Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4231 Posted 10 October 2015 - 04:31 AM
#4232 Posted 10 October 2015 - 04:43 AM
This post has been edited by Tea Monster: 10 October 2015 - 04:44 AM
#4233 Posted 10 October 2015 - 08:50 AM
#4234 Posted 10 October 2015 - 09:18 AM
This post has been edited by Mark.: 10 October 2015 - 09:19 AM
#4235 Posted 10 October 2015 - 09:23 AM
#4238 Posted 10 October 2015 - 09:37 PM
#4239 Posted 11 October 2015 - 01:47 AM
With what CM said, I think Doom works much better for these HR replacements as everything is cut and dried in the level design. In Duke, everything is very freeform, you can take textures and use them to make other items. I can make a car or a staircase out of bits of sprites of other items. In Doom you don't have that freedom. 'Here is a sprite of a bloody altar', it will be a bloody altar and that's it. So there is no ambiguity when putting stuff together.
I think the only real 'fix' for this in Duke would be to edit the maps so that they work correctly with HR content. Once you do that, you are going to want to do things like making nice, unblocky caves and cars - stuff that you just can't do unless you have either models or a more modern engine or both.
Mark - Make Human is there for human creation. They used to be really ropey (trans: blehhh!), but it looks like they have improved the base meshes and topology so it would be usefull for making people.
Oh, what happened to the baby in the fetus jar?
This post has been edited by Tea Monster: 11 October 2015 - 01:57 AM
#4240 Posted 11 October 2015 - 09:17 AM
Tea Monster, on 11 October 2015 - 01:47 AM, said:
He grew up.
#4241 Posted 11 October 2015 - 09:19 AM
#4242 Posted 11 October 2015 - 04:37 PM
Tea Monster, on 11 October 2015 - 01:47 AM, said:
ReaperMan, on 11 October 2015 - 09:17 AM, said:
#4243 Posted 12 October 2015 - 12:03 AM
I hope I am wrong and interest in the HRP will be rekindled eventually. Throughout the years, lots of stuff has accumulated which is kinda outdated now and pales in comparison with later additions. Achieving some kinda homogenuous quality regarding HRP contents would be a nice goal, even if we may never manage to complete asset replacements for all the episodes.
This post has been edited by NightFright: 12 October 2015 - 02:27 AM
#4245 Posted 12 October 2015 - 05:15 AM
NightFright, on 12 October 2015 - 12:03 AM, said:
I hope I am wrong and interest in the HRP will be rekindled eventually. Throughout the years, lots of stuff has accumulated which is kinda outdated now and pales in comparison with later additions. Achieving some kinda homogenuous quality regarding HRP contents would be a nice goal, even if we may never manage to complete asset replacements for all the episodes.
The problem I think, and this is with ALL DUE RESPECT to those who work on the engine, the lack of major functional polish to Polymer, and the breakage in multiplayer. I think if Polymer was running much faster and the multiplayer was as plug and play as it was supposed to be we'd see a resurgence in getting faithful high res content back into the game.
It's a shame that the new 3D Realms was not able to release the Duke3D source files in their entirety. Things like the RAW JSJ recordings, the 3D models used to render sprites, maybe some of the source image files used for the textures that might allow truer-to-form HD remakes.
Also, I think the HRP really needed better management in terms of who was going to do what. Human characters should be handled by one person, props by another, and weapons by another. That way everything in a particular "set" would look consistent. As it stands, all the varying quality and shifts in style makes things look fairly jumbled.
#4246 Posted 12 October 2015 - 07:07 AM
NightFright, on 12 October 2015 - 12:03 AM, said:
I hope I am wrong and interest in the HRP will be rekindled eventually. Throughout the years, lots of stuff has accumulated which is kinda outdated now and pales in comparison with later additions. Achieving some kinda homogenuous quality regarding HRP contents would be a nice goal, even if we may never manage to complete asset replacements for all the episodes.
It would be awesome to see a resurge in activity. There are also lots of models in the addon packs that haven't even been touched yet.
As I've probably said before, I know next to nothing about making models, textures, programming or anything like that so all I can do is mention glitches wherever I find them.
Whatever happens, best of luck to everybody. I'll be watching from wherever I am.
#4247 Posted 12 October 2015 - 03:22 PM
Daedolon, on 12 October 2015 - 12:38 AM, said:
Looks like E4L1
#4248 Posted 13 October 2015 - 12:11 AM
#4249 Posted 21 November 2015 - 01:19 PM
Lizard Trooper Polymer PAL Skins
http://www.filedropp...polymerpalskins
"monster.def" to overwrite is included.
#4250 Posted 21 November 2015 - 02:31 PM
That's without your skins, using the highpal swap system in Polymer. Polymost users may appreciate the skins a lot more.
#4251 Posted 21 November 2015 - 02:49 PM
Drek, on 21 November 2015 - 02:31 PM, said:
That's without your skins, using the highpal swap system in Polymer. Polymost users may appreciate the skins a lot more.
So then, It means that I have created a solution for that part of users.
Unless it is planned to completely eradicate the polymost render in the future...
This post has been edited by Fantinaikos: 21 November 2015 - 02:53 PM
#4252 Posted 21 November 2015 - 03:18 PM
Fantinaikos, on 21 November 2015 - 02:49 PM, said:
Unless it is planned to completely eradicate the polymost render in the future...
^your new skins in polymost, looking good, only complaint here may be the blood color doesn't match the original sprites pal, those should all still be red, see above post with highpal swaps, they match 8bit properly.
^your new skins in Polymer, not so hot, probably the detail or spec map interfering.
Now for my 2 cents on making polymost alt pal skins... I would define the skin to a tile on the hud, then use polymers highpal to automagically generate skins by changing the pal of the texture. Screenshot, crop and done
#4253 Posted 21 November 2015 - 06:09 PM
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The blood it was my complaint also, i admit that i just say "meh" to that. Maybe I'd think about it later.
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Yeap, definitively i don't remember to have done an orange armour.
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Unfortunately my game just crashes on polymer render and apparently highpals are enabled only on it. So i can't realize the idea.
What can i do for now is provide a quick fix for green and red liz troops, most commons on the original game, based on what i can see in your image.
#4254 Posted 21 November 2015 - 07:41 PM
Fantinaikos, on 21 November 2015 - 01:19 PM, said:
Lizard Trooper Polymer PAL Skins
http://www.filedropp...polymerpalskins
"monster.def" to overwrite is included.
There is no use for these. The Polymer model is not intended for use with Polymost, and as Drek pointed out, the highpal system takes care of the variations for Polymer. For the model to be used feasibly in Polymost, its diffuse, normal, and specular maps would need to be loaded into a 3D modeling program, and then have shading baked onto a new texture*. Repeat for every alt-pal. However, your alt-pals are far too inaccurate to the original palette to be included. With some work, it should be possible to apply highpal to images offline.
If you want to play in Polymost, use LeoD's Polymost override pack.
#4255 Posted 22 November 2015 - 10:38 AM
Off topic: Sorry, Fantinaikos, as some things turned out other than expected, I haven't found the time to take a closer look at your WG Realms 2 HRP.
This post has been edited by LeoD: 22 November 2015 - 10:40 AM
#4256 Posted 21 March 2016 - 03:11 PM
#4257 Posted 01 April 2016 - 04:23 AM
nvm i found out it was some weird-ass adware browser plugin
that somehow got itself installed which added the links
This post has been edited by splitterface: 01 April 2016 - 11:07 AM