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 

  • 1,269

#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

2

User is offline   Sgt Jack V 

  • 5

#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 online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,252

  #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 Jack V 

  • 5

#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 online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,252

  #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 Jack V 

  • 5

#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 online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,252

  #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 Jack V 

  • 5

#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 online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,252

  #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 Jack V 

  • 5

#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 online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,252

  #4331

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

User is offline   Sgt Jack V 

  • 5

#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 online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,252

  #4333

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

User is offline   Sgt Jack V 

  • 5

#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
  • 1,708

#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

0

User is online   Mark. 

  • Honored Donor
  • 1,818

#4336

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

User is offline   Tea Monster 

  • Polymancer
  • 1,708

#4337

Like Duke got lubed up with baby oil before going out to fight aliens.
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 and all comments are owned by their posters. Yes, our forum uses cookies. © 2004-2017 Duke4.net and Voidpoint, LLC

Enter your sign in name and password


Sign in options