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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   Mark 

#3751

View PostPaul B, on 21 May 2013 - 10:44 AM, said:

I have a question... I noticed that people are re-doing some of the textures.. but the ones that really need the work aren't being looked at. I was just curious as to why? For instance tile #904. On my PC it doesn't retain its color with the HRP.

People are going to have different opinions on what looks good and what needs to be remade. Maybe start a thread where people can list the 10 tiles they think need changing the most. I promise it will be a peaceful and harmonious thread. ;)

This post has been edited by Mark.: 21 May 2013 - 03:15 PM

1

User is offline   Paul B 

#3752

View PostLeoD, on 21 May 2013 - 01:44 PM, said:

Could it be related to the hightiles? Or is it just too dark overall? It seems black for me in many maps but when I get closer the colours can be seen.


Yea I'm totally not the right person to descibe what is going on visually. I am one of those guys that will look at two screenshots one improved and one not and still not be able to tell the difference between them.

But from what I remember the color is there but it only vaguely shows up when the brightness of the tile is maxed out. So its like the brightness option for the sprite doesn't seem to be on the proper scale with the rest of the sprite objects. I hope this helps.. I'm not sure what hightiles are?

This post has been edited by Paul B: 21 May 2013 - 04:27 PM

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User is offline   Minigunner 

#3753

Am I the only one who finds the barrel and tube-mag of the Polymer shotgun pickup model to be a tad short?
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User is offline   NightFright 

  • The Truth is in here

#3754

View PostLeoD, on 21 May 2013 - 01:44 PM, said:

[...] People usually do what's most fun for them and what they can do best. This does not always cover the actual necessities. While we may consider NightFright as the HRP leader, there is no actual team to lead, but a couple of contributors who pop up with new or updated stuff every now and then. I understand that (re-)doing complicated models or textures which do not appear in-game very often, or only in user maps, is not that attractive.[...]

Earlier on, when Parkar was still around, we used to decide what's good and what wasn't together sometimes. However, that was back in the days when the HRP SVN was basically run by just two or three people in general. By now, I see my tasks mainly with checking if everything works from time to time, seeing how far we got and if it makes sense to compile a new HRP again. Calling this "leading" is maybe a bit exaggerated. ;)

I can only give my opinion, and as far as I can tell, it cannot hurt to have textures with higher resolutions in the pack where it makes sense. In general, having big textures for big objects (such as bosses or skyboxes) makes sense to me. And if some textures which are usually small are also used differently in some mods (e.g. as doors), then having a higher resolution is useful, too.

The "problem" (if you want to call it like that) I see is that we are getting a mix of very early work which is still in the pack (such as the Liztrooper or the strippers) and quite recent (new models for Duke, Emperor and some pickups). This also applies for many textures, and several aren't even done at all yet. It would still be great to see people work on stuff we don't have in the pack yet, but ofc in general, anything you can provide is welcome.

This post has been edited by NightFright: 21 May 2013 - 11:43 PM

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User is offline   Mateos 

#3755

Well by reading the last post, I would make as a suggestion to list the textures first by not yet made/already made, then by date (from oldest to newest); So intop you'd have not-yet done, then the oldest made ones (which may need to be updated/redone), and at the bottom of the list the newest ones.

In database terms it is an easy request in SQL if the database has the correct fields, but for a folder with files it would need I guess some programming ^^' But such a list would be usefull to point out what need to be done/redone with an easy eye-picking for contributors.

Just an idea ^^'

Edit: Even moar advanced, list would be a array with columns such as "Normal map", etc., showing if it has been made (boolean value which can be replaced by a green tick or a red cross, to think more advanced)... The perfect tasklist. I think about it in programming terms, since doing this by hand would take a hell of time... And probably not worth it.

This post has been edited by Mateos: 22 May 2013 - 12:22 PM

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User is offline   Steveeeie 

#3756

View PostMateos, on 22 May 2013 - 12:20 PM, said:

Well by reading the last post, I would make as a suggestion to list the textures first by not yet made/already made, then by date (from oldest to newest); So intop you'd have not-yet done, then the oldest made ones (which may need to be updated/redone), and at the bottom of the list the newest ones.

