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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   Tea Monster 

  • Polymancer

#3961

There is the new skeleton for the Cycloid which combats shoulder roll. I just need to tweak the animations. Should be done by the 30th. New Duke skins are already in SVN as is the hand dryer.

There is a weight-painting fix for Duke's belt buckle that I've done, I just have to test it in game and I'll release that as well.
0

User is online   NightFright 

  • The Truth is in here

#3962

Sounds great! Then let's see how far Steveeeie is with his stuff he wanted to get added before a new HRP release, and we'll see if we get it done in the near future. Still no need to hurry, though.
0

User is offline   Mia Max 

#3963

Yeah, a new HRP release. It's always like christmas :)
I'm looking forward to the new stuff :P
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User is offline   Roma Loom 

  • Loomsday Device

#3964

I'm really hesitating to replace the original tile #0000, wanted to scrap it, but decided to share instead for people who may want to use it somewhere else. Just don't forget to use scale
pal 0 { file "highres/textures/0000.png" xscale 2 yscale 4 }
in case you want to assign it to tile original #0000

Attached thumbnail(s)

  • Attached Image: 0000.png
  • Attached Image: 0000_n.png
  • Attached Image: 0000_s.png

9

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3965

I may be wrong, but isn't it visible in some level of Nuclear Winter? And in the original levels you can see it in unreachable areas using no-clip cheat anyway.

This post has been edited by Fox: 24 August 2013 - 12:52 PM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#3966

Steveeeie,

after some more maphacking I've changed my mind about the small health pack's rotation. While the bottom side is currently the default facing to the player, this would also more or less be the way to hold it when opening. Therefore I now think the rotation should stay the way it is.

 Roma Loom, on 24 August 2013 - 12:41 PM, said:

I'm really hesitating to replace the original tile #0000, wanted to scrap it, but decided to share instead for people who may want to use it somewhere else. Just don't forget to use scale
pal 0 { file "highres/textures/0000.png" xscale 2 yscale 4 }
in case you want to assign it to tile original #0000
I think I'll add it to the Z-Pack. :P
0

User is offline   Spiker 

#3967

 Roma Loom, on 24 August 2013 - 12:41 PM, said:

I'm really hesitating to replace the original tile #0000, wanted to scrap it, but decided to share instead for people who may want to use it somewhere else. Just don't forget to use scale
pal 0 { file "highres/textures/0000.png" xscale 2 yscale 4 }
in case you want to assign it to tile original #0000

Why do you hesitate to replace it? It looks good, which is confirmed by the rep points. Do you want to remake it again or you gave up completely?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#3968

 Spiker, on 25 August 2013 - 12:58 AM, said:

Why do you hesitate to replace it? It looks good, which is confirmed by the rep points.
Maybe the rep points were for sharing his work and not replacing the current HRP version which is closer to the ART...
Attached Image: 0000-ART.pngAttached Image: 0000-HRP-5.2.png
0

User is offline   Night Wolf 

#3969

I like Roma's new tile, sure it differs from the original, but thats a good thing, the original tile is ugly.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#3970

 ozz, on 25 August 2013 - 01:36 AM, said:

the original tile is ugly.
Hehe, that's true.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3971

You know what would be a good prank to a Duke fan? Cover the walls of his house with tile zero wallpaper!
2

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3972

I've always wondered, is that default grey brick texture even in the game anywhere?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#3973

 Fox, on 25 August 2013 - 02:06 AM, said:

You know what would be a good prank to a Duke fan? Cover the walls of his house with tile zero wallpaper!
Only to mappers I think.


 MusicallyInspired, on 25 August 2013 - 06:42 AM, said:

I've always wondered, is that default grey brick texture even in the game anywhere?
GRP Viewer:
Spoiler

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3974

Aren't some those the mappers' signatures, though? Sectors in the shape of their initials? Are there any actually used visually in a level? Screenshots?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3975

I am sure you can see that tile in several areas using sector warps.
0

User is offline   Roma Loom 

  • Loomsday Device

#3976

 MusicallyInspired, on 25 August 2013 - 08:40 AM, said:

Aren't some those the mappers' signatures, though? Sectors in the shape of their initials? Are there any actually used visually in a level? Screenshots?

