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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   LeonV 

#4831

I'm checking back in on the HRP in what must be, oh, over ten years? Great to see this is still going! So quick and dumb question. I assume that the current download of the HRP in the downloads section does not include a whole bunch of recent additions? So, if I wanted to try out this updated enforcer skin, I'd have to download it separately and add it to the right subfolder in the autoload folder?

View Postgt1750, on 08 April 2025 - 10:37 AM, said:

Thanks!

I've updated the Enforcer, download HERE

Attachment duke0067.png

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User is offline   NightFright 

  • The Truth is in here

#4832

Not much has been added to the HRP repository since the last official release. You really aren't missing much, I'm afraid. Those new skins for the Pigcop and Enforcer are the only thing (besides the widescreen menu tiles I had requested before) and I didn't have time to check them out yet.

Also there isn't any sort of quality assurance in place. I'm unable to upload anything since a while. Even if I were, I dunno if I should without getting some feedback first.

That being said, I'd still like to get that widescreen update done at some point. IIRC we ran into an alignment issue with the statusbar that we haven't really been able to resolve until now, though.
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#4833

I was just about to ask about the updates since the last release. LeonV beat me to it

I'm probably going to download the packs yet again to see how it all fares on my newest computer

I tried downloading the Vaca and NWinter HRPs the SVN way, but they're not working anymore, and apparently you need some kind of USERNAME and PASSWORD for the svn.eduke link

This post has been edited by darkprince227: 05 August 2025 - 07:28 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #4834

View Postdarkprince227, on 05 August 2025 - 06:40 AM, said:

I tried downloading the Vaca and NWinter HRPs the SVN way, but they're not working anymore, and apparently you need some kind of USERNAME and PASSWORD for the svn.eduke link

If you use "http" and not "https", the link should support anonymous checkout. If that doesn't work, we will have to figure something else out. My plan is still to merge the HRP parts of my packs into the main HRP and have the port load them automatically.
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#4835

View PostHendricks266, on 05 August 2025 - 09:34 AM, said:

If you use "http" and not "https", the link should support anonymous checkout. If that doesn't work, we will have to figure something else out. My plan is still to merge the HRP parts of my packs into the main HRP and have the port load them automatically.


Maybe it's my browser, but whenever I delete the s from https and press ENTER is just goes right to the "https" anyway :angry:

Yeah, merging the HRP addon backs into the main would be a great idea.
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#4836

Maybe an update from the HRP including Hendricks' packs, plus the few little things that have been added, would be a good idea? It might also reignite some interest in the project?
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User is offline   Besli 

#4837

Remade sprite 4456

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User is offline   Besli 

#4838

Remade sprite 4930

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User is offline   Besli 

#4839

Remade sprite 4930

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User is offline   Besli 

#4840

Remade sprite 0498

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User is offline   Besli 

#4841

Remade sprite 4519

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User is offline   0815Jack 

#4842

very interesting approach.... judging by the first pic I assume use some sort of AI......
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User is offline   NightFright 

  • The Truth is in here

#4843

... Which is definitely not the proper style for this project.
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User is online   Phredreeke 

#4844

and what is the proper style of the project? :lol:

She reminds me of Eliza Dushku btw
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User is offline   DNS 

#4845

View PostPhredreeke, on 11 August 2025 - 11:30 AM, said:

and what is the proper style of the project? :lol:


Exactly.



HRP has always been a mishmash group effort which is to be expected when you have more than 1-2 individuals contributing assets all using different styles/techniques to a single project.

Why nightfright is taking it upon himself to gatekeep it and be the decider when belsi's attempted contributions are objectively better than the flat, bland contrast lacking assets they seek to replace is illogical.

I'm not the biggest fan of ai generated from scratch crap art either but when used and refined as a tool to enhance what already exists with superior results I have no problem with it.

Either way, I would love to see at minimum widescreen friendly tiles added to HRP and any other improvements are a bonus. So unless nightfright wants to take it upon himself to redo every single art asset/model within the mod himself in the exact same style to maintain consistency, I see no reason that he should be turning away improved contributions under a false premise.

Repackage the project, test it and then let users enjoy it. You don't need to do anything else at this point.

This post has been edited by DNS: 25 September 2025 - 02:28 PM

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User is offline   NightFright 

  • The Truth is in here

#4846

We still haven't managed to get widescreen assets working properly, at least regarding the status bar. No idea what's causing the bar to be aligned incorrectly, but well. As for "gatekeeping": I was mainly referring to the first image which was too realistic, at least the way I see it. Anyway, I'll try to add Besli's contributions once I have figured out a way to access the SVN repo again somehow. Right now I can only check out files, which isn't more than anybody else can do at this point.

