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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   MusicallyInspired 

  • The Sarien Encounter

#3091

View PostNightFright, on 03 April 2012 - 06:18 AM, said:

As you can see, the hacks for tiles 9000/9001 are included, so it cannot be a problem with maphacks themselves, they contain the info. I will check with my custom HRP build at home later tonight.


I already stated above your first post that it was merely a problem with my file hierarchy. I had an extremely outdated e1l1 maphack in my root directory that was overriding the one in the HRP. It's working fine now.

This post has been edited by MusicallyInspired: 03 April 2012 - 10:06 AM

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User is offline   Spiker 

#3092

Some progress: I've been trying to adjust the specular map. Seems rather good to me now. There were also some first attempts with the animation and the results are.... suprisingly good. IMO th best HRP shotgun animation that you have seen so far. I thought of some trick an it turned out to be a good move. Now I need to hide the sprite muzzleflash as there is already plane attached. Can anyone help me with this? (See my previous post in this thread). If nothing helps I can fix it by defining a pure alpha texture but that would be cheap as there is a command to do that. After this is done I need to add new hand, make the pump and shell ejecting animation and it should be done. EDIT: Before anyone will complain it's pointing upwards, it's because I'm actually looking up to catch some lighting.


Posted Image

This post has been edited by Trooper Tom: 03 April 2012 - 11:02 AM

2

User is offline   Tea Monster 

  • Polymancer

#3093

I just checked the Chaingun file and it does the same thing as yours in the same way. It was the last instruction in the set, trying putting it at the end of the def file and see if that helps.

As to the critters...

Plagman, Yes, the pig is the most developed. I was trying to get a more anatomically correct version of the Liz Trooper and I have to re-think it.

Yeah, the eyes don't work .

Captain Awesome - cheers, I've been looking for that!
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User is offline   Spiker 

#3094

View PostTea Monster, on 03 April 2012 - 11:18 AM, said:

I just checked the Chaingun file and it does the same thing as yours in the same way. It was the last instruction in the set, trying putting it at the end of the def file and see if that helps.


Thanks! it didn't work because first the frame had to be defined and as a model before it could be removed heh.
1

User is offline   Diaz 

#3095

When converting the Automag from Unreal I had to define a frame even for the hidden tiles, or the tile would show up.

So:

frame { name "frame1" tile 2615 }
hud { tile 2615 hide }

should work...

This post has been edited by Diaz: 03 April 2012 - 11:49 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#3096

Looks great, though you see more of it with the sprite version.
0

User is offline   Spiker 

#3097

This can be adjusted according to what is the preference of the majority however I think in modern games it's more like it is now.
1

User is offline   Jimmy 

  • Let's go Brandon!

#3098

View PostTea Monster, on 03 April 2012 - 11:18 AM, said:

Captain Awesome - cheers, I've been looking for that!


No problem, I was trying to find something better, but no dice.
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User is offline   Spiker 

#3099

I've uploaded the shotgun. If anyone wants to test it and give an opinion then go ahead. I've seen it so many times now that I can't look at it anymore heh :) Some fresh look is needed.

Posted Image
3

User is offline   fgsfds 

#3100

Quote

skin { pal 0 surface 4 file "highres/sprites/firstperson/2615x.png" }
glow { pal 0 surface 4 file "highres/sprites/firstperson/2615x.png" }

This.

This post has been edited by empy: 07 April 2012 - 04:50 AM

1

User is offline   Spiker 

#3101

View Postempy, on 07 April 2012 - 04:50 AM, said:

This.


Thanks for noticing that. It should be fixed now.
1

User is offline   Mia Max 

#3102

@Trooper Tom:
I want to test it!
Looks very good.
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User is offline   Micky C 

  • Honored Donor

#3103

Duke isn't moving his arm when he's meant to be cocking/reloading/pumping the gun, at least not on my end. He just kind of lifts the gun up and puts it back down again. Also, this is pretty minor but his arm looks pretty long (this probably won't be an issue if he moves it though).
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User is offline   Spiker 

#3104

This "cocking" animation is there but it's being smoothed by the engine and it looks like you said. You can try something: edit the firstperson.def and notice there are a few lines commetned out "//" delete these and comment out the 2 lines which are below. It will look much different, tell me if it's any better or not.
1

User is offline   Micky C 

  • Honored Donor

#3105

Yep, IMO that looks a lot better.

But it looks like there's something wrong with the arm?

Posted Image

I was initially concerned about the dark area underneath the arm but that might just be a lighting thing. However something was also bugging me about the arm's position and I just realized what it was. The arm is right up against the gun, yet in the sprite, it's angled down a lot more. With the model, it looks like he's reloading with his right arm given the position.

