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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   NightFright 

  • The Truth is in here

#511

Over here, you should post stuff which looks as close to the original tiles as possible, just in highres. This also goes for the menu tiles. It's still impressive work, but unfortunately it cannot be used in the HRP. For #2492, you might come up with some different, however.
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User is offline   Hendricks266 

  • Weaponized Autism

  #512

NightFright said it. The point of the HRP is to recreate the old art, not to add new art that looks "cool".

In terms of the art direction, you guys really need to work on the "atomic" logo.
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User is offline   TURBOKID 

#513

View PostHendricks266, on Jan 13 2010, 04:33 PM, said:

NightFright said it. The point of the HRP is to recreate the old art, not to add new art that looks "cool".

In terms of the art direction, you guys really need to work on the "atomic" logo.


Yeah we would you see buuuuut...No.
I started the new menu thread for this reason. I don't think we should work on anything just because it don't look like the original art.
It is alternative (Though stevie says his isn't it still is)
And you say "you guys really need to work on the "atomic" logo" This makes no sense at all. We are all making our own alternative art, we are not working on one set of screens together so each one is different. Unless you are saying all our atomic logos suck then you are talking nonsense.

Oh and if that is the case then someone needs to work on doing a recreation of the 3DR screen at the beginning because i am pretty sure Duke 3D was made by them not "Duke Nukem 3D High Resolution Pack" ;)

This post has been edited by DISRUPTOR: 13 January 2010 - 06:00 PM

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User is offline   TURBOKID 

#514

In fact here. I done it for you.
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User is online   gt1750 

#515

There is a reason for 3DRealms logo not being used in the HRP title screens or re-created art. I believe it has something to do with them distancing from HRP because it's not made or supported by the company. This was sorted long ago when Parkar and others started working on the HRP.

So if you want to make a wothy screen replacing the current HRP title screen, it should:

- NOT contain 3DRealms logo or picture of Duke used in the very next screen
- say Duke Nukem 3D High Resolution Pack so the players know they are using it
- look good show and some effort
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User is offline   NightFright 

  • The Truth is in here

#516

As I wrote, #2492 is the only screen where you have some sort of artistic liberty since you can come up with something that just looks cool (while still fitting into the game, of course) and telling you that you are using HRP contents. #2493 was an exception because this was used with explicit permission of 3DR.
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#517

VERY, VERY GOOD!!! ;) :P :D
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User is offline   SwissCm 

#518

It looks pretty crappy anyway. Note to Disruptor: Photoshop filters don't automatically make things look better.

Steveeeie's work is good, it would be a nice secondary option since it looks a lot like the artwork for the 360 Arcade version of Duke3D (I see it has the same font too). An alternate menu pack that went in that direction would be pretty interesting but would likely require con and menu editing to get it looking good (menu editing can only be done by modifying the source code at the moment).

This post has been edited by SwissCm: 19 January 2010 - 06:11 PM

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#519

OPEN QUESTION TO ALL WHO HAVE ANSWERS

would you have to fiddle with the source code to redraw the enemies sprites?
seeing as how this is the art forum

This post has been edited by hogsquadsniper: 20 January 2010 - 09:30 PM

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#520

Edit: Not again, wrong bloody page this time ;)

I'll post this anyway, but first to answer hogsquadsniper if by Redraw you mean change them, no, you can do it in a .def file, read up on those here: http://wiki.eduke32....ki/DEF_Language - what you'd do is make one in notepad, the top line should say "include Duke3d.def" without the quotes to make sure the HRP still loads (I often forget to do this myself) that is if you are using the hrp.

I'm not sure as to wether you are technically in the right thread... but no problems.


Now, my original post;

The original fire looped badly anyway... I've often wondered if it wouldn't be better to have a model of fire instead? that way there could be as many frames as we wanted - and doesn't eduke try to smoothe model animations?

It'd be hard to do though I expect... Or would it? I'm gonna experiment tomorrow if I remember, I may have just figured out a kludgy way of doing it (My moddeling is crap, but if my idea works I'll dump it in the moddeling thread so someone good can copy me)

Just a thought, you probably won't see me post in this thread again, I normally just read it, but right now this seems like I'm saying something "constructive" - but I've been awake 20 hours and could be mistaken.

This post has been edited by High Treason: 20 January 2010 - 10:34 PM

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User is offline   Rellik 

#521

View PostHigh Treason, on Jan 20 2010, 11:28 PM, said:

I've often wondered if it wouldn't be better to have a model of fire instead? that way there could be as many frames as we wanted - and doesn't eduke try to smoothe model animations?

It'd be hard to do though I expect... Or would it? I'm gonna experiment tomorrow if I remember, I may have just figured out a kludgy way of doing it (My moddeling is crap, but if my idea works I'll dump it in the moddeling thread so someone good can copy me)

Plain modeled fires usually look worse than sprite fires AFAIK.

The best fires these days are done with shaders, but I don't know jack about shaders other than it would require coding and such.

Does Polymer have some sort of shader system that could do fires/explosions/etc?
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#522

just so i can get this cleared here......
is work being done already to redraw the 2d character sprites to hi-res as well?
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#523

Like a 2D HRP? Not that I am aware of, but it's funny you should mention it because I was toying with a very similar idea before opening the forums again (i rendered one of the stripper models to image files), It's certainly possible, and shouldn't be too hard to do for the most part.
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User is offline   Spiker 

#524

Even in the most recent games fire is a set of textures. Model will never get the same accuracy of animation when it comes to burning flames.

