Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2641 Posted 15 July 2011 - 08:53 PM
I like both versions of the nuke logo, but I more like the one with the XBLA logo.
The new ammo box texture is also very nice, it's a good idea to replace the nuke logo
(on the previews versions) with a random logo.
The new wood box texture is also very nice.
#2642 Posted 15 July 2011 - 09:53 PM
Besli, on 15 July 2011 - 08:53 PM, said:
(on the previews versions) with a random logo.
Ahh it's not a random logo, I drew it using an original Remington box
check it out
Remington box
by the way I forgot to add a shotgun shell with a plain texture to go with the my last version of the box.
Here's the one that I been working on but with a plain texture... and an alternate similar to the one Osjclatchford edited in the box.
This post has been edited by Lightsource: 15 July 2011 - 09:54 PM
#2643 Posted 16 July 2011 - 12:49 AM
Ah, didn't know it was a real Remington logo too, I only remembered the Remington text logo...
This post has been edited by Besli: 16 July 2011 - 12:51 AM
#2644 Posted 16 July 2011 - 05:29 AM
Here can the duke logo be found with the original background:
http://www.mobygames...em-3d/cover-art
To bad that I don't have any of this covers, so I can't scan better versions...
#2646 Posted 16 July 2011 - 09:22 AM
#2647 Posted 16 July 2011 - 10:12 AM
#2648 Posted 16 July 2011 - 10:37 AM
Besli, on 16 July 2011 - 05:29 AM, said:
Here can the duke logo be found with the original background:
http://www.mobygames...em-3d/cover-art
To bad that I don't have any of this covers, so I can't scan better versions...
I tried to make the logo like it was painted over the grass, so I used the grass as the dark parts of the logo... still with some changes in color.
I was thinking about that game over screen the other time...I don't know if you can use it but still I made one.
This post has been edited by Lightsource: 16 July 2011 - 10:46 AM
#2649 Posted 16 July 2011 - 12:47 PM
Fox, on 16 July 2011 - 10:12 AM, said:
Ah, okay. That explains it.
This post has been edited by Besli: 16 July 2011 - 12:55 PM
#2650 Posted 16 July 2011 - 02:15 PM
#2651 Posted 16 July 2011 - 02:21 PM
Besli, on 16 July 2011 - 09:22 AM, said:
Fox, on 16 July 2011 - 10:12 AM, said:
That's not stopping anyone from making the tile necessarily. For example, chicken made the ending cutscene for Caribbean (it's in the SVN, in vacation/extra), but we have no way to put it in-game yet. And Lightsource's version above looks great!
In a few days I'll upload proper rips of all the ANMs, as well as some stuff that should be helpful for remaking VICTORY1, the tile-based ep. 1 ending that uses a different palette than the main game.
This post has been edited by Hendricks266: 16 July 2011 - 02:22 PM
#2652 Posted 16 July 2011 - 03:01 PM
#2653 Posted 16 July 2011 - 07:25 PM
Fox, on 16 July 2011 - 03:01 PM, said:
We do however have access to the 3D models made for the HRP and access to 3D programs to make animations. It wouldn't be THAT hard given how short most of the animations are I don't think. Besides, the PSX ones aren't really all that much higher res. Not when compared to the rest of the HRP.
#2654 Posted 16 July 2011 - 07:40 PM
#2655 Posted 16 July 2011 - 11:02 PM
I resized Lightsource's endgamep.jpg to 800x600 pixel and converted it to a 256 colours PCX file.
I made an ANM file with that PCX file (with ANIM2PCX) and put it into my Duke3D directory.
It showed my custom ANM file ingame, but only the left top corner was visible,
i think it's only 320x200 pixel (original PCX/ANM size).
Does anyone know how this could be fixed/changed?
JonoF posted a long time ago that he made a new ANM with the Radiation Explode intro logo.
But it never was released. And I couldn't find the original thread (I think it was on the 3DRealms Forum).