Also there are small unreachable rooms with sounds and triggers or something with that #0000 tile but I believe there's at least one official map where you can see it, not sure though...
I have found a serious texture mismatch while searching for tile #0000, it the door in e1l3, it was a mixture of polymer and polymost textures, now it fixed (not really perfect though):

Attached thumbnail(s)

  • Attached Image: duke0000.jpg

3

User is offline   Mia Max 

#3977

 Fox, on 25 August 2013 - 02:06 AM, said:

You know what would be a good prank to a Duke fan? Cover the walls of his house with tile zero wallpaper!


That was funny :P
0

User is offline   Tea Monster 

  • Polymancer

#3978

... and put large, cardboard cutouts of Sector Effector icons near to doors and things that make noise.
2

User is offline   Mike Norvak 

  • Music Producer

#3979

It was made that ugly on purpose I think, to easealy identify unfinished areas. If you think is a logical movement to make the default texture as a "brick" on an engine called "build" :)

EDIT: LOL at Fox's prank :P

This post has been edited by Norvak: 26 August 2013 - 06:09 PM

0

User is offline   Tea Monster 

  • Polymancer

#3980

I think they are supposed to be adobe or cement bricks.
0

User is offline   Steveeeie 

#3981

I am sorry to be the person holding all this up, but I have got nothing, I am completely swamped with other work atm.

You should probably release what we have, tea monsters duke and cycloid models are worth a big release on their own.

Sorry to bring disappointing news, I thought I would have time to crank something out.
0

User is offline   Spiker 

#3982

That's sad. I was counting on you very much.:P
0

User is offline   Steveeeie 

#3983

 Spiker, on 30 August 2013 - 08:59 AM, said:

That's sad. I was counting on you very much.:P


There will be more, but I just don't know when, and i have held up this release enough,
0

User is offline   Tea Monster 

  • Polymancer

#3984

Here is the updated Cycloid. If all is well, ship it :lol:

I'm going to give Duke the once-over before the pack ships, I should have that done by the weekend.

New Cycloid model and defs. Use the same textures as the main release.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#3985

 Tea Monster, on 11 September 2013 - 02:39 PM, said:

Here is the updated Cycloid. If all is well, ship it :lol:

I'm going to give Duke the once-over before the pack ships, I should have that done by the weekend.

New Cycloid model and defs. Use the same textures as the main release.
Uploaded :lol:
0

User is offline   LeoD 

  • Duke4.net topic/3513

#3986

Double Post :lol:

This post has been edited by LeoD: 12 September 2013 - 05:16 AM

0

User is offline   Tea Monster 

  • Polymancer

#3987

I've found out that the back strap on the bandolier disappears when Duke is running around, so I'll fix that. Should be done by the weekend.
0

User is online   NightFright 

  • The Truth is in here

#3988

If you guys are OK with it, I will aim for a HRP release around the Sept 28/29 weekend. This should provide enough time for potential fine-tuning, last-minute bug fixes etc. Should also try to make some screenshots showing the new content. After TM's model fixes, I guess we don't need to wait much longer. ^^

This post has been edited by NightFright: 12 September 2013 - 11:48 PM

0

User is offline   Tea Monster 

  • Polymancer

#3989

Duke model redux. Fixed a 'dead' polygon on the UV map, fixed a lot of weight painting issues. Added a new rear strap for the bandolier.

I've not had time to really give this a torture test, but all the maps are in the right place :lol:

If it's golden, then sell it.

Oh, I don't know if I put this version of the 'Ice Duke' in the pack before. I've included it in here. If its the same as the one already in there, then ignore it.

This post has been edited by Tea Monster: 14 September 2013 - 03:12 PM

3

User is offline   LeoD 

  • Duke4.net topic/3513

#3990

The Ice Duke model is new. The new Duke is floating mid-air when crouching, unfortunately.
Attached Image: duke2013-old.jpgAttached Image: duke2013-v12.jpg
0

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