I've just noticed that also the game stretches the original statusbar by height a bit and I was calculating mine from the ingame screenshot, that's why it went wrong
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4801 Posted 17 February 2024 - 11:13 AM
#4803 Posted 17 February 2024 - 11:33 AM
NightFright, on 17 February 2024 - 11:21 AM, said:
So I guess this means adjustments are needed?
Yeah, I see no choice rather than add a bit more metal to the sides
#4804 Posted 17 February 2024 - 11:51 AM
By pure trial and error, I've found that something like 2220x174 would do the trick. (Your current statusbar resized to 1920px, then extended by 150px on each side (white is placeholder space):
It may not be exact math, but it gives you an idea about how much extension is needed.
Cons:
- Ammo display isn't perfectly centered
- Whole image apparently gets squeezed/compressed
I still believe the only way to make it look right is with Megaton-like measures. Even if it defies common logic. You'll end up with a distorted image otherwise.
It may not be exact math, but it gives you an idea about how much extension is needed.
Cons:
- Ammo display isn't perfectly centered
- Whole image apparently gets squeezed/compressed
I still believe the only way to make it look right is with Megaton-like measures. Even if it defies common logic. You'll end up with a distorted image otherwise.
#4805 Posted 17 February 2024 - 05:46 PM
I have made some of my source files available on GitHub. Perversely, for the monsters and props from HHR that were never used in the HRP as they were deemed to be too far away from the original designs.
I don't mind going through my archive and uploading some stuff.
I don't mind going through my archive and uploading some stuff.
#4806 Posted 18 February 2024 - 12:26 AM
That'd be great. If not for the HRP itself, maybe Github can be used for storing source files. Even though that can also get a bit heavy regarding filesize...
#4807 Posted 18 February 2024 - 05:40 AM
ok
here are the source files to my contributions. I don't have Photoshop anymore, so I can't edit anything
hrp_0815Jack.zip (7.09MB)
Number of downloads: 118
here are the source files to my contributions. I don't have Photoshop anymore, so I can't edit anything
hrp_0815Jack.zip (7.09MB)
Number of downloads: 118
#4808 Posted 18 February 2024 - 01:02 PM
Nice to see a bit of work (however fleeting!) happening here.
#4809 Posted 18 February 2024 - 01:42 PM
Hey, we still don't have all textures together, you know. Once the menu stuff is handled, if anyone feels up to it... The to-do list is still good.
#4810 Posted 24 February 2024 - 01:29 PM
Was procrastinating with some other Duke related stuff, I'll put PNG here for now, and then upload PSD with help layers to create this tile from scratch after I'll handle the text related routine.
[edit] reuploaded the pic
[edit] reuploaded the pic
This post has been edited by Roma Loom: 24 February 2024 - 02:00 PM
#4812 Posted 24 February 2024 - 02:04 PM
NightFright, on 24 February 2024 - 01:54 PM, said:
Maybe could be a bit darker, but otherwise very good.
yep, I've tried to match it to Duke3D color/levels-wise quickly but it started to look not that metal shiny. I'll try next time with fresh look
#4813 Posted 24 February 2024 - 02:38 PM
Oh, found the way to convert it to indexed color image with pure Duke3D palette
#4814 Posted 24 February 2024 - 03:53 PM
Great. Like this the text overlays should also be much easier to read.
#4815 Posted 01 March 2024 - 11:49 AM
This post has been edited by Roma Loom: 01 March 2024 - 12:25 PM
#4816 Posted 01 March 2024 - 12:08 PM
Looks really good! Also a very solid font choice. I guess the other tiles should be a bit easier after this one.
#4817 Posted 01 March 2024 - 12:14 PM
NightFright, on 01 March 2024 - 12:08 PM, said:
Looks really good! Also a very solid font choice. I guess the other tiles should be a bit easier after this one.
Thanks, the font was not a choice but rather getting eye cancer while making vector shapes off 5 pixel tall letters :harold_hiding_the_pain:
But now we have TTF of it which will be uploaded once the PSD is done with all them screens
This post has been edited by Roma Loom: 01 March 2024 - 12:15 PM
#4818 Posted 03 March 2024 - 01:45 PM
#4819 Posted 03 March 2024 - 02:09 PM
Faster than I thought! Now we need to figure out a way to use these without looking distorted. But I think it's only the statusbar which may cause issues. At least the way it is right now.
#4820 Posted 04 March 2024 - 02:38 PM
This works almost with orig_sizex 428 orig_sizey 34, nuke logo is stretched a bit but as I've learned from discord channel:
I've launched megaton and saw the same problem with nuke sign - stretched a bit.
So as much as I judge all this stuff I still gonna finish those lunar apocalypse textures from to-do list.
Quote
Hendricks266:
DOS Build uses non-square pixels
The assets are 320x200 but they are applied as 320x240
DOS Build uses non-square pixels
The assets are 320x200 but they are applied as 320x240
I've launched megaton and saw the same problem with nuke sign - stretched a bit.
So as much as I judge all this stuff I still gonna finish those lunar apocalypse textures from to-do list.
#4821 Posted 04 March 2024 - 02:51 PM
Those still hadn't been done? I thought Ep.4 was the only one left by now. Well, the more, the merrier.
#4822 Posted 24 May 2024 - 05:59 PM
Truly, an inspiration!
Could you maybe drop a kinda dot point of what the goals are for this project so I can maybe tackle some of them and help too please? I'd really love to be a part of something like this with you guys.
Could you maybe drop a kinda dot point of what the goals are for this project so I can maybe tackle some of them and help too please? I'd really love to be a part of something like this with you guys.
This post has been edited by JacketAU: 24 May 2024 - 06:00 PM