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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   Spiker 

#4081

 LeoD, on 08 October 2013 - 09:13 AM, said:

Bill Skywalker? :P
No, I actually ripped off Duke's head and wrapped it with a picture of Luke Skywalker toy.
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User is offline   ReaperMan 

#4082

 Spiker, on 08 October 2013 - 09:07 AM, said:

I wish some more crazy guys around the world contributed to this project.

calling people crazy will get you no help.
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User is offline   Mark 

#4083

There are 2 HRP tiles I made that are only used once in the whole game. They are out of the way backround stuff and I'm sure never get noticed. And I haven't seen any custom maps that use them. But hey, I got them off the to-do list. :P
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User is offline   Spiker 

#4084

 ReaperMan, on 08 October 2013 - 02:34 PM, said:

calling people crazy will get you no help.
I called them crazy in a positive way :P

 Mark., on 08 October 2013 - 03:16 PM, said:

There are 2 HRP tiles I made that are only used once in the whole game. They are out of the way backround stuff and I'm sure never get noticed. And I haven't seen any custom maps that use them. But hey, I got them off the to-do list. :P
Now that's what I call a devotion! Keep them comming! We need people like you :P

This post has been edited by Spiker: 08 October 2013 - 11:20 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#4085

 ReaperMan, on 08 October 2013 - 02:34 PM, said:

calling people crazy will get you no help.
I doubt any HRP contributor would mind it in this context. :P

 Mark., on 08 October 2013 - 03:16 PM, said:

There are 2 HRP tiles I made that are only used once in the whole game. They are out of the way backround stuff and I'm sure never get noticed. And I haven't seen any custom maps that use them. But hey, I got them off the to-do list. :P
I was lucky. After I checked in 'my' first texture (derived from another one), I found it in a new map that was released the very next day. :P

Note to modellers:
Several long-standing HRP models have an origin offset or a wrong rotation, which has been taken care of in maphacks or HRP-aware user maps. If you redo them, please consider reproducing those attributes or contact me before uploading a 'correct' version. (This shall not imply that a makeover is necessary at all.)
I'll appended a preliminary list to hrp_todo.txt.
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User is offline   NightFright 

  • The Truth is in here

#4086

Btw, has anyone else noticed this glitch on the chaingun so far, or...?

This post has been edited by NightFright: 14 October 2013 - 01:11 PM

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User is offline   Mark 

#4087

I loaded the model into 2 different programs and did not see that unrendered slit. Only in the game.
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User is offline   NightFright 

  • The Truth is in here

#4088

Maybe it is a rendering issue in Polymer. Did anyone check with Polymost (uses a different model, however)? Maybe it has to do with the normal or spec map.

I took that screenie with r4103 x64 btw.

This post has been edited by NightFright: 15 October 2013 - 12:10 AM

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User is offline   Spiker 

#4089

There once was a picture by Ozz with suggestions on how to improve the shotgun but now it's gone. Anyone can make these suggestions again?
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User is offline   Night Wolf 

#4090

 Spiker, on 15 October 2013 - 12:14 PM, said:

There once was a picture by Ozz with suggestions on how to improve the shotgun but now it's gone. Anyone can make these suggestions again?


I might have removed that picture a few months ago.
If I still have it I'll repost it.

Are you thinking about redoing the shotgun?
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User is offline   Spiker 

#4091

 ozz, on 16 October 2013 - 11:03 PM, said:

I might have removed that picture a few months ago.
If I still have it I'll repost it.

Are you thinking about redoing the shotgun?
Yes, and that picture would be very helpful. I also have an idea how to improve the animation, we'll see if it works or not if I get a picture...
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User is offline   blackhatred 

  • Dumbfuck Wannabe

#4092

Where is Steeevie?
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#4093

Hey, folks. I've got a problem with the firstperson HUD weapons.

Whenever I run it normally, without polymer, some of the weapons (especially the RPG) look like they've got huge chunks missing. I've added some screenshots, which should help.

Can anybody help me please?!?!?!

Attached thumbnail(s)

  • Attached Image: duke0001.png
  • Attached Image: duke0002.png
  • Attached Image: duke0010.png

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User is offline   Bloodshot 

#4094

http://forums.duke4....-more-greyduke/

^ get this.

The current HRP is designed with polymer in mind, so it doesn't quite work right with polymost
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#4095

@darkprince
the HRP is made to be used with polymer only, and not without polymer.
without polymer there will be problems like the ones you mention

leod has however made a special add-on pack for the HRP which allows you to play it without polymer
http://forums.duke4....-more-greyduke/

top item in list, the polymost HRP. using that add-on allows to play eduke32 with the HRP without polymer
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User is offline   geomancien 

#4096

Hello, sorry I do not know or post this message!
here's what I'm doing tonight.

old release:
Posted Image

HD version:
Posted Image
1

User is offline   Steveeeie 

#4097

 blackhatred, on 17 October 2013 - 05:39 AM, said:

Where is Steeevie?


Around .. I have been too busy to contribute anything, my posts are pretty lame if I am not posting a new model so I prefer to not post at all .. soon I will produce some new stuff.
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User is offline   Night Wolf 

#4098

Yeah Spiker that image is gone, why don't you look up the actual gun and use it as a reference?

Edit
I could probs give you those pointers again when I have time, I can still remember most of them.

This post has been edited by ozz: 28 October 2013 - 09:59 PM

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User is offline   Spiker 

#4099

 ozz, on 28 October 2013 - 09:56 PM, said:

Yeah Spiker that image is gone, why don't you look up the actual gun and use it as a reference?

