Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 161 Pages +
  • « First
  • 13
  • 14
  • 15
  • 16
  • 17
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   Hendricks266 

  • Weaponized Autism

  #421

I'll tell you what's overkill... the Alien Queen skins. 20MB.

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.
0

User is offline   Roma Loom 

  • Loomsday Device

#422

Maybe Plagman will hack palmaps support back in or something like this. TX said that palmaps technology written by hunter_rus was way too hackish or something but I hope there's another way around...
0

User is offline   Danukem 

  • Duke Plus Developer

#423

View PostRoma Loom, on Dec 21 2009, 10:34 PM, said:

Maybe Plagman will hack palmaps support back in or something like this. TX said that palmaps technology written by hunter_rus was way too hackish or something but I hope there's another way around...



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.
0

User is offline   Tea Monster 

  • Polymancer

#424

GT 1750 did the skins for the Queen. I think it was actually 'Ilovefoxes' (I think) who came up with a way of layering the skins so that the electric effect works.

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

0

User is offline   Roma Loom 

  • Loomsday Device

#425

View PostDeeperThought, on Dec 22 2009, 05:15 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.

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.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #426

View PostTea Monster, on Dec 22 2009, 09:33 AM, said:

GT 1750 did the skins for the Queen. I think it was actually 'Ilovefoxes' (I think) who came up with a way of layering the skins so that the electric effect works.

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

0

User is offline   Roma Loom 

  • Loomsday Device

#427

I think I have already posted this texture, but since now it's in SVN it could be just reposted
Posted Image
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#428

You could probably stand to put a bit more wear and tear on tile 4304 there.
0

User is offline   Roma Loom 

  • Loomsday Device

#429

Sounds good. Both the sentence and the suggestion :lol:
0

User is offline   NightFright 

  • The Truth is in here

#430

Since the latest changes to the SVN make another HRP Update rather useless, I have decided to compile a new full release (v4.2.049 Preview, 399MB) and put it onto my Duke4.net webspace. The link is included in my signature below. I have also announced this on our HRP Project site (hrp.duke4.net) as some sort of "Christmas" version, along with some info for less experienced users about how to update.

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

0

User is offline   Tea Monster 

  • Polymancer

#431

I just thought that making a different skin for each pal is a very in-elegant and generally crap way of claiming to have "solved" the problem.
0

User is offline   gt1750 

#432

There's something weird with HRP svn - textures.def I got from yesterday's checkout missed quite a lot of stuff and ~12kB in size. But when I look at textures.def rev.49 on svn, the definitions seem to be there. WTF?

This post has been edited by gt1750: 28 December 2009 - 11:12 AM

0

User is offline   Roma Loom 

  • Loomsday Device

#433

View Postgt1750, on Dec 28 2009, 08:58 PM, said:

There's something weird with HRP svn - textures.def I got from yesterday's checkout missed quite a lot of stuff and ~12kB in size. But when I look at textures.def rev.49 on svn, the definitions seem to be there. WTF?


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...
0

User is offline   Plagman 

  • Former VP of Media Operations

#434

gt1750: did you have any local changes in textures.def when you tried to svn update? If svn doesn't manage to merge your changes with the incoming changes from the servers, it leaves it alone and marks the file as conflicted. You probably want to svn revert it if you don't care about your local changes; if not you'll have to merge it by hand and mark the conflict as resolved.
0

User is offline   NightFright 

  • The Truth is in here

#435

I updated from rev. 37 to 49 with zero problems. Seems to me like your textures.def did not get updated somehow.
0

User is offline   Roma Loom 

  • Loomsday Device

#436

and another one
Posted Image
0

User is offline   Spiker 

#437

Looks amazing.......... as usual :lol:
0

User is offline   gt1750 

#438

I'm working on some normalmaps and specularmaps, too:

Posted Image Posted Image Posted Image Posted Image

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.
0

User is offline   Spiker 

#439

Not sure about the last one but the first three look perfect to me :lol:
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#440

I couldn't imagine how those windows would look like if reflective...
0

User is offline   NightFright 

  • The Truth is in here

#441

No need to kill the framerate, man. ^^ I looks pretty decent already, if you ask me. :lol:
0

User is offline   LeoD 

  • Duke4.net topic/3513

#442

Looks good but the damaged concrete might be better off with sharper edges.
0

User is offline   gt1750 

#443

I forgot to post 764 with proper diffuse texture where I toned down the directional lighting and accented the edges:

Posted Image

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

Posted Image

View PostLeoD, on Dec 30 2009, 03:43 PM, said:

Looks good but the damaged concrete might be better off with sharper edges.


Sharper edges? Please explain, I can't think of any on that texture.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#444

In the first of the four screenshots it looks a bit like someone has been sanding the concrete after the explosion.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#445

View Postgt1750, on Dec 31 2009, 03:51 AM, said:

I forgot to post 764 with proper diffuse texture where I toned down the directional lighting and accented the edges:

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. :lol:
0

User is offline   Roma Loom 

  • Loomsday Device

#446

Nice windows gt1750/. Did you fill the glass part with complete white color or there's some sort of dirt applied? Since you haven't submitted any of them to SVN, you might want to make some experiments with dirty glass on the windows... Reflective windows were in Plagman's todo list, but simple cubemap reflection support would be cool enough too...
0

#447

View Postgt1750, on Dec 30 2009, 05:08 AM, said:

I'm working on some normalmaps and specularmaps, too:


I think they look brilliant! :lol: WOAH!
0

User is offline   Roma Loom 

  • Loomsday Device

#448

i have to work as fast as possible to make some textures at the office, since I have an s-ips display there. While everybody is raping each other in Team Fortress 2 during the brake at the office - I'm raping 3ds max :lol:
Posted Image
0

User is offline   Skulldog 

#449

When I use Polymer Hrp I get alot of lag and Frame Rate goes into red, as low as 7 fps in some places on the map.
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

0

User is offline   NightFright 

  • The Truth is in here

#450

I think you have picked the wrong thread for a troubleshoot request, pal. ^^
0

Share this topic:


  • 161 Pages +
  • « First
  • 13
  • 14
  • 15
  • 16
  • 17
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options