#2656 Posted 16 July 2011 - 11:52 PM
#2657 Posted 17 July 2011 - 12:56 AM
Fox, on 16 July 2011 - 03:01 PM, said:
We have the Duke model from DNF and we have Movento's Duke model. We also have the HRP Cycloid.
#2658 Posted 17 July 2011 - 01:42 AM
A freind of mine mentioned that words 'duke nukem' and 'bad ass' were a bit 'too perfect' on lightsource's and didn't look as though they were stenciled onto the grass and as such looked a little out of place with the duke symbol in the middle which does look painted on, he's picky like that! He's totally in love with the new grass texture but prefered the more basic lettering on the older texture, so I blended the two together and was actually quite pleased with the results, even enough to share;
DUKE BAD - NUKEM ASS
However I decided I'd prefer the lift in the middle was not painted on, but instead a metal platform so I then knocked this up using the aforementied textures;
3392 - duke symbol
also as the plain grass (0803) does not need to match the stadium I've been using this tile that I found online!
I'm currently now using all these in game and I think they look quite nice!
enjoy...Or not...
Regards
Latchford
This post has been edited by osjclatchford: 17 July 2011 - 02:27 AM
#2660 Posted 17 July 2011 - 03:08 AM
#2662 Posted 17 July 2011 - 04:09 AM
You dont have to use it, Its just that I like it and thought someone else might too...
you can choose to use whatever textures you like.
...and FYI it's not like Im not looking for it to be entered into the hrp or anything, hell its not even my work, its lightsource and whoever originally did the metallic 'duke' symbol. I'm just sharing it as I think that any and all varients should be 'on the table' so that there is a wider choice available to match the many varied tastes of everyone playing duke3d out there...
Anyway, I'm still working on this, here's a WIP shot...
update soon...
This post has been edited by osjclatchford: 17 July 2011 - 05:22 AM
#2663 Posted 17 July 2011 - 07:05 AM
osjc grass tweak (final?) - sorry for the hefty 6mb .zip file but, in the end, although 3392 (duke symbol) and 0803 (plain grass) are 512x512 the other three had to be implemented at 1024x1024 in order that they show at the same scale and level of detail as 3392, otherwise it is stretched horribly and does not match up.
its a little highly saturated but I'm sure you can tweak that to your own taste, theres a better 0803 in the pack and I also decided not to put the metal panel on 3392 this time, as the painted version just looks so damn nice!
in-game pic - as you can see I've mixed the texture I've been using for 0803 with lightsources grass to add a little extra detail, now It looks as though since the aliens moved into town this stadium is overdue a bit of a mowing!
enjoy...or not.
regards
latchford
This post has been edited by osjclatchford: 17 July 2011 - 07:07 AM
#2664 Posted 17 July 2011 - 08:18 AM
osjclatchford, on 17 July 2011 - 07:05 AM, said:
osjc grass tweak (final?) - sorry for the hefty 6mb .zip file but, in the end, although 3392 (duke symbol) and 0803 (plain grass) are 512x512 the other three had to be implemented at 1024x1024 in order that they show at the same scale and level of detail as 3392, otherwise it is stretched horribly and does not match up.
its a little highly saturated but I'm sure you can tweak that to your own taste, theres a better 0803 in the pack and I also decided not to put the metal panel on 3392 this time, as the painted version just looks so damn nice!
in-game pic - as you can see I've mixed the texture I've been using for 0803 with lightsources grass to add a little extra detail, now It looks as though since the aliens moved into town this stadium is overdue a bit of a mowing!
enjoy...or not.
regards
latchford
I don't that someone edits my pictures, I post them to be used... but I do think that is not necessary to tweak every texture or pic as soon as I post them... this texture tweaks for example would not match the normal maps that I did for them, since the grass is different. Maybe you could try to start making different textures or sprites on your own from scratch instead of only editing mine; in any case, if the texture has a problem or something that needs fixing it's better for me to fix them since I save the original .PSD file of all textures that I did with layers and every element separated.
