Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3061 Posted 01 April 2012 - 10:27 AM
But the maphacks are functioning because there are maphack polymer lights active in the map like so:
The textures do exist in my polymer folder and are referenced by def files.
EDIT: It seems they are not entered into the maphack file, however (textures 9000 and 9001). Which is strange because I update my polymer pack frequently. Do the maphacks included in the Polymer HRP SVN not contain the projection definitions? How can I add it manually or where can I get up-to-date maphacks?
This post has been edited by MusicallyInspired: 01 April 2012 - 10:43 AM
#3062 Posted 01 April 2012 - 12:47 PM
#3065 Posted 01 April 2012 - 01:37 PM
#3066 Posted 01 April 2012 - 01:40 PM
MusicallyInspired, on 01 April 2012 - 10:27 AM, said:
http://svn.eduke32.c...ath=%2FE1L1.mhk
If your maphack file looks different from that, then it's not the newer version. Maybe whoever packaged the HRP files you were getting packages the maphacks separately? Where exactly did you get it?
#3067 Posted 01 April 2012 - 02:12 PM
They won't be ready by Monday.
They aren't finished by any means, and they don't have teeth yet, but what do you think?
This post has been edited by Tea Monster: 01 April 2012 - 02:13 PM
#3070 Posted 01 April 2012 - 03:48 PM
Tea Monster, on 01 April 2012 - 02:12 PM, said:
I am not qualified to think - how about
#3071 Posted 01 April 2012 - 04:08 PM
Edit: I hope the shotgun isn't an april fools joke, it's the 2nd of april for me
This post has been edited by Micky C: 01 April 2012 - 04:09 PM
#3072 Posted 01 April 2012 - 04:38 PM
Those look fantastic. Just give those "old timers" grey hair and old wrinkled skin. They won't need teeth.
This post has been edited by Marked: 01 April 2012 - 04:39 PM
#3073 Posted 01 April 2012 - 05:41 PM
#3074 Posted 01 April 2012 - 07:22 PM
Plagman, on 01 April 2012 - 01:40 PM, said:
If your maphack file looks different from that, then it's not the newer version. Maybe whoever packaged the HRP files you were getting packages the maphacks separately? Where exactly did you get it?
No, my maphack is exactly like that. Where are the projection definitions in that file? Either way, with that maphack it's still not working.
Tea Monster, on 01 April 2012 - 02:12 PM, said:
They won't be ready by Monday.
They aren't finished by any means, and they don't have teeth yet, but what do you think?
Very nice!
Plagman, on 01 April 2012 - 05:41 PM, said:
I echo what Plagman said. The pig cop looks the most impressive. The liztroop looks strange, but that's probably due to not having teeth yet. They all look quite impressive, though. Can't wait to see the final products!
#3075 Posted 01 April 2012 - 08:03 PM
Marked, on 01 April 2012 - 01:37 PM, said:
True. However the sprite also has a weird angle, I guess I should avoid comparing the two and make it look as good as possible. It's extremly easy to fix
Tea Monster, on 01 April 2012 - 01:16 PM, said:
It's not yet adjusted. The thing that irks me the most is that the diffuse color seems to have great influence on the specularity output. I always thought it should only depend on the specular map.
MusicallyInspired, on 01 April 2012 - 12:57 PM, said:
It's not done yet but it definately will be better than the last time as there won't be any scaling involved.
Tea Monster, on 01 April 2012 - 02:12 PM, said:
Those critters surely deserve a new animation system and more polymer tweaks. They seem to beg for it. For now they are very unhappy.
Micky C, on 01 April 2012 - 04:08 PM, said:
I never celebrate that silly day.
EDIT: Oh, TeaMonster did not show one more enemy which is close to being done. However that one is not sculpted.
This post has been edited by Trooper Tom: 01 April 2012 - 08:27 PM
#3076 Posted 01 April 2012 - 08:41 PM
Could something like be the beginnings of a rudimentary physics system? I know the two aren't related really in any way as far as implementation goes, but one would definitely compliment the other I'd imagine. And I also realize that a physics system would be an entirely different and more complicated process than collision detection.
This post has been edited by MusicallyInspired: 01 April 2012 - 08:43 PM
#3077 Posted 01 April 2012 - 09:01 PM
MusicallyInspired, on 01 April 2012 - 07:22 PM, said:
At the end, the light with tile 9000 is the grating, while the 4 lights with tile 9001 are the four apartment lights. On your secret aparment shot, the green light next to the security screen isn't even there. Something is fundamentally more wrong than just projections not working here. Did you change E1L1.map in any way or apply a patch? The slightest change would cause sector numbers to change, throwing away a good portion of the maphacks.
