
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#511 Posted 13 January 2010 - 02:13 PM
#512 Posted 13 January 2010 - 03:33 PM
In terms of the art direction, you guys really need to work on the "atomic" logo.
#513 Posted 13 January 2010 - 05:54 PM
Hendricks266, on Jan 13 2010, 04:33 PM, said:
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
#515 Posted 14 January 2010 - 02:25 AM
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
#516 Posted 14 January 2010 - 03:08 PM
#518 Posted 19 January 2010 - 06:07 PM
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
#519 Posted 20 January 2010 - 09:29 PM
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
#520 Posted 20 January 2010 - 10:28 PM

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
#521 Posted 20 January 2010 - 11:34 PM
High Treason, on Jan 20 2010, 11:28 PM, said:
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?
#522 Posted 21 January 2010 - 12:04 AM
is work being done already to redraw the 2d character sprites to hi-res as well?
#523 Posted 21 January 2010 - 12:18 AM
#524 Posted 21 January 2010 - 12:33 AM
This post has been edited by Spiker: 21 January 2010 - 12:35 AM
#525 Posted 21 January 2010 - 12:51 AM
hogsquadsniper, on Jan 21 2010, 09:04 PM, said:
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?
#526 Posted 21 January 2010 - 01:34 AM
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.
#528 Posted 21 January 2010 - 07:47 AM
#529 Posted 21 January 2010 - 08:25 AM
hogsquadsniper, on Jan 21 2010, 09:34 AM, said:
its time this should be done.
EHCB, on Jan 21 2010, 03:47 PM, said:
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


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.
#530 Posted 21 January 2010 - 08:37 AM

#531 Posted 21 January 2010 - 09:55 AM

This post has been edited by gt1750: 21 January 2010 - 09:55 AM
#532 Posted 21 January 2010 - 11:37 AM
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.
#533 Posted 23 January 2010 - 10:30 AM
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.
#534 Posted 24 January 2010 - 02:08 PM

#535 Posted 24 January 2010 - 07:31 PM
http://eduke32.svn.sourceforge.net/viewvc/...p;revision=1594
Quote
#536 Posted 28 January 2010 - 10:45 AM
Tea Monster, on Jan 24 2010, 03:08 PM, said:

... and render the sprites from them.
#537 Posted 30 January 2010 - 05:40 PM
should we update the HRP to do list to include normal maps and other new polymer features ?
#538 Posted 31 January 2010 - 01:42 PM
Tea Monster, on Jan 28 2010, 10:45 AM, said:
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)
#539 Posted 31 January 2010 - 04:05 PM
atlas, on Jan 30 2010, 05:40 PM, said:
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/
#540 Posted 16 February 2010 - 10:36 AM

