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

User is offline   Phredreeke 

#4711

I did some further tweaking afterwards

https://images-ext-1.discordapp.net/external/93MHLgit8Z9JGojdciepNJZxqTtHGApINNHKBI_0z70/https/i.imgsli.com/images/e14c5520-c6ed-42f0-996d-3a1e3e18c1c7.png

The sides of the boxes on the grey section have their sides straightened. The water on the map was replaced with an upscale using pixelperfect. The land parts of the map uses sourcetex2 (which was used for the whole map in the previous image I posted)

I ended up replacing the green sections on the sides again afterwards (the slightly curved edge was caused by me using the wrong palette when isolating the green parts of the image)

Both the grey bottom panel and the green sides used pixelperfect model with my redithering script (palettes applied manually for each section) while the various lights used spongebob reloaded-swag which was downscaled with a pixel offset. Again palettes were manually applied for each piece and for some intensity was boosted beforehand.
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User is offline   Mark 

#4712

I know its an optical illusion caused by the highlight and shading but the speaker grille and the panel to the left of it look like they angle up slightly on the right. Also the knobs on the right look bent. I don't have a pic of the original in front of me right now. Does it look like that too?
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User is offline   Phredreeke 

#4713

Posted Image
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User is offline   Mark 

#4714

The original looks straight to me.
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User is offline   MrFlibble 

#4715

I'm getting the feeling that the more we're trying to automate the upscale process, the more manual labour it requires to get these details straight.
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User is offline   Phredreeke 

#4716

Posted Image

The text MELTDOWN was copied from the HRP.

The radiation logo in the back was upscaled with Digipaint, then downscaled to 50% and processed with BCGone_detailed
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User is offline   Phredreeke 

#4717

After some feedback about tile 4933 (the first meltdown tile) I tweaked it a bit. Also did the nominal tile

https://cdn.discordapp.com/attachments/768066414706819082/853619085577289758/tile4931-4934.png
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User is offline   Phredreeke 

#4718

Posted Image

Using a combination of Spongebob-Reloaded SWAG and Pixelperfect.

YandereInpaint was used to remove the text from the picture, the result was then upscaled using Pixelperfect and overlaid over the upscale of the prior unlit frame (upscaled using Spongebob SWAG model interpolated slightly with XBRDD and downscaled with a pixel offset)

I palettised the image with a red only palette with dithering on and overlaid it using a mask (made by taking the red channel and subtracting the other two channels), the same mask was also used to add the brownish tint to the text layer below.
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User is offline   Mark 

#4719

Years ago when I made the previous HRP tiles for that I thought they looked great. I looked at them again and I see I could do much better today.
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User is offline   Phredreeke 

#4720

I've updated the green boxes. Top row is the original tile, bottom row is the old upscale, middle row is the new one

Attached thumbnail(s)

  • Attached Image: 0373-0375-comparison.png

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User is offline   Phredreeke 

#4721

I made this while upscaling the tile. it's tile 0373 except without the EDF logo (because I inserted it from a different tile later)

Maybe someone will find it useful... or maybe not I dunno.


OKAY this was meant to go in the community resource thread XD

Attached thumbnail(s)

  • Attached Image: tile0373-noedf.png


This post has been edited by Phredreeke: 16 June 2021 - 02:34 PM

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User is offline   Phredreeke 

#4722

Some questions
- Do we call this "Enhanced Resource Pack" or does anyone have any better name for it?
- Should it come with voxels out of the box? I want to avoid this from happening
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User is offline   Avenger 

#4723

View PostPhredreeke, on 18 June 2021 - 06:45 PM, said:

Some questions
- Do we call this "Enhanced Resource Pack" or does anyone have any better name for it?
- Should it come with voxels out of the box? I want to avoid this from happening


Voxels have nothing to do with high resolution.

Replacing a a 2D spite with a 3D model doesn't mean it's upscaled.

I'd think that including instructions within the zip on how to incorporate the two would make more sense.

Unless of course you have plans to upscale all the voxels as well. Then you could rename the project "HRVP" or something along those lines.

This post has been edited by Avenger: 21 June 2021 - 08:55 AM

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User is offline   Phredreeke 

#4724

I'd refer to NightFright's post regarding it

View PostNightFright, on 18 September 2020 - 06:49 AM, said:

Inspired by Lunick's suggestion over at another thread, I am proposing a new direction in order to compile a major new HRP release after all. We have been talking often about this in several threads on many occasions, but it's time to make it official.

The general idea is a complete overhaul of the pack regarding its core components, i.e. textures and sprite replacements. To put it short: Open trashcan, put highres textures and models we have inside (all of them, no regrets), close trashcan, forget about it and go ahead with adding more faithful and (far) more consistent artwork. Some of the work is actually already done.

HRP 5.0 should/could contain
1) AI upscales of all the original textures (with optional Vacation/DC/NWinter packs)
2) Voxel pack (instead of models)
3) Maphacks (we basically have them already, including necessary adjustments for voxels)
4) SC-55 Music Pack (as before)

The intention is to keep these four packs separate, i.e. it wouldn't be a single file, but any release would bundle those together. Advantage would be that updates for each of the components is possible at any time. Since basically only the voxel pack (with maphacks included) might receive updates after release, this would keep download size for general HRP updates fairly small.


Later in the thread several people suggested dropping the HRP name to avoid confusion with the old HRP, Tea Monster suggested Enhanced Resolution Pack. Since this pack wouldn't be limited to just textures and sprites I modified that slightly to Enhanced Resource Pack.

If you don't want to play with voxels it's as easy as writing r_voxels 0 in console to disable them

I would like to release this pack on July 1st, the 30th anniversary of the original Duke Nukem (I was initially hoping for April but it was far from ready by then). Last week I sent out a WIP copy of the pack to people for testing and aside from me failing to include the DEFs for Fox's skyboxes and some of the stripper's frames being less than stellar there doesn't seem to be any issues
I'm trying to package it in a way that an updated voxel pack can easily be dropped in by the user. One thing that won't happen for the first release will be Vaca/NW support. We can't conditionally load DEF files based on the expansion running, and none of the level textures for them are upscaled yet anyway.
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User is offline   Avenger 

#4725

View PostPhredreeke, on 21 June 2021 - 10:19 AM, said:

I'd refer to NightFright's post regarding it



Later in the thread several people suggested dropping the HRP name to avoid confusion with the old HRP, Tea Monster suggested Enhanced Resolution Pack. Since this pack wouldn't be limited to just textures and sprites I modified that slightly to Enhanced Resource Pack.

If you don't want to play with voxels it's as easy as writing r_voxels 0 in console to disable them

I would like to release this pack on July 1st, the 30th anniversary of the original Duke Nukem (I was initially hoping for April but it was far from ready by then). Last week I sent out a WIP copy of the pack to people for testing and aside from me failing to include the DEFs for Fox's skyboxes and some of the stripper's frames being less than stellar there doesn't seem to be any issues
I'm trying to package it in a way that an updated voxel pack can easily be dropped in by the user. One thing that won't happen for the first release will be Vaca/NW support. We can't conditionally load DEF files based on the expansion running, and none of the level textures for them are upscaled yet anyway.


I haven't tried any voxel packs in a while but when I did they were all low resolution similar to how the default game shipped so in that regard they wouldn't fit in and the HRP being redone from my understanding was mainly for consistency reasons.

If the newest voxels are of high resolution just like all the examples of the assets posted most recently in this thread then nightfright's system is ideal and a vast improvement from the previous pack.
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