For what it's worth, here is an (untested) version of latest HRP (SVN r743), 853 MB.
(No clue what's going on with Duke4.org file server, d/l links for uploads don't work.)
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User is online   Phredreeke 

#4847

This is the first I hear about there being problems with the widescreen status bar.

Have you defined a low res tile for the status bar?
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User is offline   NightFright 

  • The Truth is in here

#4848

This was the issue, back from Feb 2024, and so far nobody has really presented a proper solution AFAIK. It turned out the Megaton bar works, while Roma Loom's version doesn't, even though it sticks to the measures of the original tile. My last finding regarding the matter was this. With the texture definition this seems to be pretty hard.
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User is online   Phredreeke 

#4849

I think either you're gonna have to make the HRP status bar conform to the layout of the original (which is stretched vertically by the game as it was designed for a 320x200 aspect ratio) or you are gonna have to rewrite the HUD code so as to position the numbers where they are on the new tile.
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User is offline   NightFright 

  • The Truth is in here

#4850

I don't remember if the menu tiles (which we already have in the HRP since ages) have the same issue. They are basically always squeezed into the 4:3 frame, regardless how wide they are. I think the only way to pull off the status bar is to use the (hacky) Megaton bar as template for the dimensions. I don't remember any more how it was for the menu tiles, but the issue was similar, I believe.

Otherwise, the remaining widescreen to-do list isn't very long, thanks to Roma:
[x] 2445 (help screen)
[x] 2456 (menu background)
[x] 2462 (statusbar)
[x] 2492 (3DR logo)
[x] 2493 (title screen)
[ ] 2500 (Duke Ten screen)
[x] 2504 (PP credits)
[x] 2505 (DN3D credits)
[ ] 2506 ("Thank You")
[x] 3240 (tally screen: city)
[x] 3245 (tally screen: space)
[x] 3280 (story screen)
[x] 3281 (level loading)
[x] 3292 (ep.1 end)
[x] 3293 (ep.2 end)

Those two missing screens might actually be redundant since they don't matter for regular gameplay.
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User is offline   DNS 

#4851

View PostNightFright, on 26 September 2025 - 05:13 AM, said:

We still haven't managed to get widescreen assets working properly, at least regarding the status bar. No idea what's causing the bar to be aligned incorrectly, but well. As for "gatekeeping": I was mainly referring to the first image which was too realistic, at least the way I see it. Anyway, I'll try to add Besli's contributions once I have figured out a way to access the SVN repo again somehow. Right now I can only check out files, which isn't more than anybody else can do at this point.

For what it's worth, here is an (untested) version of latest HRP (SVN r743), 853 MB.
(No clue what's going on with Duke4.org file server, d/l links for uploads don't work.)


The current first image isn't great to begin with. It's not even immediately apparent that it's a woman based on the facial features being so crude. I guess it depends on how you feel about "photo-realiatic" assets within the game. I've never seen anyone complain about this in official addons like "Penthouse Paradise".

The status bar has been optional since at least Atomic Edition. Versions before that I don't know since this was the first version of the game that I personally played on PC around 1999 as my introduction to Duke Nukem came from the N64. Myself along with many others choose not to use the status bar HUD because of how much of the weapon spites it covers due to how low they are presented on screen.

If you can't figure out how to properly implement it at this time, could you not release an interim version of HRP with a note mentioning that the full screen HUD is not yet functional for those of use that don't care because we don't use it?
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User is offline   NightFright 

  • The Truth is in here

#4852

As admirable as your interest in the HRP is, I must tell you that what has gathered in the last 10-15 years is hardly worth mentioning. I don't want to talk down what others have been doing in the meantime, it is an admirable effort with a lot of dedication, but it's almost nothing that really sticks out. If it wasn't for Besli's recently posted signs or gt1750's reskins for the Pigcop and Enforcer, there'd be literally nothing. Roma's widescreen assets are cool, but they don't work, at least not the way they should, and these would be the main reason to create a new release.

Sure, I can compile a new version, but expectations will be high and people will be disappointed if they don't spot any differences. Either way, I'll try to take a look at the SVN repo these days to see what's what. Right now however it seems my IP has been blocked again after some failed attempts to do SVN commits - I can only access these forums and anything related to it with a slow VPN.

I managed to upload the new content by Besli, gt1750 and Roma (widescreen stuff deactivated for now), anyway:
Updated HRP build (r746), 912 MB
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User is offline   NightFright 

  • The Truth is in here

#4853

Update: I'll be damned. Got it working. Statusbar AND menu replacements!

Posted Image
Don't ask me why, can just tell you how:
texture 2462 { pal 0 { file "highres/screen/hud/2462_statusbar_wide.png" orig_sizex 428 orig_sizey 34 artquality } }


One issue remains:
The widescreen level ending screens (3240, 3245) don't match the animated Duke patches, the images shift a bit to the right. I've tried to change orig_sizex of the background images, but it never matches up 100%.