In database terms it is an easy request in SQL if the database has the correct fields, but for a folder with files it would need I guess some programming ^^' But such a list would be usefull to point out what need to be done/redone with an easy eye-picking for contributors.

Just an idea ^^'

Edit: Even moar advanced, list would be a array with columns such as "Normal map", etc., showing if it has been made (boolean value which can be replaced by a green tick or a red cross, to think more advanced)... The perfect tasklist. I think about it in programming terms, since doing this by hand would take a hell of time... And probably not worth it.


Just because something has been remade recently doesn't mean it can't be replaced by something better (including my things). and just because it has a normal map doesn't mean its of a good standard.

I personal pick things to work on based on personal taste, if I go into the game and see something I think can be improved I will work on changing it.

A list may be beneficial to others, but from my point of view I will just work on whatever is bothering me the most.
1

User is offline   Mateos 

#3757

View PostSteveeeie, on 23 May 2013 - 08:54 AM, said:

and just because it has a normal map doesn't mean its of a good standard.


This part was about if it is present or not, not about if it is well-done or not ;)
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User is offline   Plagman 

  • Former VP of Media Operations

#3758

There used to be a "HRP to-do list" on someone's homepage, it was a nifty PHP thing with all ART tiles with green or red background depending if they had been remade or not. I think at some point it stopped being updated and we used a wiki to summarize what was left to be done instead. These days I think pretty much everything is remade, it's just a matter of starting to replace stuff that doesn't look as good as it could.
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User is offline   NightFright 

  • The Truth is in here

#3759

The to-do list I made for the wiki is still valid. However, the page is full of errors by now, and so far no one could be found to fix them.
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User is offline   Steveeeie 

#3760

Sorry for my absence, I have been poorly ;) was taken to hospital in an ambulance on Thursday.

Here is what I have made today, I believe it is actually closer to the original sprite to what we have now (it should be I modeled it on top of it).

Attached thumbnail(s)

  • Attached Image: urinal-1.jpg

5

User is offline   Tea Monster 

  • Polymancer

#3761

Looking good as always. Hope you are feeling better.
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User is offline   Steveeeie 

#3762

View PostTea Monster, on 27 May 2013 - 04:15 AM, said:

Looking good as always. Hope you are feeling better.


Thanks Tea Monster, I'm feeling a lot better ;)
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User is offline   NightFright 

  • The Truth is in here

#3763

I also feel a lot better... when I see cool stuff like that. ;) Keep bringing it!
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User is offline   Spiker 

#3764

View PostNightFright, on 27 May 2013 - 04:24 AM, said:

I also feel a lot better... when I see cool stuff like that. :P Keep bringing it!

Indeed! I'm getting a new rigg soon so more awesome models is welcome ;)
2

User is offline   Steveeeie 

#3765

View PostNightFright, on 27 May 2013 - 04:24 AM, said:

I also feel a lot better... when I see cool stuff like that. :P Keep bringing it!



View PostSpiker, on 27 May 2013 - 09:06 AM, said:

Indeed! I'm getting a new rigg soon so more awesome models is welcome ;)


Thank you for the kind words :P

In game ( some texture work to do )

Plagman, is it possible to use some sort of cubemap reflection on models? I know we have discussed using the mirror, but I think a blurry cubemap would be cheaper and give decent enough results.

Attached thumbnail(s)

  • Attached Image: game.jpg


This post has been edited by Steveeeie: 27 May 2013 - 11:03 AM

4

User is offline   LeoD 

  • Duke4.net topic/3513

#3766

View PostLeoD, on 17 May 2013 - 12:06 PM, said:

HRP user map texture request : tiles 4349 / 4350
Attachment tile4349.pngAttachment tile4350.png
Tile 4350 appears to be very popular among mappers, especially for spritework in industrial environments.
... made by Roma Loom. Looks damn good!
Attached Image: 4350.jpg

Tiles 879/880 by Steveeeie added to repo. Keep well.
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User is offline   Steveeeie 

#3767

View PostLeoD, on 27 May 2013 - 11:27 AM, said:

... made by Roma Loom. Looks damn good!
Attachment 4350.jpg

Tiles 879/880 by Steveeeie added to repo. Keep well.


