Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3271 Posted 12 May 2012 - 01:20 PM
This post has been edited by Hank: 12 May 2012 - 01:21 PM
#3273 Posted 12 May 2012 - 03:01 PM
#3274 Posted 17 May 2012 - 11:30 AM
hud { tile0 2544 tile1 2546 xadd 2 yadd 4 zadd -0.5 angadd -64 fov 250 }
is changed to this:
hud { tile0 2544 tile1 2546 xadd 1.5 yadd 4 zadd -0.5 angadd -64 fov 250 }
in Firstperson.def
#3275 Posted 24 June 2012 - 06:11 PM
#3276 Posted 24 June 2012 - 07:47 PM
#3277 Posted 25 June 2012 - 10:32 AM
MusicallyInspired, on 24 June 2012 - 07:47 PM, said:
No it is not.
#3279 Posted 30 June 2012 - 09:49 AM
StrikerMan780, on 17 May 2012 - 11:30 AM, said:
hud { tile0 2544 tile1 2546 xadd 2 yadd 4 zadd -0.5 angadd -64 fov 250 }
is changed to this:
hud { tile0 2544 tile1 2546 xadd 1.5 yadd 4 zadd -0.5 angadd -64 fov 250 }
in Firstperson.def
Someone should have answered. But adding screenshots might have motivated people to look into it.
I think the current solution is better because it takes up less space in the middle of the screen.
And looking into a mirror shows how Duke is holding his weapon.
This post has been edited by LeoD: 30 June 2012 - 09:51 AM
#3280 Posted 30 June 2012 - 10:23 AM
LeoD, on 30 June 2012 - 09:49 AM, said:
Someone should have answered. But adding screenshots might have motivated people to look into it.
I think the current solution is better because it takes up less space in the middle of the screen.
And looking into a mirror shows how Duke is holding his weapon.
Now that I see the comparison I think that Duke's left hand looks as if it grows from his right shoulder. In the mirror his left hand faces the shooting direction, in first person it faces left, coming from the right. The more centered weapon improves a bit on it.
#3281 Posted 30 June 2012 - 12:44 PM
Brain Damage, on 07 May 2012 - 01:36 AM, said:
- highres (Folder containing all the Poymer stuff and and things that are used by both renderers, no change to the original structure)
- polymost (separated textures, monsters, weapons that are used only in Polymost)
Advantages:
- Everything is working as before
- No duplicated stuff
- No compatibility issues
- Tidy structure which is easy to explore and understand
Disadvantages:
- ???
"Everything is working as before" is no advantage.
There is no duplicated stuff in the repository.
Compatibility issues would still be the same if someone changes/polymerizes a model/texture which is shared among Polymer/Polymost.
I don't see why it would be tidier if Polymost HRP is split on toplevel. Most Polymost-only stuff has own folders and DEFs on lowest level which is the more convenient way IMO. Especially since the Polymer HRP development is as slow as it is currently. Anyone developing for Polymer can almost safely ignore the Polymost stuff (but don't delete files, please). Someone (most likely me, maybe h266 or loomsday) will take care of the latter before the next HRP (update) release if problems arise.
Thanks to hrp_extract.sh the download size won't be an issue anymore and any inconsistencies can be found and fixed easily.
I have put Polymost HRP back into the repository exactly the way it is now in order to make maintenance easier without interfering Polymer HRP. (And to make it somewhat independent from my person.) I announced exactly everything I planned to do and no one complained.
There is only this Polymost-only stuff left in Polymer folders (besides highres/textures ofc):
Which currently arent't worth having their own folders IMO.
Any repo-contributor who thinks these should be separated or a textures_polymost folder should be created please let me know.
Hendricks266, on 07 May 2012 - 02:44 PM, said:
Hendricks266, on 07 May 2012 - 02:44 PM, said:
Plagman, on 07 May 2012 - 03:21 PM, said:
This post has been edited by LeoD: 30 June 2012 - 12:47 PM
#3282 Posted 30 June 2012 - 12:46 PM
fuegerstef, on 30 June 2012 - 10:23 AM, said:
This post has been edited by LeoD: 30 June 2012 - 12:48 PM
#3283 Posted 30 June 2012 - 01:07 PM
LeoD, on 30 June 2012 - 12:46 PM, said:
I don't know. Choose the one which is closer to original look. 3rd Person model in not really any kind of reference, besides it will be probably changed sooner or later.