Hendricks266, on 16 July 2011 - 02:21 PM, said:
In a few days I'll upload proper rips of all the ANMs, as well as some stuff that should be helpful for remaking VICTORY1, the tile-based ep. 1 ending that uses a different palette than the main game.
Cool, I've been trying to find rips of the ending scenes for a while... to see if something can be done with them or at least to look at them in detail.
Also here's something new for today... I did from scratch the Teleportation animation for the trooper, I tried to stay as close to the original as I could, even keeping the same size for the bright light in the middle.
#2666 Posted 17 July 2011 - 08:54 AM
I finally came back here just to see big progresses on everything. it's good to see such an active community, especially after my disappointment with duke nukem forever.
so, my 5 cents. new models are wonderful; polymer is a god bless; and it's nice to see that almost all model have been done, only a pair of girls are missing from the pack.
about the girls; most of them need to be fixed, in my opinion. skins aren't bad, but some faces doesn't resemble the duke style at all; for example the pole dancer looks more like an old whore than a hot sexy stripper.
there's someone that could give a lift to some face? I'd like to do it by myself, but last time I tried I didn't succeded at all (but I could try, at least).
other fixes on the girls models could be animations; the cave dancer is good, but the hair need to be more "soft" than now, or at least we could speed up the animation a little to hide the "hard hair effect".
another historical problem are the proportions; the possessed babes are huge compared to the other; this is a problem of the original texture, but why don't fix it for the hrp? I remember that the scratch model were lost times ago, it's impossible to do something to reimport the md3 and fix proportions? or solve it with a maphack?
Thanks to everybody, now I'll see if I can do something useful...
and nice to see you all!
#2667 Posted 17 July 2011 - 09:05 AM
alandog, on 17 July 2011 - 08:54 AM, said:
about the girls; most of them need to be fixed, in my opinion. skins aren't bad, but some faces doesn't resemble the duke style at all; for example the pole dancer looks more like an old whore than a hot sexy stripper.
there's someone that could give a lift to some face? I'd like to do it by myself, but last time I tried I didn't succeded at all (but I could try, at least).
I agree. Some of those girls look frightening.
#2668 Posted 17 July 2011 - 09:49 AM
osjclatchford, on 17 July 2011 - 07:05 AM, said:
osjc grass tweak (final?) - sorry for the hefty 6mb .zip file but, in the end, although 3392 (duke symbol) and 0803 (plain grass) are 512x512 the other three had to be implemented at 1024x1024 in order that they show at the same scale and level of detail as 3392, otherwise it is stretched horribly and does not match up.
its a little highly saturated but I'm sure you can tweak that to your own taste, theres a better 0803 in the pack and I also decided not to put the metal panel on 3392 this time, as the painted version just looks so damn nice!
in-game pic - as you can see I've mixed the texture I've been using for 0803 with lightsources grass to add a little extra detail, now It looks as though since the aliens moved into town this stadium is overdue a bit of a mowing!
enjoy...or not.
regards
latchford
Could you send me the "clear" version of this stadium grass? Please include the one you used with nuke as well.
I was going to upload the latest stuff but there are some problems.
Lightsource: explosion is much oversized now, it can't be included if it's stretched to the bounds try to make it smaller in game, otherwise it looks ok to me although some may sat that the "mushroom effect" is not prominent enough. I'm talking about the first exposion as the second one is just simply bad. More bad news is that only one of your fires is actually usable and looks better than the current one (2270) other set not only looks totally different but what's bad it animates poorly and doesn't look too good in game in general. Is there anything that can be done about that? EDIT: I found out that polymost handles wrong proportions differently than polymer so if you want to make it look ok in polymost you have to preserve proper dimentions in every tile meaning the whole set can't be just the same size.
Of course before uploading anything I test the stuff in game, some other things you made look really amazing!
This post has been edited by Spiker: 17 July 2011 - 10:18 AM