Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4141 Posted 02 April 2014 - 06:04 AM
Thanks for the info!
#4142 Posted 02 April 2014 - 10:38 AM
#4143 Posted 02 April 2014 - 10:56 AM
#4144 Posted 02 May 2014 - 07:29 AM
http://svn.eduke32.c...rev=348&peg=348
I used the hires Manual Cover scan to Remake this texture.
Cover Scan Link: http://imagizer.imag...agebitmap4h.png
If someone wants to give it another try there is the source art:
http://ronniesmithar...2/DukeNukem.jpg
#4146 Posted 02 May 2014 - 01:20 PM
Hendricks266, on 02 May 2014 - 10:21 AM, said:
#4148 Posted 05 May 2014 - 06:12 AM
Hendricks266, on 02 May 2014 - 01:23 PM, said:
THX. Last time I compared tools the difference was far less significant.#4149 Posted 05 May 2014 - 07:40 AM
#4150 Posted 05 May 2014 - 08:51 AM
Plagman, on 05 May 2014 - 07:40 AM, said:
#4151 Posted 05 May 2014 - 10:27 AM
#4153 Posted 16 May 2014 - 11:22 PM
This is the current code in the hrp zip
// Black Clock (1060) model "highres/sprites/props/1060_clock.md3" { scale 1.5 shade 0 skin { pal 0 surface 0 file "highres/sprites/props/1060_clock.png" } skin { pal 0 surface 1 file "highres/sprites/props/1060_clock.png" } frame { name "Frame0" tile 1060 } } // Black Clock Broken (1067) model "highres/sprites/props/1067_clockbroken.md3" { scale 1.5 shade 0 skin { pal 0 file "highres/sprites/props/1067_clockbroken.png" } frame { name "idle" tile 1067 } }
I tried adding ' skin { pal 5 surface 0 file "highres/sprites/props/1060_clock_5.png" } and skin { pal 5 surface 5 file "highres/sprites/props/1060_clock_5.png" }' under the last skin line, and nothing happened. I'm trying to add a Japanese clock to the pal set.
Have also tried this in my custom folder
texture 1060 { pal 1 { file "CustomT/highres/sprites/props/1060_clock_1.png" } } texture 1067 { pal 1 { file "CustomT/highres/sprites/props/1067_clockbroken_1.png" } }
#4154 Posted 16 May 2014 - 11:32 PM
// Black Clock (1060) model "highres/sprites/props/1060_clock.md3" { scale 1.5 shade 0 skin { pal 0 surface 0 file "highres/sprites/props/1060_clock.png" } skin { pal 0 surface 1 file "highres/sprites/props/1060_clock.png" } skin { pal 5 surface 0 file "highres/sprites/props/1060_clock_5.png" } skin { pal 5 surface 1 file "highres/sprites/props/1060_clock_5.png" } frame { name "Frame0" tile 1060 } } // Black Clock Broken (1067) model "highres/sprites/props/1067_clockbroken.md3" { scale 1.5 shade 0 skin { pal 0 file "highres/sprites/props/1067_clockbroken.png" } skin { pal 5 file "highres/sprites/props/1067_clockbroken_5.png" } frame { name "idle" tile 1067 } }
A frame uses the skins most recently defined above it. See how the Trooper monster model uses a different skin for the dead frames than all the others.
#4155 Posted 17 May 2014 - 12:47 AM
#4156 Posted 17 May 2014 - 04:50 AM
1337DirtAlliance, on 17 May 2014 - 12:47 AM, said:
#4157 Posted 17 May 2014 - 08:41 AM
I had to have my CustomT def file read:
// Black Clock (1060) model "highres/sprites/props/1060_clock.md3" { scale 1.5 shade 0 skin { pal 0 surface 0 file "highres/sprites/props/1060_clock.png" } skin { pal 0 surface 1 file "highres/sprites/props/1060_clock.png" } skin { pal 5 surface 0 file "CustomT/sprites/props/1060_clock_5.png" } skin { pal 5 surface 1 file "CustomT/sprites/props/1060_clock_5.png" } frame { name "Frame0" tile 1060 } } // Black Clock Broken (1067) model "highres/sprites/props/1067_clockbroken.md3" { scale 1.5 shade 0 skin { pal 0 file "highres/sprites/props/1067_clockbroken.png" } skin { pal 5 file "CustomT/sprites/props/1067_clockbroken_5.png" } frame { name "idle" tile 1067 } }
I was just calling out just the added sprite in that def and the only thing that would change is the clipboard icon.
#4158 Posted 06 June 2014 - 01:37 AM
Other than that, it's time to send out a ping regarding HRP content activity. After taking a quick look at the SVN changelogs, I guess not too much new stuff has been added in the last few months that would really justify a refresh release in the very near future - unless I am mistaken.
It'd be great to check
- where we are regarding our to-do list (episode content completion especially --> is the list link in my signature still up-to-date?)
- whether any major stuff is still in the pipeline by anybody (remakes of important models, textures or anything completely new).
This post has been edited by NightFright: 06 June 2014 - 01:39 AM
#4159 Posted 07 June 2014 - 12:22 PM
#4160 Posted 07 June 2014 - 04:51 PM
NightFright, on 06 June 2014 - 01:37 AM, said:
Drek, on 07 June 2014 - 12:22 PM, said:
#4161 Posted 11 September 2014 - 12:05 PM
#4162 Posted 11 September 2014 - 01:02 PM
#4163 Posted 11 September 2014 - 01:23 PM
#4164 Posted 13 September 2014 - 01:14 AM
I have a question regarding the texture recreation process, I prefer to post here than making a separated topic just for it: when you have a non-power-of-two asset to remake, do you remake it with keeping the resolution ratio or do you remake it as a power-of-two texture?
Thank you in advance
#4165 Posted 13 September 2014 - 06:27 AM
#4167 Posted 11 December 2014 - 05:42 PM
#4168 Posted 11 December 2014 - 06:05 PM
this is just the thread for any WIP stuff to be shown off
actual releases of the complete HRP in a pack can be found here: http://hrp.duke4.net/
.
be sure to also get the latest Eduke32 which you will need for the newest HRP to actually work
http://www.eduke32.com/
This post has been edited by splitterface: 11 December 2014 - 06:08 PM
#4169 Posted 11 December 2014 - 06:09 PM
All I can think to add is that you can grab newer snapshots of EDuke32 from http://dukeworld.duk...ke32/synthesis/ though of course they aren't always as stable as the "current" release.
There was also an SVN repository for the HRP but I cannot remember the address and using it is tedious sometimes.
This post has been edited by High Treason: 11 December 2014 - 08:08 PM
#4170 Posted 14 December 2014 - 12:15 PM
Anyway, if you guys wish for it, I could recompile another refresh release - but I need to test it first which might take a bit. Also it needs to be coordinated with the comm in case any of you still has stuff they want to get added before. Could be done before new year still (if there is nothing major in the pipeline), though - my holidays start after coming Friday.
This post has been edited by NightFright: 14 December 2014 - 12:18 PM