That looks cool!

My med bottle is ugly, so glad I remade it ;)

Attached is a shot of the urinal from marmoset

Attached thumbnail(s)

  • Attached Image: marmoset.jpg

4

User is offline   Tetsuo 

#3768

Seeing your nice render and then in-game makes me wish once again that eduke32 had some kind of built in antialiasing support. Even post processing antialiasing would be fine by me. Especially so it can be made available on other platforms eduke32 supports as well.
1

User is offline   TON 

#3769

The urinal model is as it should be: like the original and realistic, it's just perfect

By the by, the sprite of the camera is confusing ,it can be like the images 1 and 3 or like the image 5
Either way it has a lens like the image 2 ;)

Posted Image

This post has been edited by TON: 04 June 2013 - 08:59 AM

1

User is offline   Steveeeie 

#3770

View PostTON, on 27 May 2013 - 02:15 PM, said:

The urinal model is as it should be: like the original and realistic, it's just perfect

By the by, the sprite of the camera is confusing ,it can be like the images 1 and 3 or like the image 5
Either way it has a lens like the image 2 ;)

Posted Image


Cool thanks for the references, I have half done the high poly for the camera, but I will refine it some more.
2

User is offline   Paul B 

#3771

View PostSteveeeie, on 27 May 2013 - 04:02 AM, said:

Sorry for my absence, I have been poorly ;) was taken to hospital in an ambulance on Thursday.

Here is what I have made today, I believe it is actually closer to the original sprite to what we have now (it should be I modeled it on top of it).


That urinal is beautiful!

This post has been edited by Paul B: 27 May 2013 - 06:06 PM

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User is offline   ReaperMan 

#3772

I have a suggestion for the urinal.....
Posted Image
1

User is offline   TON 

#3773

View PostReaperMan, on 27 May 2013 - 06:24 PM, said:

I have a suggestion for the urinal.....

The extra details should be added only in case you are doubt with the original model, but in this case the original is quite clear
Is my opinion ;)
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User is offline   Steveeeie 

#3774

View PostReaperMan, on 27 May 2013 - 06:24 PM, said:

I have a suggestion for the urinal.....
Posted Image


I think this is kind of an ashtray situation, it may work for something like the cinema, but wouldn't work in other areas.
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User is offline   TON 

#3775

Yes, the key is add realistic details based in the original not in add extra details ;)
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User is offline   Steveeeie 

#3776

Installed a trial of max in work, and made this during my lunch:

It's very early progress.

Attached thumbnail(s)

  • Attached Image: camera.jpg

8

User is offline   Spiker 

#3777

Hell yeah! Big brother is watching!
1

User is offline   Micky C 

  • Honored Donor

#3778

View PostSteveeeie, on 28 May 2013 - 03:57 AM, said:

Installed a trial of max in work, and made this during my lunch:

It's very early progress.


My God. During your lunch you say? Posted Image
I can't believe how much detail that has, even though it's a small model and the player can usually never get close to it to see the small details.
1

User is offline   Steveeeie 

#3779

View PostLunick Prime, on 28 May 2013 - 04:24 AM, said:

My God. During your lunch you say? Posted Image
I can't believe how much detail that has, even though it's a small model and the player can usually never get close to it to see the small details.


Thanks, there isn't anything tricky going on here, so it was pretty straight forward ;)

I was actually thinking it lacked detail, but I wasn't too concerned because of its size.

It still needs some screws, and some form of mount.
1

User is offline   TON 

#3780

Wow

By the by, I know is in progress but I think the lens should have also in left,right and down the word secucam like the original

This post has been edited by TON: 28 May 2013 - 06:17 AM

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