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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   LeoD 

  • Duke4.net topic/3513

#3301

View PostStrikerMan780, on 19 July 2012 - 09:01 AM, said:

Any reason why the normal map is commented out?
r158:

Quote

commented out normalmap for HUD Devastator until better days, it appears to look horrible in many cases in intensively lit areas

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User is offline   LeoD 

  • Duke4.net topic/3513

#3302

In opposition to the thread's title here's a pack with the art still missing in the HRP. I needed to create it when working on my GreyDuke project, and maybe others are interested in a quick browse through the missing stuff, too.

Attached File(s)


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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3303

Since I shouldn't be so far from finishing the Duke 64 mod, is there anyone with interesting in making any HRP-ish stuff over it?
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User is offline   Mark 

#3304

LeoD, tiles 4430 4431 4432 are shown as still needing to be done. IIRC those were remade by me and then replaced with a better version by someone else. Did those get lost in the shuffle? I still have my versions saved but if you can find the later ones use those. I'll look around on some backups and see if I have them.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3305

View PostMarked, on 20 July 2012 - 03:31 PM, said:

LeoD, tiles 4430 4431 4432 are shown as still needing to be done. IIRC those were remade by me and then replaced with a better version by someone else. Did those get lost in the shuffle? I still have my versions saved but if you can find the later ones use those. I'll look around on some backups and see if I have them.
Files are in HRP, but the comment on the HRP Wiki's ToDo list is: "highres sprites done; model needed". (They're commented out in the hrp_missing.def file.) Same goes for 4480, 4483.

NightFright,
There's something wrong with the headers of the HRP Wiki pages.

This post has been edited by LeoD: 20 July 2012 - 03:54 PM

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User is offline   Mark 

#3306

OK. I'm going to attempt the model for tiles 4430-4432
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User is offline   LeoD 

  • Duke4.net topic/3513

#3307

View PostFox, on 20 July 2012 - 03:04 PM, said:

Since I shouldn't be so far from finishing the Duke 64 mod, is there anyone with interesting in making any HRP-ish stuff over it?

Attached Image: arcadeballs.png
I think people might contribute if there's an infrastructure and a (visual) ToDo list. I'd propose to create a Duke 64 HRP repository which is based on the regular HRP/duke3d.grp, just like the Vaca+ HRP for example.
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User is online   Hendricks266 

  • Weaponized Autism

  #3308

View PostLeoD, on 20 July 2012 - 05:38 PM, said:

I think people might contribute if there's an infrastructure and a (visual) ToDo list. I'd propose to create a Duke 64 HRP repository which is based on the regular HRP/duke3d.grp, just like the Vaca+ HRP for example.

Yes. For the 6 years that I've been managing the NWHRP (5 for VacaHRP), keeping an undef/override/patch model has worked out the best of any option.

Which reminds me, I need to replace my textual to-do lists with visual to-do lists.
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User is offline   Mark 

#3309

I made a good start in less than an hour. I should have it mostly finished by this weekend. The difficult part will be destroying parts of the boxes where the wires will stick out.

I added an updated pic

Attached thumbnail(s)

  • Attached Image: fusebox3.jpg


This post has been edited by Marked: 21 July 2012 - 06:03 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3310

Nice chair, Roma!
It was about time for some new seat covers. The models need 90 degrees rotation, though:
Attached Image: ch1-polymer-old.jpgAttached Image: ch1-polymer-new.jpgAttached Image: ch3-polymer-old.jpgAttached Image: ch3-polymer-new.jpg

This post has been edited by LeoD: 21 July 2012 - 06:22 AM

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User is offline   Roma Loom 

  • Loomsday Device

#3311

fixxored. thanx for report.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3312

I was about to ask for a Polymost skin but it seems that Polymost HRP is better equipped with the old chair.
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User is offline   Nukey 

#3313

Just out of curiousity, is the PIRATEHALF (#4516) model still a male? Or has that since been corrected?

I thought that was a bit strange last time I played through using the HRP, because I'm positive that texture is supposed to be a female (well, as female as a robot can get anyway).
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User is offline   LeoD 

  • Duke4.net topic/3513

#3314

View PostNukey, on 22 July 2012 - 02:53 PM, said:

Just out of curiousity, is the PIRATEHALF (#4516) model still a male? Or has that since been corrected?

I thought that was a bit strange last time I played through using the HRP, because I'm positive that texture is supposed to be a female (well, as female as a robot can get anyway).
Male. And I wouldn't change it.
Btw.: old discussion thread.
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User is offline   Nukey 

#3315

View PostLeoD, on 22 July 2012 - 03:26 PM, said:

Male. And I wouldn't change it.
Btw.: old discussion thread.


Ah, so it was a community decision to change it to male to better fit the theme of the level?