#3284 Posted 30 June 2012 - 01:32 PM
#3285 Posted 30 June 2012 - 01:49 PM
Brain Damage, on 30 June 2012 - 01:07 PM, said:
Brain Damage, on 30 June 2012 - 01:07 PM, said:
fuegerstef I hate you because I can't unsee the hand issue.
This post has been edited by LeoD: 30 June 2012 - 02:01 PM
#3287 Posted 30 June 2012 - 06:10 PM
LeoD, on 30 June 2012 - 01:49 PM, said:
FWIW, the weapon used in classic renderer third person isn't even anything that remotely resembles the RPG or any of the weapons. It is just that the RPG was the closest.
Until we get the third person to show the currently equipped weapon, I wouldn't worry about how it compares to the HUD view, and even then I doubt it matters that much anyway.
#3288 Posted 30 June 2012 - 09:37 PM
LeoD, on 30 June 2012 - 01:49 PM, said:
fuegerstef I hate you because I can't unsee the hand issue.
I am missing the english word for it. But it seems we have a "devil's circle" here. Because it was your post that made me realize it in the first place (I have never seen it before) and I cannot unsee it because of your post. Then I mentioned it and now you cannot unsee it.
Well, with all the radioactivity around him, Duke had probably grown a third hand after the years.
This post has been edited by fuegerstef: 30 June 2012 - 09:39 PM
#3289 Posted 30 June 2012 - 09:47 PM
fuegerstef, on 30 June 2012 - 09:37 PM, said:
This is called a "feedback loop" or a "vicious cycle".
fuegerstef, on 30 June 2012 - 09:37 PM, said:
Fixed.
#3291 Posted 01 July 2012 - 06:26 AM
#3292 Posted 02 July 2012 - 12:48 AM
Repository : 1343 MiB
Repo Payload : 668 MiB
HRP full : 650 MiB
HRP Polymer : 601 MiB
HRP Polymost : 378 MiB
(Polymost HRP overhead: 7.5%)
As soon as the Polymer/alt-pals stuff is sorted out the repo would be ready for a new full release as far as structural changes are concerned.
This post has been edited by LeoD: 02 July 2012 - 12:50 AM
#3293 Posted 04 July 2012 - 01:03 PM
LeoD, on 30 June 2012 - 12:46 PM, said:
-> Polymer RPG firstperson xadd corrected to 1.5.
#3294 Posted 14 July 2012 - 02:20 PM
This wasn't much noticeable until I turned the pal 0 skin to greyscale (see screenshot) for purposes mentioned elsewhere.
Would someone of our modelers please have a look into this? (Just drop the zip into autoload...)
Attached File(s)
-
y_switch860.zip (300.7K)
Number of downloads: 263
This post has been edited by LeoD: 14 July 2012 - 04:15 PM
#3295 Posted 14 July 2012 - 03:40 PM
#3296 Posted 14 July 2012 - 04:14 PM
Plagman, on 14 July 2012 - 03:40 PM, said:
#3297 Posted 16 July 2012 - 09:29 PM
When it fires, the end of each unit moves downward like a recoil spring. The Polymer Devastator HUD model only contains one frame in the fully extended pose and only changes its texture when it fires.
The Polymost HUD Devastator has more than one frame.
#3298 Posted 16 July 2012 - 11:39 PM
[edit]
Cannot upload to SVN at the office, so I'll put it here:
// Devastator (2510) model "highres/sprites/firstperson/2510_devastator.md3" { scale 1.5 skin { pal 0 file "highres/sprites/firstperson/2510_devastator.png" specfactor 0.5 specpower 35 } // normal { file "highres/sprites/firstperson/2510_devastator_n.png" parallaxbias 0.0 parallaxscale 0.0 } specular { file "highres/sprites/firstperson/2510_devastator_s.png" } frame { name "Frame0" tile 2510 } glow { file "highres/sprites/firstperson/2510_devastator_g.png" } frame { name "Frame1" tile 2511 } hud { tile0 2510 tile1 2511 xadd -0.38 yadd -0.70 zadd 1.42 angadd -512 flipped } //left devastator hud { tile0 2510 tile1 2511 xadd 0.38 yadd 0.18 zadd 1.42 angadd -512 } //right devastator }
Attached File(s)
-
2510_devastator.zip (24.53K)
Number of downloads: 239
This post has been edited by Roma Loom: 17 July 2012 - 02:49 AM