#3078 Posted 01 April 2012 - 09:02 PM
MusicallyInspired, on 01 April 2012 - 08:41 PM, said:
Could something like be the beginnings of a rudimentary physics system? I know the two aren't related really in any way as far as implementation goes, but one would definitely compliment the other I'd imagine. And I also realize that a physics system would be an entirely different and more complicated process than collision detection.
I don't recall anything like that; are you talking about clipshapes? They only allow you to use mapster32 to trace a custom collision box for a given sprite, but that's about it.
#3079 Posted 01 April 2012 - 09:13 PM
Trooper Tom, on 01 April 2012 - 08:03 PM, said:
If you have a specular map defined, the diffuse color totally stops contributing to the specular component. If you don't have a specular map defined, the diffuse color does modulate the specular component. Any other behavior would be a bug, but looking at the lighting model this seems to work fine.
#3080 Posted 01 April 2012 - 09:17 PM
This is the best image I could find of the original render. I'm not sure if there is anything better out there, but it'd really help here if anyone has it. (The old HRP model doesn't look too bad either, as far as general anatomy.)
This post has been edited by Captain Awesome: 02 April 2012 - 02:56 PM
#3082 Posted 01 April 2012 - 09:36 PM
Tea Monster, on 01 April 2012 - 02:12 PM, said:
They won't be ready by Monday.
They aren't finished by any means, and they don't have teeth yet, but what do you think?
The Pigcop model is already done.
Plagman told me that he will include my version of the pigcop.
Plagman, on 01 April 2012 - 06:25 AM, said:
#3084 Posted 01 April 2012 - 09:41 PM
Mia Max, on 01 April 2012 - 09:36 PM, said:
Plagman told me that he will include my version of the pigcop.
I think you're missing the point. New model ≠ edited skin.
This post has been edited by Hendricks266: 01 April 2012 - 09:42 PM
#3085 Posted 01 April 2012 - 10:17 PM
Trooper Dan, on 01 April 2012 - 09:38 PM, said:
I thought in america it still would be april 1st.
#3086 Posted 01 April 2012 - 11:10 PM
Plagman, on 01 April 2012 - 09:01 PM, said:
Well, will wonders never cease. Apparently I had a very old and outdated E1L1 maphack file in my EDuke32 root directory that I had completely forgotten about. I must have tried out a very early version before it was integrated into the SVN. The textures now show up along with a variety of random blinking lights on the main street. Is that normal?
Plagman, on 01 April 2012 - 09:02 PM, said:
Hmm I guess that must be it. I had thought it worked in-game as well. I recall someone designing a "map" completely out of a model with it.
#3087 Posted 03 April 2012 - 03:12 AM
This is not included with maphacks, the info is stored in projections.def, at least AFAIK. If you have that file, it should work.
Regarding the new shotgun model:
It's a really good start. The old model already looked better with modified FOV, but I guess remaking it completely will be the best solution, especially after the pistol remake has been added recently.
This post has been edited by NightFright: 03 April 2012 - 03:13 AM
#3088 Posted 03 April 2012 - 03:33 AM
#3089 Posted 03 April 2012 - 06:18 AM
This post has been edited by NightFright: 03 April 2012 - 06:45 AM
#3090 Posted 03 April 2012 - 09:16 AM
// Shotgun (2613)
model "highres/sprites/firstperson/2613_shotgun.md3" {
scale 1.7
skin { pal 0 surface 0 file "highres/sprites/firstperson/2613_shotgun.png" }
skin { pal 0 surface 1 file "highres/sprites/pickups/0028_shotgun_d.png" specpower 20 specfactor 1.5 }
normal { pal 0 surface 1 file "highres/sprites/pickups/0028_shotgun_n.png" }
specular { pal 0 surface 1 file "highres/sprites/pickups/0028_shotgun_s.png" }
skin { pal 0 surface 2 file "highres/sprites/firstperson/2615x.png" }
glow { pal 0 surface 2 file "highres/sprites/firstperson/2615x.png" }
frame { name "frame1" tile 2613 }
frame { name "frame2" tile 2616 }
anim { frame0 "frame3" frame1 "frame5" fps 5.6 flags 1 }
frame { name "frame3" tile0 2617 tile1 2619 }
hud { tile 2613 xadd 0.12 yadd 1.15 zadd -1 angadd -24 fov 350 }
hud { tile 2615 hide }
hud { tile 2616 xadd -0.02 yadd 1.15 zadd -1 angadd -24 fov 350 }
hud { tile 2617 xadd -0.06 yadd 1.15 zadd -1 angadd -24 fov 350 }
hud { tile 2618 xadd -0.12 yadd 1.15 zadd -1 angadd -24 fov 350 }
hud { tile 2619 xadd -0.16 yadd 1.15 zadd -1 angadd -24 fov 350 }
}