This post has been edited by Spiker: 21 January 2010 - 12:35 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#525

View Posthogsquadsniper, on Jan 21 2010, 09:04 PM, said:

just so i can get this cleared here......
is work being done already to redraw the 2d character sprites to hi-res as well?

huh?
The characters are 3d models. Have you even downloaded the HRP?
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#526

@The Commander
yes i have,
but i feel it would be of great importance to redraw the character sprites as well.
for the Duke3d/2d enthusiasts

@Treason
we should talk more into specifics about this man,
its time this should be done.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#527

Ah, now I understand what you mean.
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User is offline   EHCB 

#528

I'd like that, pretty much just because I'm itching to draw some high-res cartoony enemies for a Duke mod and I can't for the life of me figure out how I'd go about writing the def file.
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#529

View Posthogsquadsniper, on Jan 21 2010, 09:34 AM, said:

we should talk more into specifics about this man,
its time this should be done.



View PostEHCB, on Jan 21 2010, 03:47 PM, said:

I'd like that, pretty much just because I'm itching to draw some high-res cartoony enemies for a Duke mod and I can't for the life of me figure out how I'd go about writing the def file.


Well, if we're going for a 2D HRP or if you want help on, I can difinitely be there to help out with it, I am the Retro Gamer after all :P so 2D is my kinda thing. Other users would probably give us a hand with things as well. My only worry is that anything I touch round here tends to fail ;)
But I always though making stuff and helping to make stuff is the best part of any project.

I could certaily render models into 2D (if the HRP team don't mind that is) and tell you how to do it as well and I can certainly help out with def files, which aren't too hard once you know how and I suspect you would probably be able to do it yourself pretty quickly.
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User is offline   Spiker 

#530

Hey guys, if you are retro gamers so what's wrong with 8 bit sprites? I don't mind playing the game with or without HRP but I think that making highres versions of 2d sprites is at least odd so to say ;)
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User is online   gt1750 

#531

I wonder if this HD sprite project ever leaves the theoretical phase. There have been ideas like that ever since the initial versions of HRP were released. You guys should know that it would a shitload of work to make good looking HD sprites for monsters that have 50 or so frames. There might be some performance issues as well, considering the amount od png files in the memory at once (well this was a considerable issue back in 2005 ;) ).

This post has been edited by gt1750: 21 January 2010 - 09:55 AM

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#532

gt1750 said it was an issue 05,
now where in 2010 so a new era has dawned.
and there is a lot of enemy sprites thats why i feel the workload should be shared.

and to EHCB
the sprites would have to be drawn in a simple yet detailed way,
so maybe anime style would be the way to go (im just saying, i havent settled on that my self.)

@spiker
theres nothing wrong the old sprites to say the least.
but it be nice to walk down memory lane without it stretching and looking all blocky when i shoot it.
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User is offline   atlas 

#533

i still always play using the 8-bit software renderer. i mean the work that the HRP has done is pretty amazing, but i always preferreed 8-bit.

i would still love, however, to see duke nukem 3d 8-bit textures taken a new level. im still kinda pushing to see if we can get normal maps on the 8 bit textures (which i already know is alot of work but it would be incredibly worth it.) for me, the hrp and eduke32's greatest potential is not to change the art from the original game but take the art and build upon it (with normal maps and spotlighting, etc etc)

this is only my philosophy.
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User is offline   Tea Monster 

  • Polymancer

#534

... and of course, the biggest wheeze is that the best way of doing this is to make highly detailed, sculpted models ;)
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User is offline   Hendricks266 

  • Weaponized Autism

  #535

@Tea Monster:
http://eduke32.svn.sourceforge.net/viewvc/...p;revision=1594

Quote

Model normal mapping support. This calculates the averaged texture-tangent basis for every face of every model when loading them, so this change will make startup times a lot worse until we implement a way to cache the computed models to disk.

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User is offline   Tea Monster 

  • Polymancer

#536

View PostTea Monster, on Jan 24 2010, 03:08 PM, said:

... and of course, the biggest wheeze is that the best way of doing this is to make highly detailed, sculpted models ;)


... and render the sprites from them.
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User is offline   atlas 

#537

hey everyone,

should we update the HRP to do list to include normal maps and other new polymer features ?
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User is offline   TURBOKID 

#538

View PostTea Monster, on Jan 28 2010, 10:45 AM, said:

... and render the sprites from them.


I don't wish to get attacked but all I will say is if this ever gets kicked off I can do a whole truckload of 3d sprites.
So I would be glad to help out with any that need doing. Just saying.
(Goes back into hiding)
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User is offline   Plagman 

  • Former VP of Media Operations

#539

View Postatlas, on Jan 30 2010, 05:40 PM, said:

hey everyone,

should we update the HRP to do list to include normal maps and other new polymer features ?


Nowadays the HRP to-do list is pretty much what's missing from the SVN. I.e. what's not there https://svn.eduke32.com/polymer_hrp/
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User is offline   Roma Loom 

  • Loomsday Device

#540

though I'm basically making walls for lunar episode lately, I decided to re-make something that I often see playing e1l1 <_<
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