Edit
I could probs give you those pointers again when I have time, I can still remember most of them.
That would be nice.
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#4100

I've started using LeoD's polymost pack, and it's made a big difference! :wub:

By the way, I wonder if it would be possible to make letters glow (like the clues on the wall) like they did in the original game when you have the night vision goggles on.

Just a suggestion.
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User is offline   Steveeeie 

#4101

I have some free time, vote on a model and I will make it so.

Same rules as before nothing organic.
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User is offline   TON 

#4102

I vote for a 3d model of billboard base. You need it for your udk map :D

Posted Image

This post has been edited by TON: 11 January 2014 - 02:10 PM

2

User is offline   LeoD 

  • Duke4.net topic/3513

#4103

 TON, on 11 January 2014 - 02:05 PM, said:

I vote for a 3d model of billboard base.
Tile 1059 is used only once in the whole game. Turning it into a model might make it even more obvious that it is actually misplaced in its E1L1 location anyway. Plus, a model for this one might interfere with sprite art in user maps.

My choice would be:Attached Image: 4430.pngAttached Image: 4433.png

hrp_todo.txt said:

Models: Props (5 remaining)
---------------------------
4430-4432 (broken fuse 1) - highres sprites done; model needed
4433-4435 (broken fuse 2)
4455
4480 (broken cable) pal 0/10/13/14 - highres sprites done; modelled versions?
4884 (broken light?)


Steeeevie, would you mind fixing/moving the broken hydrant model which currently clips into the ground? Then both hydrant models could be put into the repo.

EDIT: Oh, and IIRC there's a set of wooden textures which awaits completion... :D

This post has been edited by LeoD: 11 January 2014 - 02:37 PM

1

User is offline   0815Jack 

#4104

 LeoD, on 11 January 2014 - 02:33 PM, said:

Tile 1059 is used only once in the whole game. Turning it into a model might make it even more obvious that it is actually misplaced in its E1L1 location anyway. Plus, a model for this one might interfere with sprite art in user maps.

My choice would be: 4430.png 4433.png


Steeeevie, would you mind fixing/moving the broken hydrant model which currently clips into the ground? Then both hydrant models could be put into the repo.

EDIT: Oh, and IIRC there's a set of wooden textures which awaits completion... :D


the NON destroyed versions of 4430-4432 (broken fuse 1) & 4433-4435 (broken fuse 2) are already made.......would be nice if the new models would match the old ones somehow... or also redone

This post has been edited by 0815Jack: 12 January 2014 - 03:22 AM

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User is offline   Mark 

#4105

Do the non destroyed versions turn into the destoyed versions when hit? If so then it would make sense to have them all remade at the same time. But if they don't , having seperate versions would be fine.

I always thought tiles 513 514 515 should be modeled. I've seen them in a lot of maps and if they had a little bit of thickness as a model they would look way better. But then this might be another one of those cases where it may mess up the 2D sprite alignments in those older maps. I actually had made those as models for my own personal copy of the game. Somewhere over the last year I noticed they were missing from my Eduke testbed folder along with a few others and never bothered to remake them.

This post has been edited by Mark.: 12 January 2014 - 09:04 AM

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User is offline   Steveeeie 

#4106

You guys :D .. I have time to do an item .. not 4 ;)
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User is offline   LeoD 

  • Duke4.net topic/3513

#4107

 Steveeeie, on 13 January 2014 - 03:04 PM, said:

You guys :D .. I have time to do an item .. not 4 :D
Then just take your pick. ;)
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User is offline   neoacix 

#4108

 LeoD, on 11 January 2014 - 02:33 PM, said:

Tile 1059 is used only once in the whole game. Turning it into a model might make it even more obvious that it is actually misplaced in its E1L1 location anyway. Plus, a model for this one might interfere with sprite art in user maps.

My choice would be: 4430.png 4433.png


I totaly agree with LeoD, even if I have not vote option in here. :D

Making Tile 1059 a 3D-model would ruin a lot of user maps, including my own, while this here needs a real polish:
Attached Image: 4430.pngAttached Image: 4433.png

I use them in my map and I wished that they were 3D-models, or at least, Hi-Res textures.

This post has been edited by dpax: 13 January 2014 - 05:49 PM

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User is offline   Steveeeie 

#4109

Can somebody upload all of the variants please.
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#4110

The return of the Palm-Tree

About a year ago I made the duke nukem 3d palm tree within Speedtree. I've spent a very long time to get it absoutely right. Then it went into oblivion (no idea what happened, but the tree was gone).
Now i've lifted my lazy ass and finally re-created the tree. It won't EVER look that good again, but at least it's something.

Here goes the new HRP Duke Nukem 3D palm-tree, with normal, specular maps and all that stuff.
Unfortunately it won't look that good in-game. The current state is something like 0.7
It can still be improved a bit. But I've spent hours to get it into the game. So this will be the release for now.

see other thread for package
Simply put this package within your autoload directory.
It will replace both tree's with the new model. There are NO animations (unlike the nice swaying animation the previous tree had).
Unless someone tells me how to add an animation or I will figure it out (in case it simply works the usual way, with joints).
Otherwise it will stay lifeless within the game and do nothing more than mock your gameplay.

Posted Image
(look very far into the picture)

Posted Image

Oh, and you can also download two other packages in my other thread to get back the original fire/explosion graphics and the older shotgun as seen in the screenshot, to make HRP 5.3 bearable.

This post has been edited by BuddhaMaster: 15 January 2014 - 05:02 PM

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