
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#661 Posted 07 April 2010 - 08:10 AM
#662 Posted 07 April 2010 - 09:11 AM


#663 Posted 07 April 2010 - 09:33 AM
ill have a go a reducing the size
#664 Posted 07 April 2010 - 10:40 AM
#666 Posted 07 April 2010 - 10:56 AM
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oh cheers!
#668 Posted 07 April 2010 - 02:53 PM
#671 Posted 07 April 2010 - 06:05 PM
Gambini, on Apr 7 2010, 02:53 PM, said:
Yes, the only straight line is the Horizontal one. But once its shrunk down in game you won't be able to tell unless you just stop and stare and not actually play.
#672 Posted 07 April 2010 - 06:12 PM
Jokke_r, on Apr 7 2010, 10:09 PM, said:
Maybe i dont need to

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#673 Posted 07 April 2010 - 10:27 PM

how does one get a hold of the original tiles?
#674 Posted 08 April 2010 - 01:59 PM
Get them here: http://www.mediafire...y/1109-1124.rar
Preview:


There are some Polymer related issues though - on some places, the tiles are distorted due to parallaxing errors

@Roma Loom: Your re-lit ep.2 maphacks are great. They don't hit performance and make the levels look better at the same time. Please do more of them

Thee only issue I have with your maphacks is that when you alt-tab or save/load, Polymer does not reload the lights. And since Eduke32 is highly unstable for me, I can't really enjoy your light hacking work in its full glory. I hope Plagman and TX will get rid of these bugs someday.
@ozz: Your revised textures look pretty good with normal/specular maps applied, great job! If you want to browse/extract the original tiles, use Roma Loom's GRPViewer to view the contents of your duke3d.grp file.
#675 Posted 08 April 2010 - 02:43 PM
#676 Posted 08 April 2010 - 11:56 PM
Also, probably most people don't know, but a lot of stuff was added recently (without announcing it here) directly to svn by Roma Loom.
Thank you, Roma.
This post has been edited by Piterplus: 09 April 2010 - 03:14 AM
#678 Posted 09 April 2010 - 04:59 AM

Yep, there was major polymerization of existing hi-tiles without complete reconstruction, there are no such tiles left in HRP by far. All the other which have rough shadows and direct lighting and also the blurry ones should be re-done from scratch. The things I dislike atm are:
1. alternate palettes for some wall tile - not that it's hard to make different tints for them - it's just a waste of hdd and gfx memory space and also my poor traffic

2. maphacks are not working in polymer, I see hidden switches everywhere
3. spotlight are really a performance hit atm, few of them (even not in one room) may bring my fps down below 10 on intel quad + GF9600GT - so I use only pointlights in lunar eposide maps for now
the textures are coming along pretty slow since I devote some spare time to GRPV and lighting the ep2 levels, good thing is that Devastator guy is doing lights for ep4 and contributing some polymer textures..
the last few textures I've uploaded recently:


#680 Posted 09 April 2010 - 02:43 PM
This post has been edited by Gambini: 09 April 2010 - 02:43 PM
#681 Posted 09 April 2010 - 03:12 PM

I like the metal scratch !!
Really good work
#682 Posted 10 April 2010 - 12:12 AM
gt1750, on Apr 8 2010, 05:59 PM, said:
http://www.youtube.c...h?v=YS9P4v9gFzA -is this because of parallaxing errors?
#683 Posted 10 April 2010 - 02:03 AM
Nfelli64, on Apr 10 2010, 08:12 PM, said:
No, thats down to horrible mapping. (first map)
The rest can be tweaked with DEF editing.
This post has been edited by The Commander: 10 April 2010 - 02:06 AM
#684 Posted 10 April 2010 - 09:02 AM
....
Here's another one I've been working on...
It's going to need new maps however, since the previous one wasn't to scale
and I don't know how to make them
#687 Posted 11 April 2010 - 01:27 PM
Compared to SVN build that had been uploaded recently (build 80), I have
> added the latest #1109/1124 additions by gt1750
> fixed a log error with 3 missing textures (0450_g.png, 0455_n.png, 0455_s.png) by commenting out the lines in textures.def
> E3L9.mhk with new lighting defs
> updated the version screen (2492_version)
The latest texture additions/revisions by ozz probably need new spec/normal maps first before they can be added, so I didn't touch those.
This post has been edited by NightFright: 12 April 2010 - 01:55 AM
#688 Posted 11 April 2010 - 01:50 PM
#689 Posted 12 April 2010 - 01:01 AM
NightFright, on Apr 12 2010, 12:27 AM, said:
I'm taking care of them atm. Also please PM me or just post here about missing glow, spec and normal maps for textures I'm uploading since It's really easy to miss them to be marked 'Add' in svn and since I have them in my folder locally - I keep thinking everything is ok, so you guys who sync with snv and see the warnings in the log are my only chance to track down my own faults, thanks.
This post has been edited by Roma Loom: 12 April 2010 - 01:02 AM
#690 Posted 12 April 2010 - 01:53 AM
To find out about missing stuff, I usually just use the exported zipfile with EDuke and see which error messages it spits out in the log. Right now, there were only these three textures I mentioned above. Just check for commented-out lines in textures.def to see what is missing.
I hope we can aim at a new full HRP release some time this year, provided the normal/specular mapping adding procedes fast enough so we have some goal finished, e.g. Ep.1 complete with new graphics/lighting etc. I am surprised how much has been added since I checked last time (I think it was build 52 or so).

Regarding DukePlus, I think I will rather update the download link on our HRP site during this week. This preview build is standalone anyway for testing purposes. ^^
This post has been edited by NightFright: 12 April 2010 - 01:57 AM