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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   Besli 

#2641

Great work Lightsource!! :(
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.
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#2642

View PostBesli, on 15 July 2011 - 08:53 PM, said:

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.


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.

Posted Image Posted Image

This post has been edited by Lightsource: 15 July 2011 - 09:54 PM

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User is offline   Besli 

#2643

Wow, that was very fast! :(
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

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User is offline   Besli 

#2644

On the second version of the grass (with the original nuke logo) the background is very dark (nearly black).
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...
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User is offline   Tea Monster 

  • Polymancer

#2645

Lightsource, that is VERY tasty! Thank you!
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User is offline   Besli 

#2646

I wonder that nobody made a hires end pic before (after the stadium map):
Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2647

That's because that's not a tile art, but (I believe) an anim file
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#2648

View PostBesli, on 16 July 2011 - 05:29 AM, said:

On the second version of the grass (with the original nuke logo) the background is very dark (nearly black).
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.

Posted Image

This post has been edited by Lightsource: 16 July 2011 - 10:46 AM

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User is offline   Besli 

#2649

Wow, that's very nice!

View PostFox, on 16 July 2011 - 10:12 AM, said:

That's because that's not a tile art, but (I believe) an anim file

Ah, okay. That explains it.

This post has been edited by Besli: 16 July 2011 - 12:55 PM

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#2650

really loving the new grass for the stadium! great stuff as-ever, lightsource!
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User is offline   Hendricks266 

  • Weaponized Autism

  #2651

View PostBesli, on 16 July 2011 - 09:22 AM, said:

I wonder that nobody made a hires end pic before (after the stadium map):

View PostFox, on 16 July 2011 - 10:12 AM, said:

That's because that's not a tile art, but (I believe) an anim file

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2652

I would prefer to use the PSX cut scenes, it's unlikely we can make anything better, since we don't have access to the original 3D models of Duke and the bosses.
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User is offline   OpenMaw 

  • Judge Mental

#2653

View PostFox, on 16 July 2011 - 03:01 PM, said:

I would prefer to use the PSX cut scenes, it's unlikely we can make anything better, since we don't have access to the original 3D models of Duke and the bosses.


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.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #2654

Agreed. The PSX ones are only 640x480 IIRC, which is not much of a step up from 320x200. They are not that good anyway. With all the talent and resources in the HRP, it's perfectly possible. However, there would be more motivation for it once some ANM replacement method is implemented.
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User is offline   Besli 

#2655

Okay I have found the name of the *.anm file, it's RADLOGO.ANM.
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).
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#2656

0916_fireext.png needed some updating. doubled the size to 512x512, new gauge, new labels, new hose, reworked the top of the bottle and clean up the overall image.

Attached Image: 0916_fireext.png

Attached Image: dukefireext.png
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User is offline   Tea Monster 

  • Polymancer

#2657

View PostFox, on 16 July 2011 - 03:01 PM, said:

I would prefer to use the PSX cut scenes, it's unlikely we can make anything better, since we don't have access to the original 3D models of Duke and the bosses.


We have the Duke model from DNF and we have Movento's Duke model. We also have the HRP Cycloid.
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#2658

ok, been at it again (sorry lightsource :() this time I've tweaked his grass for the stadium.

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

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User is offline   Micky C 

  • Honored Donor

#2659

The lift in the DNF remake has a nuke symbol painted on grass.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2660

And it stands realistic to real-life stadium which have grass painting. The lift in Duke Nukem 3D is just an extra
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User is offline   Daedolon 

  • Ancient Blood God

#2661

It's supposed to be for playing football so...
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#2662

yes but, as I said; I wanted something different, its called an alternative.
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

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#2663

ok the grass is done!

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

1

#2664

View Postosjclatchford, on 17 July 2011 - 07:05 AM, said:

ok the grass is done!

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.

View PostHendricks266, on 16 July 2011 - 02:21 PM, 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.


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.

Posted Image Posted Image Posted Image Posted Image
Posted Image Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2665

Wow, that's pretty good, besides it is loyal to the original
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User is offline   alandog 

#2666

hello everyone!
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!
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User is offline   Danukem 

  • Duke Plus Developer

#2667

View Postalandog, 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.
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User is offline   Spiker 

#2668

View Postosjclatchford, on 17 July 2011 - 07:05 AM, said:

ok the grass is done!

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

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User is offline   Tea Monster 

  • Polymancer

#2669

Make Human to create a female base-mesh that you can re-use across all the babes. Then use Blender's rigify auto-rigging system to create a poseable mesh. You can create and pose all the babes that way. Not meaning to be sexist, but you could easily use one babe model and just have different coloured hair and skins to go on her for the different babes. This would be a good way for someone make a name for themselves in Duke Fandom with little or no anatomical or sculpting knowledge!!!
:(
3

User is offline   Master Fibbles 

  • I have the power!

#2670

Doesn't the license of Make Human require you to change the topography or something? I'm not sure the process by which one could use the Make Human export within the license.
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