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

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 145 Pages +
  • « First
  • 143
  • 144
  • 145
  • 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   Hank 

  • 1,637

#4321

Thanks Mark, I thought it's an EDuke32 issue. Thus, normals are fixable. :) See below
Attached Image: ductOpt2.jpg
The diffuse has now a faked depth added and the normal is a more common normal with a simpler height map.

For those that like the looks
http://www.mediafire...HRPDuctOpt2.zip
it contains tiff files, so you can use any compression you want.


in your .def file, I recommend the following
texture 342
{
	pal 0 { file "textures/0342_d.png" }
	normal { file "textures/0342_n.png" parallaxbias 0 parallaxscale 0.01 }
	// the other textures are called from the HRP set!!
}


added.
Those did not look right when lighting is applied. So I fixed the faked depth effect to a fair compromise, I think, and added the banked-up duct tile 343 into the set. The broken tile # 341, I simply set the parallaxbias and parallaxscale to 0.

new file
http://www.mediafire...PIssuedOpt2.zip

new image
Attached Image: ductOpt2b.jpg

Those that still want the first version, just PM me and I'll send it. :)

The things I don't know could fill libraries.

This post has been edited by Hank: 08 January 2017 - 08:41 PM

3

User is offline   Sgt Nate V 

  • 8

#4322

This is for those who cannot run with the maphacks.

DOWNLOAD REMOVED AT MY OWN REQUEST

Now this is for people who want the polymost maphacks for the polymer HRP.

EDIT: SVN build version.

Attached File(s)



This post has been edited by Newcomer: 23 March 2017 - 09:28 AM

0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,904

  #4323

What purpose does this serve? You can disable Polymer lights in EDuke32's settings.

All you're doing is breaking the model rotation fixes.
0

User is offline   Sgt Nate V 

  • 8

#4324

View PostHendricks266, on 19 March 2017 - 01:57 PM, said:

What purpose does this serve? You can disable Polymer lights in EDuke32's settings.

All you're doing is breaking the model rotation fixes.

It's for those who can run polymer by default and pre-5.1 versions without maphacks, but not 5.1 and newer in standard polymer.
TL;DR For people who can only run polymer lights and not shadows.

EDIT:This is for those who want to use the old font.

DOWNLOAD REMOVED AT MY OWN REQUEST

EDIT: Updated version of Old Font based on latest SVN build of HRP.

To use with the SVN build, Delete the folder "redfont", in \highres\screen\fonts\.

Attached File(s)



This post has been edited by Newcomer: 23 March 2017 - 09:27 AM

0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,904

  #4325

View PostNewcomer, on 19 March 2017 - 03:02 PM, said:

It's for those who can run polymer by default and pre-5.1 versions without maphacks, but not 5.1 and newer in standard polymer.
TL;DR For people who can only run polymer lights and not shadows.

Open the console with the default HRP and type "r_pr_shadows 0".

http://wiki.eduke32....onsole_commands

View PostNewcomer, on 19 March 2017 - 03:02 PM, said:

EDIT:This is for those who want to use the old font.

You need to do something about the _8b files too. I assume you want this to be a drop in over the existing HRP data, but you need to edit the .def file to remove the tilefromtexture definitions. The only other option is to manually assemble the v1.5 red font's art tiles, which would be a big waste of time.

If you don't, every letter of the redfont will be stretched out of proportion.
1

User is offline   Sgt Nate V 

  • 8

#4326

View PostHendricks266, on 19 March 2017 - 03:21 PM, said:

Open the console with the default HRP and type "r_pr_shadows 0".

True, but the lights around E1L1 make my FPS drop to 30.



View PostHendricks266, on 19 March 2017 - 03:21 PM, said:

You need to do something about the _8b files too. I assume you want this to be a drop in over the existing HRP data, but you need to edit the .def file to remove the tilefromtexture definitions. The only other option is to manually assemble the v1.5 red font's art tiles, which would be a big waste of time.

If you don't, every letter of the redfont will be stretched out of proportion.

