LeoD, on 08 October 2013 - 09:13 AM, said:
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4081 Posted 08 October 2013 - 09:16 AM
#4082 Posted 08 October 2013 - 02:34 PM
Spiker, on 08 October 2013 - 09:07 AM, said:
calling people crazy will get you no help.
#4083 Posted 08 October 2013 - 03:16 PM
#4084 Posted 08 October 2013 - 11:19 PM
ReaperMan, on 08 October 2013 - 02:34 PM, said:
Mark., on 08 October 2013 - 03:16 PM, said:
This post has been edited by Spiker: 08 October 2013 - 11:20 PM
#4085 Posted 09 October 2013 - 06:48 AM
ReaperMan, on 08 October 2013 - 02:34 PM, said:
Mark., on 08 October 2013 - 03:16 PM, said:
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.
#4086 Posted 14 October 2013 - 01:11 PM
This post has been edited by NightFright: 14 October 2013 - 01:11 PM
#4087 Posted 14 October 2013 - 03:15 PM
#4088 Posted 14 October 2013 - 11:48 PM
I took that screenie with r4103 x64 btw.
This post has been edited by NightFright: 15 October 2013 - 12:10 AM
#4089 Posted 15 October 2013 - 12:14 PM
#4090 Posted 16 October 2013 - 11:03 PM
Spiker, on 15 October 2013 - 12:14 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?
#4091 Posted 17 October 2013 - 12:34 AM
ozz, on 16 October 2013 - 11:03 PM, said:
If I still have it I'll repost it.
Are you thinking about redoing the shotgun?
#4093 Posted 19 October 2013 - 12:38 PM
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?!?!?!
#4094 Posted 19 October 2013 - 12:42 PM
^ get this.
The current HRP is designed with polymer in mind, so it doesn't quite work right with polymost
#4095 Posted 19 October 2013 - 12:43 PM
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
#4096 Posted 20 October 2013 - 03:04 AM
here's what I'm doing tonight.
old release:
HD version:
#4097 Posted 26 October 2013 - 12:42 AM
blackhatred, on 17 October 2013 - 05:39 AM, said:
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.
#4098 Posted 28 October 2013 - 09:56 PM
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
#4099 Posted 30 October 2013 - 02:44 AM
ozz, on 28 October 2013 - 09:56 PM, said:
Edit
I could probs give you those pointers again when I have time, I can still remember most of them.
#4100 Posted 26 December 2013 - 02:43 PM
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.
#4101 Posted 11 January 2014 - 01:14 PM
Same rules as before nothing organic.
#4102 Posted 11 January 2014 - 02:05 PM
This post has been edited by TON: 11 January 2014 - 02:10 PM
#4103 Posted 11 January 2014 - 02:33 PM
TON, on 11 January 2014 - 02:05 PM, said:
My choice would be:
hrp_todo.txt said:
---------------------------
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...
This post has been edited by LeoD: 11 January 2014 - 02:37 PM
#4104 Posted 12 January 2014 - 03:20 AM
LeoD, on 11 January 2014 - 02:33 PM, said:
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...
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
#4105 Posted 12 January 2014 - 09:03 AM
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
#4107 Posted 13 January 2014 - 03:32 PM
Steveeeie, on 13 January 2014 - 03:04 PM, said:
#4108 Posted 13 January 2014 - 05:48 PM
LeoD, on 11 January 2014 - 02:33 PM, said:
I totaly agree with LeoD, even if I have not vote option in here.
Making Tile 1059 a 3D-model would ruin a lot of user maps, including my own, while this here needs a real polish:
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
#4110 Posted 15 January 2014 - 05:00 PM
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.
(look very far into the picture)
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