Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#542 Posted 16 February 2010 - 03:06 PM
DISRUPTOR, on Jan 13 2010, 06:54 PM, said:
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"
In the stuff I'm doing. I'm aiming for "What would 3DR do if they had Gears of War tech back in 1995?", not "It has to look EXACTLY like the old sprites, lack of detail and all".
This post has been edited by Tea Monster: 16 February 2010 - 03:07 PM
#543 Posted 16 February 2010 - 03:08 PM
I really appreciate your ongoing efforts to polymerize the graphics. And I like jumping up and down.
This post has been edited by LeoD: 16 February 2010 - 03:14 PM
#544 Posted 16 February 2010 - 03:48 PM
#545 Posted 17 February 2010 - 12:45 AM
#546 Posted 17 February 2010 - 01:04 AM
Jokke_r, on Feb 17 2010, 12:45 AM, said:
I agree, and I have heard a lot of people make the same criticism. I wonder if it's really as simple as over saturation, though. Do you suppose if you made a Photoshop action to lower saturation and then ran it on a batch of all the offending textures, that the HRP would look better? Might be worth a try.
#547 Posted 17 February 2010 - 01:37 AM
#548 Posted 17 February 2010 - 04:15 AM
Everyone complains about the HRP stuff looking cartoony, but just look at the game's original sprites. Check out stuff like the Pig Cop sprite. What is real about any of the proportions on that? A lot of Duke Nukem 3D was done in a cartoony style. All the mood was in the lighting and the gameplay.
I think that once you get some moody Polymer lighting in there that more approximates the original game, then things will over all look a lot better.
Desaturating is an interesting idea. A freind of mine was playing FarCry 2 recently and its pretty much nearly Sepia toned. Same with GoW - the only color apart from shades of browny-gray is the blood. I got all nostalgic for vanilla Quake! Afterwards, I installed one of the Rayman games for the kids and I nearly got my eyes burned out. It really brought it home how they do things nowadays. I think that going for the whole, XBox Sepia effect is bad, but bringing a lot of the textures down a tad would be a good thing.
What Jokke_r said is a good idea. Not only for saturation purposes, but to flag textures that need fixing or re-doing to fit into the pack better. Go through a few levels and take screenies of Polymer and 8bit mode and just see what the differences really are.
This post has been edited by Tea Monster: 17 February 2010 - 04:19 AM
#549 Posted 17 February 2010 - 01:13 PM
Jokke_r, on Feb 17 2010, 10:45 AM, said:
I'll see what i can do. Also it could be normal map that would do the trick once the support for it is implemented.
#550 Posted 19 February 2010 - 07:31 AM
#551 Posted 19 February 2010 - 02:46 PM
#552 Posted 20 February 2010 - 02:10 AM
This post has been edited by NightFright: 20 February 2010 - 02:12 AM
#553 Posted 20 February 2010 - 02:51 AM
#554 Posted 20 February 2010 - 08:37 AM
NightFright, on Feb 20 2010, 12:10 PM, said:
Anyway I have few pending "almost finished" tasks like new hud devastator, freezer, batty's minigun and few textures for lunar episode that requires attention atm...
#555 Posted 20 February 2010 - 10:03 AM
This post has been edited by KareBear: 20 February 2010 - 10:04 AM
#556 Posted 20 February 2010 - 10:20 AM
KareBear, on Feb 20 2010, 08:03 PM, said:
I think new dev preview was posted already but I don't really remember, so

Once polymer HUD is implemented I'll be tinkering with a glossmap for it...
This post has been edited by Roma Loom: 20 February 2010 - 10:27 AM
#557 Posted 20 February 2010 - 10:58 AM
Roma Loom, on Feb 21 2010, 02:20 AM, said:
Once polymer HUD is implemented I'll be tinkering with a glossmap for it...
It's pretty.
This post has been edited by Jinroh: 20 February 2010 - 10:59 AM
#558 Posted 20 February 2010 - 04:52 PM
#559 Posted 20 February 2010 - 04:57 PM
#561 Posted 20 February 2010 - 11:45 PM
Gambini, on Feb 20 2010, 05:57 PM, said:
You mean this?
OK, I gave this a spin and got this...
Current HRP #4308:
After colour correction from original sprite:
The original tile has to be a fairly close match in color spectrum. I tried it with the eye-hurtingly Technicoloured #0475 and it just made a mess of it. Just for laughs, I tried de-saturating it and got this:
This post has been edited by Tea Monster: 21 February 2010 - 01:00 AM
#562 Posted 21 February 2010 - 08:11 AM
How in the world this is better than the original art? (i respect whoever did it, but it´s a fail-fail choce that lowes the HRP quality to the ground)
I know that silly rule about real images and such but... What sense it makes people?



I suggest some tiles sprites and models should be deleted until further replacement
#564 Posted 21 February 2010 - 09:11 AM
Gambini, on Feb 21 2010, 08:11 AM, said:

This one looks like a plastic robot having a bad dream, whereas the original was a sexy animation that looked like a downsized porno clip. It really hurts the game to see something like that. Like the other day when I was playing through E1L2 using the HRP. I opened the porno booth that had the pigcop watching that clip, and it was really disturbing.

The original sprites are of a beautiful woman doing a sly wink. The replacement looks like an ugly wall-eyed statue.

Unsexy plastic robot.
Gambini, on Feb 21 2010, 08:11 AM, said:
I can undef them from my own mods at least, until there are replacements worth using.
#565 Posted 21 February 2010 - 09:19 AM
Some of the textures actually looked quite good with the effect added to them and some did not.
#566 Posted 21 February 2010 - 09:23 AM
WTF:
http://img651.images.../capt0aa000.jpg
edit: it´s mispelled also in the original art :S
This post has been edited by Gambini: 21 February 2010 - 09:29 AM
#567 Posted 21 February 2010 - 09:23 AM
This post has been edited by DeeperThought: 21 February 2010 - 09:29 AM
#568 Posted 21 February 2010 - 09:30 AM
#569 Posted 21 February 2010 - 09:32 AM
Cipher, on Feb 21 2010, 09:30 AM, said:
But we aren't offering any revisions, we are saying that some HRP content should be removed because it sucks, so this thread about HRP assets appears to be the correct one.
#570 Posted 21 February 2010 - 11:08 AM

However it makes the image more contrast, which is not recommended for polymer textures that receive dynamic light ingame...
This post has been edited by Roma Loom: 21 February 2010 - 11:15 AM

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