It seems to be fine.

Attached thumbnail(s)

  • Attached Image: duke0005.png

0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,904

  #4327

View PostNewcomer, on 19 March 2017 - 05:29 PM, said:

True, but the lights around E1L1 make my FPS drop to 30.

r_pr_lighting 2

Same thing as changing "Dynamic lights" in Video Options to "Map only".

View PostNewcomer, on 19 March 2017 - 05:29 PM, said:

It seems to be fine.

Look at the 1.

Posted Image
0

User is offline   Sgt Nate V 

  • 8

#4328

View PostHendricks266, on 19 March 2017 - 05:50 PM, said:


Look at the 1.

Posted Image

Hmm. I notice it's thinner. How do I fix this? I'm not the best def coder.
0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,904

  #4329

The simplest way for your purposes is to find and replace all "tilefromtexture" with "// tilefromtexture". That said, I just pushed an update to the SVN that re-adds the files and defs for the v1.5 redfont. In the future, just remove the "/*" and "*/" surrounding the Red Font, Atomic Edition block in fonts.def, and add these markers around the v1.3D redfont block.
0

User is offline   Sgt Nate V 

  • 8

#4330

View PostHendricks266, on 19 March 2017 - 06:13 PM, said:

The simplest way for your purposes is to find and replace all "tilefromtexture" with "// tilefromtexture". That said, I just pushed an update to the SVN that re-adds the files and defs for the v1.5 redfont. In the future, just remove the "/*" and "*/" surrounding the Red Font, Atomic Edition block in fonts.def, and add these markers around the v1.3D redfont block.

Thanks, first option didn't work, but I'm compiling the latest SVN repo to use that.
0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,904

  #4331

I should have mentioned: do that in fonts.def.
0

User is offline   Sgt Nate V 

  • 8

#4332

View PostHendricks266, on 19 March 2017 - 06:26 PM, said:

I should have mentioned: do that in fonts.def.

None of it seemed to work, ditched it. Also, about the r_pr_lighting 2, My fps still drops to 30 in E1L1.

This post has been edited by Newcomer: 19 March 2017 - 06:40 PM

0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,904

  #4333

Then it may not be the lights at all. It may just be Polymer. :(
0

User is offline   Sgt Nate V 

  • 8

#4334

View PostHendricks266, on 19 March 2017 - 07:06 PM, said:

Then it may not be the lights at all. It may just be Polymer. :(

Actually, it's because I have an AMD card. Also, I'll be taking my downloads down, and replacing them with polymost maphacks for polymer.

This post has been edited by Newcomer: 20 March 2017 - 05:33 AM

0

User is offline   Tea Monster 

  • Polymancer
  • 1,909

#4335

Just testing some revisions for the keycard hands in Polymer. I'll post the file we are using soon.

Here it is. This fixes a lot of problems with 'Christmas Tree Ornament' hands in Polymer.

Attached File(s)



This post has been edited by Tea Monster: 25 June 2017 - 09:44 AM

1

User is offline   Mark. 

  • Honored Donor
  • 2,255

#4336

I'm assuming you mean the shiny gloss look on the hands?
0

User is offline   Tea Monster 

  • Polymancer
  • 1,909

#4337

Like Duke got lubed up with baby oil before going out to fight aliens.
0

User is offline   Tea Monster 

  • Polymancer
  • 1,909

#4338

Our Hollywood Holocaust map is out now.

Duke4 Release thread:
https://forums.duke4...aust-rethinked/

ModDB site and download
http://www.moddb.com...inked/downloads

This post has been edited by Tea Monster: 29 August 2017 - 12:47 AM

0

User is online   NightFright 

  • The Truth is in here
  • 750

#4339

Looking at the last time a new HRP was released (June 2015), it would really be about time to come up with a new package.

Sad reality is this: In the last 2.5 years, no considerable novelty was introduced that would make it really interesting or worthwhile to publish a new update. Most of the changes were "under-the-hood", e.g. more spec maps, maphacks, def tweaks etc. As great as it is, unfortunately it is nothing that an average user would probably notice.