-------------------------------

Also, regarding our pre-existing widescreen assets, some of them could be enhanced/remade to have bigger resolutions. Ideal would be 1920x1080, to match Roma Loom's assets. For now, I have resized these for proper dimensions:
2492 (HRP logo screen) - 1549x864
3240 (Level end: City) - 1360x768 *
3245 (Level end: Space) - 1360x768 *

3291 (ep.1 end) - 1360x768
3292 (ep.1 end) - 1360x768

These ones should be OK, but look kinda squished. I cut them slightly in height to 1080p:
3281 (Nuke logo) - 1920x1200
2493 (Duke3D title) - 1920x1200

* 3240+3245 (plus their corresponding patches for Duke animations, 3241-3244 and 3246-3249) should be redone in 1980p from scratch, if possible. It's a pain in the ass to fit resized parts together again.
1

User is offline   DNS 

#4854

Glad to see progress being made.

The current assets are probably fine for an interim release assuming you can get them aligned eventually like the status bar HUD.
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User is offline   NightFright 

  • The Truth is in here

#4855

Let's not rush things. The level ending screens are messed up with widescreen replacements. This needs to be figured out. As mentioned in my previous post, they might need to be completely reworked. I can't find any setting that makes everything look right, and in this case it needs to be pixel-perfect. Nevertheless, I was able to get the widescreen feature much closer to where I've always wanted it to be than I thought.

My current to-do list before a new release:
- Proper level ending screens (3240-3249) in 1080p
- Create new HUD boxes to match new statusbar design (20, 30, 31, 33) Done by myself (Sep 30)
1

User is online   Mark 

#4856

I made this 2-3 years ago. It was slightly smaller so I resized it to the asked for 1920 x 1080. If it fits the style close enough, go ahead and use it. Blur the boobs if required. Its up to you guys if the conversion to duke 8 bit palette would require touchup. I'm a 32 bit guy so my opinion is heavily biased towards yes. My guess is it might not be usable because its not a close enough match to the other screens with duke in them.

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This post has been edited by Mark: 28 September 2025 - 05:51 AM

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User is offline   DNS 

#4857

View PostNightFright, on 27 September 2025 - 03:08 PM, said:

Let's not rush things. The level ending screens are messed up with widescreen replacements. This needs to be figured out. As mentioned in my previous post, they might need to be completely reworked. I can't find any setting that makes everything look right, and in this case it needs to be pixel-perfect. Nevertheless, I was able to get the widescreen feature much closer to where I've always wanted it to be than I thought.

My current to-do list before a new release:
- Proper level ending screens (3240-3249) in 1080p
- Create new HUD boxes to match new statusbar design (20, 30, 31, 33)


There is no rush of course.

However, there's a significant difference between completely new assets being made due to a personal want and making the currently available assets work with the only factor preventing it from working being a trial and error process of finding the right formula of dimensions. Just a couple of days ago you were having issues with the status bar HUD and another user even said that to make it work might require a code rewrite. That turned out not to be true.

I believe you will eventually figure it out. If new assets are ever made they would likely be the same dimensions anyway so they would be direct drop in replacements. My point is that there isn't a need to hold this up waiting for new art to be made when the current tiles available in the widescreen folder are fine for the time being.

This post has been edited by DNS: 28 September 2025 - 06:53 PM

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User is offline   NightFright 

  • The Truth is in here

#4858

Not all of them are fine, that's the point. Right now the Duke animation frames are sort of "jittering" in front of the new widescreen background. That's not acceptable. I need to figure out how to match them up properly, but I don't even understand how it was done in the first place. The game/port will apparently always place the frames in the same spot and all you can do is mess around with the dimensions of the background, but there's always a bit missing or too much, it seems.

Just to be clear: Those widescreen assets are the ONLY reason I'm considering a new release at all. There isn't pretty much anything else worth mentioning, so this has to be working flawlessly. Especially after all this time.
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User is online   Phredreeke 

#4859

I think you'd need to adjust the X offsets for the tile being replaced, as I assume the new screen moves Duke's position on screen.
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User is offline   NightFright 

  • The Truth is in here

#4860

Would make sense since you also have to alter the dimensions (x/width) of the original tile for this sort of hack to work. Will try!

*Update*
Sadly, it doesn't seem to do the trick. Also scaling isn't the right approach. It may depend on the right combo of values for background and animation frames. Won't give up just yet.

In the meantime, I've made the new HUD frames (20, 30, 31, 33) by myself, taken from Roma's widescreen HUD. Wasn't that hard. Finally those frames are straight and not weirdly getting narrower towards the top.
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