I can see how there was some confusion over the "gender" in the first place. Aside from the breasts, it does look a bit ambiguous.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3316

Not really.

Posted Image

I don't understand the "theme" argument that lead to the conclusion it should be a man. It is a destroyed robot, clearly not an attraction of the themepark.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3317

View PostNukey, on 22 July 2012 - 04:02 PM, said:

Ah, so it was a community decision to change it to male to better fit the theme of the level?
No. The majority was in favor of a female. But since no skin was made for the 'boobied' model ...
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User is offline   Nukey 

#3318

View PostFox, on 22 July 2012 - 04:39 PM, said:

Not really.

I don't understand the "theme" argument that lead to the conclusion it should be a man. It is a destroyed robot, clearly not an attraction of the themepark.



:( Awesome. Not like I needed convincing, but it's nice to finally see definitive proof.
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User is offline   Bloodshot 

#3319

As it has been noted about the weapons before, the perspective of them for first person is off. The way they are now (specifically the shotty/RPG) kind of looks like when someone attempts to draw something without knowledge of perspective.

Don't get me wrong, the models are excellent but the perspective of them just makes them look fake

Rough, but having it more like this would help the look a lot
Posted Image
as opposed to this
Posted Image

This post has been edited by Bloodshot: 22 July 2012 - 07:20 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #3320

Correctly positioning the HUD models to match the perspective of the sprites is one of the hardest things to do in terms of HRP design, and there is always room for improvement. The issue is that we only have def commands for rotation on one of the three axes of rotation. If we had that, using cvar overrides most things could be done if the model is constructed correctly.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3321

Since the next HRP release will be a full package anyway, I've been playing with Ken's PNGOUT on the repository. About 30MiB could be saved. However, before committing all those megabytes, I need to ask some questions to the ones who know. I've checked back the optimizations by converting both old and new PNGs to BMPs and quite a lot of them are binary different:
-PNGOUT sets the DPI/PPM attributes to 72dpi. I assume that makes no difference in-game?
-PNGOUT removes "unused" alpha channels. Is that OK for the highpals?
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User is offline   Plagman 

  • Former VP of Media Operations

#3322

The unused alpha/color channel optimization is not OK for any of the textures that we use.
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User is online   Hendricks266 

  • Weaponized Autism

  #3323

I know we should stay away from optimizing _n and _s maps because they are more data in an image format than proper images and therefore optimizers ruin them. NightFright encountered that a while ago. However, is there any problem with optimizing diffuse or Polymost textures?
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User is offline   Plagman 

  • Former VP of Media Operations

#3324

In theory diffuse maps can be applied to surfaces where the alpha channel doesn't apply, like walls. In practice it's probably fine.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3325

View PostPlagman, on 01 August 2012 - 01:41 PM, said:

The unused alpha/color channel optimization is not OK for any of the textures that we use.

View PostHendricks266, on 01 August 2012 - 09:42 PM, said:

I know we should stay away from optimizing _n and _s maps because they are more data in an image format than proper images and therefore optimizers ruin them. NightFright encountered that a while ago.
(Discussion here) Applying the -c6 option to PNGOUT keeps the alpha channel and adds many more verifiable results, including the highpals and many _n and _s maps.

View PostHendricks266, on 01 August 2012 - 09:42 PM, said:

However, is there any problem with optimizing diffuse or Polymost textures?

View PostPlagman, on 01 August 2012 - 09:45 PM, said:

In theory diffuse maps can be applied to surfaces where the alpha channel doesn't apply, like walls. In practice it's probably fine.
Further investigations pending...
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User is offline   Tea Monster 

  • Polymancer

#3326

Just remember it all gets optimised again when the engine gets hold of it.
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User is online   Hendricks266 

  • Weaponized Autism

  #3327

The point of these optimizations is to save file space, nothing more.
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User is offline   Tea Monster 

  • Polymancer

#3328

I know this has been asked before, but how likely is it to get a system in place where if someone were to do a new player model, we can see what weapon they are carrying?

You would have to have a system in place where it would swap out different player models holding different weapon models.

Now what would be really cool is if we had MD5 or something similar that would allow you to just have different animation scripts so that you wouldn't need 6 different player models.

Cutting to the chase, is this likely to happen within the next few months?
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User is offline   Micky C 

  • Honored Donor

#3329

I recall DT saying that if somebody made the models, he'd code a multiplayer mod that switches the player model or parts of it so the player is seen holding the right weapon. I think he'll also add some other options in regards to other multiplayer improvements, but the point is that the net code needs to be finished first for such a mod to work.
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User is offline   Tetsuo 

#3330

This isn't the first time someone has asked about vweap support.. I have asked about it too in the past. Anyway, it'd also be good for single player too so when one looks in the mirror they see the correct weapon and not just the RPG all the time as it is currently.
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