
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#691 Posted 12 April 2010 - 05:19 AM
#692 Posted 12 April 2010 - 11:38 AM
I will try to put together at least a monthly HRP build from now on, in cases much stuff is added in a short time sooner. Eventually, maybe also the update packs come back so you don't have to download the full package all the time.
#693 Posted 12 April 2010 - 11:47 AM
Quick question
does it matter if its 256 x 256?
the previous one was 128 x 128
I just think if I shrink it down even more it may become a little lossy
#695 Posted 12 April 2010 - 12:04 PM
#696 Posted 12 April 2010 - 02:49 PM
#697 Posted 12 April 2010 - 06:41 PM
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where can i download those maphacks?
#699 Posted 12 April 2010 - 11:18 PM
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like this?
#700 Posted 13 April 2010 - 12:39 AM
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I could actually make it bigger then 256 x 256
it started out as 512 x 512 , then i shrunk it down in size
Soo yeah whatever you guys think is a better size for detail
#701 Posted 13 April 2010 - 01:35 AM

#702 Posted 13 April 2010 - 01:57 AM
DuduKrazy, on Apr 13 2010, 04:41 AM, said:
The new maphacks should also be included in the latest HRP snapshot build downloadable from my signature link.
This post has been edited by NightFright: 13 April 2010 - 01:58 AM
#704 Posted 13 April 2010 - 03:29 AM
#705 Posted 13 April 2010 - 05:43 AM
Hendricks266, on Apr 12 2010, 06:49 PM, said:
I disagree, it isn't plasma.

However, you are right, it should be brighter.
I like what you have done lately, ozz.
#706 Posted 13 April 2010 - 10:47 AM
> Updated: #1646-1649/2448-2451 (Shrinker/Expander projectiles by ozz);
> Fixed: ice.def (wrong defs for new #675/2370 models)
#707 Posted 13 April 2010 - 11:43 AM
Thanks to all the HRP team (maintainers and contributors). You all do a great job. I will test the new maphacks later this night

This post has been edited by supergoofy: 13 April 2010 - 12:07 PM
#708 Posted 13 April 2010 - 07:12 PM
Currently this is the hires replacement:

a monochrome tile that is originally 8x8 sized (32x32 the hires replacement). but of course there is no point at all to resize a one colour tile.
The problem with this tile is that all palette changes that are usually applied make no difference when running the HRP and there is no point on making alternative hires versions for every palette value because hires and lores versions look identical.
In other news, I´m working on my third palette changes revision these days, so i will be submitting some more alternative pal textures.
This post has been edited by Gambini: 13 April 2010 - 07:13 PM
#709 Posted 13 April 2010 - 08:52 PM
Gambini, on Apr 13 2010, 08:12 PM, said:
The problem with this tile is that all palette changes that are usually applied make no difference when running the HRP and there is no point on making alternative hires versions for every palette value because hires and lores versions look identical.
You are completely correct.
That's why I have that tile undefed in my mods. I use it to make the oxygen bar and a few other things, but the colors don't work in the HRP.
#712 Posted 14 April 2010 - 12:34 PM
- the drink buttons should be legible and sharp
- the broken version could show some cans in the holes, the brightwork and buttons should be damaged as well
#713 Posted 14 April 2010 - 02:53 PM
Can the 199 hires tile be removed because completely uselessness?
Currently this is the hires replacement:

a monochrome tile that is originally 8x8 sized (32x32 the hires replacement). but of course there is no point at all to resize a one colour tile.
About a year ago when I was making some HRP tiles I asked if it was some kind of "inside joke" that tile 199 was in the to-do list. I was told if its on the list it needs to be done. So I did it.

#714 Posted 14 April 2010 - 03:44 PM
#715 Posted 14 April 2010 - 03:48 PM
#716 Posted 14 April 2010 - 04:03 PM
Hendricks266, on Apr 14 2010, 08:44 PM, said:
When? I´ve tested it in game and there is no palette values. Besides, man there is no point at all of making a hires version of that. Come to think of it, all it does is eating resources (not much but yeah it still does).
#717 Posted 14 April 2010 - 04:06 PM
This post has been edited by Hendricks266: 14 April 2010 - 04:06 PM
#718 Posted 14 April 2010 - 04:08 PM
#719 Posted 14 April 2010 - 11:26 PM
gt1750, on Apr 14 2010, 11:34 PM, said:
- the drink buttons should be legible and sharp
- the broken version could show some cans in the holes, the brightwork and buttons should be damaged as well
It would look better if (very big IF) we had true lights all over the levels. Right now we have some random light sources here and there from lighthacks plus fire/some_pickups and projectiles. But still most of the level's textures and sprites look flat without imitating shadows and lights on them, even if they are properly polymerized.
This post has been edited by Piterplus: 14 April 2010 - 11:27 PM
#720 Posted 15 April 2010 - 08:25 AM
Piterplus, on Apr 15 2010, 09:26 AM, said:
There is one way we could get around that. If we add a ambient light map or ambient lit map.
If it is an ambient light map it would be multiplied with the ambient component (ie sector/wall/sprite light value).
If it's a ambient lit map, it would be the same as the regular texture used when dynamic lights are off but blended with the dynamical lit texture if dynamic lights are enabled.
This would result in shadows when used in a room that is lit using sector shading but not effect the dynamic lights.
Both methods would look the same when rendered and both would require more memory. light map less in GPU memory as it could just be the alpha channel or a grey scale texture. A lit texture would take up less space in the actual pack as it would be the same as the non-polymer texture but take up more GPU memory.
Edit:
In fact an ambient light map would be an ambient occlusion map only we would put more dramatic lighting in it. So if my explanation was not enough you can google ambient occlusion map for more info of what it does.
Edit2:
This would mean putting even less light information into the diffuse texture so we would have to redo some texture once again to take advantage of it.
This post has been edited by Parkar: 15 April 2010 - 08:32 AM