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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   Roma Loom 

  • Loomsday Device

#661

It appears we don't have a sticky thread for HRP and pHRP rules. While the texture is really going to be placed at least to my local polymer-HRP, it's 32x-times bigger than original ART tile and we are sticking to 4x (though the current one in HRP is 8x which is ok as an exception).
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User is offline   Spiker 

#662

1,7 mb is definately too much for any texture :D anyway it looks good and should be included after scaling down a bit :P
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User is offline   Night Wolf 

#663

haha yeah its pretty big .... though i like them bigger , you can see more detail

ill have a go a reducing the size
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User is offline   Roma Loom 

  • Loomsday Device

#664

I've recreated normal and specular for #823 using the downscaled diffuse you posted above and uploaded both your textures to polymer HRP svn...
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User is offline   Night Wolf 

#665

there we are
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User is offline   Night Wolf 

#666

Quote

I've recreated normal and specular for #823 using the downscaled diffuse you posted above and uploaded both your textures to polymer HRP svn...



oh cheers!
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User is offline   Night Wolf 

#667

I just finished working on this one


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User is offline   Gambini 

#668

I like the hollywood tile but isn´t that star asymmetric? The bottom spikes seem to be smaller than the others IMO
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User is offline   Jokke_r 

#669

get your eyes checked
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User is offline   Master Fibbles 

  • I have the power!

#670

It may be the location of the dot in the star.
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User is offline   Omni 

#671

View PostGambini, on Apr 7 2010, 02:53 PM, said:

I like the hollywood tile but isn´t that star asymmetric? The bottom spikes seem to be smaller than the others IMO



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.
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User is offline   Gambini 

#672

View PostJokke_r, on Apr 7 2010, 10:09 PM, said:

get your eyes checked


Maybe i dont need to :P

Quote

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.

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User is offline   Night Wolf 

#673

well I didn't have the original star to work from ... and the previous one in the HRP looked a little off to me ... so I used a star shape tool ... thought that would have been symmetrical? :P

how does one get a hold of the original tiles?
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User is offline   gt1750 

#674

Tiles 1109 and 1124 (alien handrails) freshly polymerized!

Get them here: http://www.mediafire...y/1109-1124.rar

Preview:
Posted Image
Posted Image

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

@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 :P
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.
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User is offline   Lunick 

#675

Yay, at least I know now that people are still working on this Project
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User is offline   Piterplus 

#676

Pretty cool additions, nice to see that project is moving on, gradually.
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

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User is offline   SwissCm 

#677

Roma Loom is my favourite vodka swilling communist!
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User is offline   Roma Loom 

  • Loomsday Device

#678

don't blow my cover Cheesie! :D
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 :P
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:
Posted Image Posted Image
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User is offline   Tea Monster 

  • Polymancer

#679

Oh Wow, that's beautiful!
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User is offline   Gambini 

#680

Indeed. The best thing of your textures is that, unlike some others, they actually match the original art.

This post has been edited by Gambini: 09 April 2010 - 02:43 PM

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#681

Reeeaaaaallyyyy impressive :P

I like the metal scratch !!

Really good work
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User is offline   NF64 

  • Touched by the Banhammer

#682

 gt1750, on Apr 8 2010, 05:59 PM, said:

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

http://www.youtube.c...h?v=YS9P4v9gFzA -is this because of parallaxing errors?
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User is offline   The Commander 

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

#683

 Nfelli64, on Apr 10 2010, 08:12 PM, said:

http://www.youtube.c...h?v=YS9P4v9gFzA -is this because of parallaxing errors?

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

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User is offline   Night Wolf 

#684

Those look very awesome indeed! I'm glad episode 2 is getting reworked.

....


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
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User is offline   Gambini 

#685

I dont recall the old one being bad but yours looks terrific.
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User is offline   Night Wolf 

#686

Also ....
I tweaked this

Now the Star is symmetrical


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User is online   NightFright 

  • The Truth is in here

#687

Most of the work I had been doing previously is now done "automatically", so my interference is much less needed. That explains me staying low-profile lately. ^^ However, I am not fully gone. Therefore, I took the liberty of uploading a new compilation of the latest SVN build with minor additions/fixes, bringing it to v4.2.082 (424 MB download, see signature).

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

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User is online   Danukem 

  • Duke Plus Developer

#688

If you are still including DukePlus with the HRP, please make sure to include the current version.
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User is offline   Roma Loom 

  • Loomsday Device

#689

 NightFright, on Apr 12 2010, 12:27 AM, said:

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.

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

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User is online   NightFright 

  • The Truth is in here

#690

Well, it's always good to first do an update of your SVN copy before committing. That's what I forgot to do very often in the beginning when I started working with SVNs. ^^
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). :P

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

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