
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#421 Posted 21 December 2009 - 08:35 PM
The alien queen could benefit form some sort of skin layering ability.
base: color
level 2: markings, eyes
level 3: yellow eye markings
level 4: electricity
level 5: death blood
Tea Monster already tried to do something similar by using glowmaps, but if your graphics card doesn't support them or you have them turned off, the Queen model doesn't work entirely.
#422 Posted 21 December 2009 - 10:34 PM
#423 Posted 22 December 2009 - 07:15 AM
Roma Loom, on Dec 21 2009, 10:34 PM, said:
When palmaps were in, no one ever did much with them, despite a few failed attempts. So obviously they were too difficult to work with and/or people weren't interested. If there were another method that just worked on the existing skins/textures that would be ideal.
#424 Posted 22 December 2009 - 07:33 AM
Palmaps would be great if they could be implemented. At the moment, we need a separate skin (read: separate PNG file) for each pal implementation. So if you imagine that there are 5 pal settings for a particular critter skin, then that's 5x the amount of megabytes in the pack. Then times that by all the different skins and tiles and then you can see how the pack's size balloons.
This post has been edited by Tea Monster: 22 December 2009 - 07:38 AM
#425 Posted 22 December 2009 - 10:12 AM
DeeperThought, on Dec 22 2009, 05:15 PM, said:
It was defcode that I failed to comprehend, but making masks for alternate pals is pretty easy, though time consuming if you have no texture sources.
#426 Posted 22 December 2009 - 11:56 AM
Tea Monster, on Dec 22 2009, 09:33 AM, said:
Palmaps would be great if they could be implemented. At the moment, we need a separate skin (read: separate PNG file) for each pal implementation. So if you imagine that there are 5 pal settings for a particular critter skin, then that's 5x the amount of megabytes in the pack. Then times that by all the different skins and tiles and then you can see how the pack's size balloons.
Somewhere TX listed all the problems with palmaps, but I can't find it. Here's what I remember:
- used a ton of memory
- not implemented as well as glowmaps
- based around the Duke 3D palette
- essentially created new skin textures on the fly
- poor performance
- lack of control over result
In a world where you can buy 1 TB of storage for $100, the drain on performance outweighs the amount of hard drive space used.
This post has been edited by Hendricks266: 22 December 2009 - 11:58 AM
#427 Posted 23 December 2009 - 02:40 PM
#428 Posted 23 December 2009 - 09:53 PM
#430 Posted 24 December 2009 - 04:48 AM
I hope this is in the interest of everyone - you should expect something for the holidays, anyway. ^^
This post has been edited by NightFright: 24 December 2009 - 04:57 AM
#431 Posted 24 December 2009 - 09:50 AM
#432 Posted 28 December 2009 - 10:58 AM
This post has been edited by gt1750: 28 December 2009 - 11:12 AM
#433 Posted 28 December 2009 - 11:59 AM
gt1750, on Dec 28 2009, 08:58 PM, said:
You're probably getting corrupted/incomplete file. I don't have such a problem here... I'd blame the server, but it seems it's pretty stable last days, doesn't give me errors like before...
#434 Posted 28 December 2009 - 12:35 PM
#435 Posted 28 December 2009 - 06:25 PM
#438 Posted 30 December 2009 - 05:08 AM




Tile 852 (damaged concrete) was simply crazybumped while the building normals are based on heightmaps created by me. I'm still learning this stuff so I need some opinions.
#439 Posted 30 December 2009 - 05:33 AM

#440 Posted 30 December 2009 - 05:37 AM
#441 Posted 30 December 2009 - 06:30 AM

#442 Posted 30 December 2009 - 06:43 AM
#443 Posted 30 December 2009 - 06:51 AM

And this is how 723 looks like near the cinema sign:

LeoD, on Dec 30 2009, 03:43 PM, said:
Sharper edges? Please explain, I can't think of any on that texture.
#444 Posted 30 December 2009 - 07:05 AM
#445 Posted 30 December 2009 - 07:14 AM
gt1750, on Dec 31 2009, 03:51 AM, said:
And this is how 723 looks like near the cinema sign:
Sharper edges? Please explain, I can't think of any on that texture.
http://www.moddb.com/engines/eduke32/image...derer6#imagebox
Thanks for the good picture for promotion.

#446 Posted 30 December 2009 - 12:24 PM
#447 Posted 30 December 2009 - 12:32 PM
gt1750, on Dec 30 2009, 05:08 AM, said:
I think they look brilliant!

#448 Posted 30 December 2009 - 01:00 PM


#449 Posted 30 December 2009 - 02:37 PM
It Looks good but game play is crappy. Would a newer video card fix this?
Processor: AMD Athlon 64 X2 Dual Core Processor 6000+ (3016 MHz)
Operating System: Windows Vista Ultimate, 64-bit (Service Pack 2)
System Memory 4 Gig
DirectX version: 11.0
GPU processor: GeForce 8600 GT
Driver version: 195.62
CUDA Cores: 32
Core clock: 540 MHz
Shader clock: 1188 MHz
Memory clock: 400 MHz (800 MHz data rate)
Memory interface: 128-bit
Total available graphics memory: 2303 MB
Dedicated video memory: 512 MB
System video memory: 0 MB
Shared system memory: 1791 MB
Video BIOS version: 60.84.43.00.81
IRQ: 18
Bus: PCI Express x16
This post has been edited by Skulldog: 30 December 2009 - 02:39 PM