Posted Image

But I hate to sound so negative, it is a very nice looking shotgun model, imo the best HRP shotgun yet. Well done Posted Image

This post has been edited by Micky C: 07 April 2012 - 06:26 AM

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User is offline   Spiker 

#3106

Hhmm actually I don't know if what I recommended to you is any better but I think I've found the sollution for a better cocking animation.

In the pic there 2 problems really. One the arm being long and the uv seam which is visible. I will think how to fix this. Thanks for pointing that out!
1

#3107

Somebody took a dumb on his arm.
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User is offline   Stabs 

#3108

yeh dont stress compared to other efforts that shotgun is WIN or :) best we are going to get

chill bro polymer eduke and its assets and dedication stomp all over any doom port 10x already
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User is offline   Spiker 

#3109

I will never give up! Is it any better now? (surely it is!) Any other things that could be improved?
1

User is offline   Tea Monster 

  • Polymancer

#3110

OK, here are a few crits.
Posted Image

1. I'd lay the shotgun down a bit. I'd make it a bit more horizontal than vertical (red and blue arrows) That way, you won't see as much of the arm as you do now.

2. The arm is at a strange angle. If you look at the arm at the moment, it's like he has two left arms. The arm should angle more to the left of the screen. To get that angle at the moment, I think you are going to have to do option one, or it's going to look really strange.

3. Reduce the spec on the arm, its a bit glossy at the moment.

As has been said before, this is the most bodaciously sexy version of the shotty yet, really great work!
1

User is offline   Spiker 

#3111

Pitty you used an outdated pic :) I've updated it. Could give your remarks for the latest version as well? Cheers!
1

#3112

That looks much better tea monster, i like the hair on the arm.
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User is offline   Mia Max 

#3113

View PostTrooper Tom, on 07 April 2012 - 09:45 AM, said:

Pitty you used an outdated pic :) I've updated it. Could give your remarks for the latest version as well? Cheers!


I cannot see the updated one.
Anyway, the shotgun itself looks just awesum!

BTW: I know this post was for Tea Monster, I just wanted to point out that there is no pic of the updated version in this thread :wub:

This post has been edited by Mia Max: 07 April 2012 - 10:43 AM

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User is offline   Spiker 

#3114

The shotgun is uploaded into SVN so you can download it without problems.

Posted Image

Posted Image


5

#3115

Shotgun looks awesome. Arm/ahnd needs to look more handsome :)
1

User is offline   Spiker 

#3116

Yeah, the shotgun is done by me and the hand is Parkar's. The version I got wasn't properly weight painted and my little tweaks were not enough to make it deform properly. If someone has better rig for the hand this could be useful.
1

User is offline   Tea Monster 

  • Polymancer

#3117

That is tasty :)

I didn't see the second pic. That one could have a slightly more 'accurate' angle on the arm, but it looks pretty smoking as it is.

Whose arms are they? Millenia or Parkar?

This post has been edited by Tea Monster: 07 April 2012 - 11:26 AM

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User is offline   Spiker 

#3118

As I said they are Parkar's but they need do be properly rigged. You sent me a copy with a rig but it isn't perfect. I don't really know how to rig it automaticaly. Doing it by hand can be tedious and not really accurate. Suggestions?

This post has been edited by Trooper Tom: 07 April 2012 - 11:31 AM

1

User is offline   Tea Monster 

  • Polymancer

#3119

Send me a blend and a description of the problem (or a screenie). I can fix weight painting issues and I can probably improve the rigs bone structure from what I did a few years ago.

This post has been edited by Tea Monster: 07 April 2012 - 11:35 AM

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User is offline   Spiker 

#3120

View PostTea Monster, on 07 April 2012 - 11:34 AM, said:

Send me a blend and a description of the problem (or a screenie). I can fix weight painting issues and I can probably improve the rigs bone structure from what I did a few years ago.

What you sent me wasn't perfect especially around the thumb but I''ve fixed it and uploaded another version. Please everyone test it. I won't post screenshots becasue it's pointless - you must see it in action on your own. Oh, and don't forget to examine the new pickup version as well.

Apart from that I think that HRP needs serious rearrangement. The polymer and polymost folders/files can't be mixed up. I'd rather have duplicated entries than files being mixed up. You can always download only one folder, which you use. What do you think Tea Monster? Anyone? This would facilitate many things and improved organization. After that I wanted to make some optimization with no visible quality loss (Not all files were optimized and believe me it DOES influence the performance greatly).

This post has been edited by Trooper Tom: 07 April 2012 - 11:31 PM

1

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