Therefore, I humbly wish to ask if anyone is currently working on anything or willing to work on something in the near future that may show noticable changes ingame. Last to-do list from June 2016 should still be valid. Ep.2 and 3 retexturing is still not complete, even though only 6+7 textures are missing to achieve that milestone. Ep.3 is also in need of two models, one for Indy (1355) and another for a severed alien fetus head (1347).


This post has been edited by NightFright: 11 January 2018 - 06:04 AM

0

User is offline   Mark. 

  • Honored Donor
  • 2,255

#4340

I think we need some people to say if they would like to see TeaMonster's newest enemies from the HHR mod included or not. I'm assuming that since they are a big departure from previous models and sprites many will say no. But a poll would be best to know for sure.

Also, somebody found and posted higher res pics of developer's heads. So its possible to get those done with only working on the backround for each head. I remember showing how easy it was by doing one quickie example and hoped someone else would finish them. Since then I know we have a few more artists in the community capable of doing these.

This post has been edited by Mark.: 11 January 2018 - 06:25 AM

0

User is offline   darkprince227 

  • 13

#4341

View PostMark., on 11 January 2018 - 06:20 AM, said:

I think we need some people to say if they would like to see TeaMonster's newest enemies from the HHR mod included or not. I'm assuming that since they are a big departure from previous models and sprites many will say no. But a poll would be best to know for sure.


Well, I'd definitely say replace the strippers. The oily looking ones at the moment look ugly as sin, in my opinion :o

Pointing out bugs and badgering developers about unfinished addon packs since 6th July 2011!
0

User is online   NightFright 

  • The Truth is in here
  • 750

#4342

Can anybody maybe provide a link to Tea Monster's latest work? I somehow lost track of it. ^^
0

User is offline   spacekebab 

  • 12

#4343

View PostNightFright, on 11 January 2018 - 08:14 AM, said:

Can anybody maybe provide a link to Tea Monster's latest work? I somehow lost track of it. ^^


I think this https://forums.duke4...aust-rethinked/
0

User is offline   enderandrew 

  • 8

#4344

I'm probably out of the loop, but wasn't there some discussion a while back about what file format to store textures in? Compressed better for file size, or optimized for fast loading on your GPU with DDS textures? I don't remember the details.

Likewise are there existing texture replacements that might also need normal maps, bright maps or anything like that?

If you're going to do a big update I'm just wondering if you want to consider how to best package the HRP.

Edit: I hadn't seen HHR before but I think it looks great. I'd personally be all for including those new monsters (and maybe a few textures where applicable) in the HRP. If they are controversial, maybe make it an optional download?

This post has been edited by enderandrew: 11 January 2018 - 01:38 PM

0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,904

  #4345

Something that might be worthwhile is merging the DC HRP and the HRP portions of NW+ and Vaca+ into the mainline HRP, though this requires some EDuke32 changes to work well. I believe I've spoken to NightFright and LeoD about this in the past and the idea was received positively. Duke!ZONE II and NW share some textures so it would not be hard to throw together some defs to hook those up as well, for owners of the 3DR Anthology or Kill-A-Ton 2015.

View Postenderandrew, on 11 January 2018 - 01:25 PM, said:

I'm probably out of the loop, but wasn't there some discussion a while back about what file format to store textures in? Compressed better for file size, or optimized for fast loading on your GPU with DDS textures? I don't remember the details.

Nothing can be changed at the moment unless you want to outright downsize or JPEG-compress things. EDuke32 can technically load DDS files but they are decompressed to raw pixels in software, making them useless.
0

User is offline   Tea Monster 

  • Polymancer
  • 1,909

#4346

View PostNightFright, on 11 January 2018 - 08:14 AM, said:

Can anybody maybe provide a link to Tea Monster's latest work? I somehow lost track of it. ^^

It was literally one post above yours.
0

Share this topic:


  • 145 Pages +
  • « First
  • 143
  • 144
  • 145
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

Enter your sign in name and password


Sign in options