


Posted Image

This post has been edited by lautre: 11 May 2013 - 11:48 AM

2

User is offline   Mateos 

#3704

Maybe PngOptimizer could reduce the size of some files like this one?
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User is offline   lautre 

#3705

View PostMateos, on 11 May 2013 - 11:44 AM, said:

Maybe PngOptimizer could reduce the size of some files like this one?

? 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

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User is offline   Mark 

#3706

I understand where your coming from. It would seem overkill in many instances. But, I could retire from my job early if I had a dollar for every time I read a post about how great it would have been to have the original hi-res version of textures and models to work from instead of the original blocky art or sprites. A couple of years from now when the next batch of artists come around they could say the same thing if we don't include these higher res versions now. There are some even higher res custom textures in some mods I've played and if I feel its bogging anything down I'll tweak them down in my own copy of the game. I haven't had to do it much luckily.
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User is offline   necroslut 

#3707

View Postlautre, on 11 May 2013 - 11:39 AM, said:

sorry for my ignorance but i was really shocked when i saw some 1024x1024 textures. i mean WTF a 1024x1024 of 1.14MB (+ the 912KB file for bump mapping) texture for a closet ? (0879_d.png) this object is small and even with a magnifying glass u can't see any improvement in-game between a 512x512 and a 1024x1024 one...

While the cupboard is a small object in the game, I think it's quite often used for larger doors in usermaps and mods.
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User is offline   Steveeeie 

#3708

Anybody want to try the attached (0879) out, leave textures.def as is:

*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

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User is offline   Steveeeie 

#3709

MOBILE PHONE TO THE RESCUEEEEE!!

Update (Added Screens, the files remain the same as original upload)

*Attachment Removed - Download next version*

Attached thumbnail(s)

  • Attached Image: scree1.jpg


This post has been edited by Steveeeie: 17 May 2013 - 09:00 AM

5

User is offline   LeoD 

  • Duke4.net topic/3513

#3710

View Postnecroslut, on 12 May 2013 - 12:09 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.
Although this idea seems good and obvious I can't remember any big cupboard door actually. Reducing the size of new textures after first putting the full size version into the repo could be the way. I did that with some new additions recently. So anyone interested could pull off the big one later without everyone else having a blown-up pack.

View PostSteveeeie, on 17 May 2013 - 04:58 AM, said:

Anybody want to try the attached (0879) out, leave textures.def as is:
This version seems not to reflect ambient light. Maybe because you're using a coloured specular map?
Attached Image: tile0879-HRP.jpgAttached Image: tile0879-Steveeeie.jpg
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):
Attached Image: ShotgunSoftware.jpgAttached Image: ShotgunVoxel.jpgAttached Image: ShotgunPolymostHRP.jpgAttached Image: ShotgunPolymerHRP.jpg
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User is offline   Steveeeie 

#3711

View PostLeoD, on 17 May 2013 - 08:00 AM, said:

This version seems not to reflect ambient light. Maybe because you're using a coloured specular map?
Attachment tile0879-HRP.jpgAttachment tile0879-Steveeeie.jpg


Thats a little odd, seems ok my end, will investigate ;)
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User is offline   Steveeeie 

#3712

I think the problem with this was the darkness of the spec.

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)



This post has been edited by Steveeeie: 17 May 2013 - 10:18 AM

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User is offline   Steveeeie 

#3713

Screenshot of the last file.

I am happy with this, I don't think I could Improve it, so it is my final submition for this tile.

Attached thumbnail(s)

  • Attached Image: cupboard.jpg

5

User is offline   Mark 

#3714

Concerning the lack of light reflection, I posted months ago a list of HRP tiles that reflect light in only one direction. If you walk alongside a wall with those textures from one side they are properly lit by Polymer lights. Approach from the other side and they stay dark. I remade a normal for one of them and the problem went away. Then at another time I remade one and the problem persisted. I'm not quite sure but one might have been made with GIMP and it's plugin and the other with CrazyBump. No idea what is actually causing the problem.
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User is offline   Steveeeie 

#3715

View PostMark., on 17 May 2013 - 10:36 AM, said:

Concerning the lack of light reflection, I posted months ago a list of HRP tiles that reflect light in only one direction. If you walk alongside a wall with those textures from one side they are properly lit by Polymer lights. Approach from the other side and they stay dark. I remade a normal for one of them and the problem went away. Then at another time I remade one and the problem persisted. I'm not quite sure but one might have been made with GIMP and it's plugin and the other with CrazyBump. No idea what is actually causing the problem.


Mine was baked from a high poly and saved with ps
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User is offline   LeoD 

  • Duke4.net topic/3513

#3716

View PostSteveeeie, on 17 May 2013 - 08:59 AM, said:

I think the problem with this was the darkness of the spec.
Try this new zip, every file has been tweaked in some way, so you will need to replace all.
Very nice. Your version reflects only at the side in E3L1 which is somewhat more subtle and looks especially good on the door pulls. The old version has a reflecting front, too. I'd go with yours but I can't tell what is more 'correct'.



HRP user map texture request : tiles 4349 / 4350
Attached Image: tile4349.pngAttached Image: tile4350.png
Tile 4350 appears to be very popular among mappers, especially for spritework in industrial environments.
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User is offline   Steveeeie 

#3717

I think the glossiness is about right, unless they are varnished doors, I think the new one is a fine line between varnished and not varnished.

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 thumbnail(s)

  • Attached Image: 880.jpg

Attached File(s)

  • Attached File  880.zip (1.36MB)
    Number of downloads: 217


This post has been edited by Steveeeie: 17 May 2013 - 12:52 PM

6

User is offline   Mateos 

#3718

Impressive work... Any hint about where you started learning texturing, like some tutorials? ;)
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User is offline   Steveeeie 

#3719

View PostMateos, on 17 May 2013 - 01:48 PM, said:

Impressive work... Any hint about where you started learning texturing, like some tutorials? ;)


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.
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User is offline   Kyanos 

#3720

^ good advice this ;) do 9000 hrs or so
0

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