Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#3871 Posted 15 July 2013 - 03:41 PM
#3872 Posted 15 July 2013 - 04:18 PM
(Well, except for a position change on the back two screws.)
#3873 Posted 15 July 2013 - 04:46 PM
Attached File(s)
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0762mic.zip (247.37K)
Number of downloads: 183
This post has been edited by Mark.: 15 July 2013 - 04:47 PM
#3874 Posted 15 July 2013 - 11:41 PM
Mark., on 15 July 2013 - 03:41 PM, said:
My RPG had those but they stuck out too far.
#3875 Posted 16 July 2013 - 08:56 AM
Enjoy
Attached File(s)
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0051_healthbox.zip (573.57K)
Number of downloads: 227
#3877 Posted 16 July 2013 - 11:09 AM
This post has been edited by TON: 16 July 2013 - 11:09 AM
#3879 Posted 16 July 2013 - 12:34 PM
DavoX, on 16 July 2013 - 11:57 AM, said:
Clasp?
#3880 Posted 16 July 2013 - 12:54 PM
The AO of the original looked rough like paper, instead of being smooth like porcelain, to combat this i needed more light bounces .. it took my machine half an hour to get a bake that was smooth enough.
#3883 Posted 16 July 2013 - 06:38 PM
This post has been edited by Fox: 17 July 2013 - 04:54 PM
#3885 Posted 17 July 2013 - 09:31 AM
Mark., on 15 July 2013 - 04:46 PM, said:
Steveeeie, on 16 July 2013 - 08:56 AM, said:
Inevitable nitpicking:
Although it's less obvious than with the mic, your box needs a 180 degree turn as well. It looks OK in TON's screenshot, but Mapster shows that it's actually facing the wall.
You should put a whitespace before the closing brackets in your DEFs:
skin { pal 0 file "highres/sprites/pickups/0051_healthbox_d.png" specpower 6 specfactor 1.2}
Most likely the 1.2 is parsed correctly so far, because I can't spot any visible difference, but the error message in the log is still worth to be avoided:
***Error on line highres/sprites/pickups.def:201: expecting float, got "}"
#3886 Posted 17 July 2013 - 02:53 PM
1051_handdryer_2013.zip (457.12K)
Number of downloads: 189
New version of 1051. I'm debating on the best way to handle the chrome. In modern engines a mirror shader is applied, and Plagman has stated that Polymer will have this one day. So I've given it a gray colour and oomped up the spec on those parts. It's not ideal, but I don't want to screw it up for when these features are put in. If anyone has a better idea (apart from baking on a render of some chrome), then let me know.
This post has been edited by Tea Monster: 17 July 2013 - 03:03 PM
#3887 Posted 17 July 2013 - 04:36 PM
Just one or two comments needed. I don't want to derail the thread.
This post has been edited by Mark.: 17 July 2013 - 04:39 PM
#3889 Posted 18 July 2013 - 04:01 AM
This post has been edited by NightFright: 18 July 2013 - 04:02 AM
#3890 Posted 18 July 2013 - 05:13 AM
I'll put some wear and tear on though.
#3891 Posted 18 July 2013 - 09:15 AM
LeoD, on 17 July 2013 - 09:31 AM, said:
Very good.
Inevitable nitpicking:
Although it's less obvious than with the mic, your box needs a 180 degree turn as well. It looks OK in TON's screenshot, but Mapster shows that it's actually facing the wall.
You should put a whitespace before the closing brackets in your DEFs:
skin { pal 0 file "highres/sprites/pickups/0051_healthbox_d.png" specpower 6 specfactor 1.2}
Most likely the 1.2 is parsed correctly so far, because I can't spot any visible difference, but the error message in the log is still worth to be avoided:
***Error on line highres/sprites/pickups.def:201: expecting float, got "}"
No worries, will update tomorrow
#3892 Posted 18 July 2013 - 09:17 AM
Tea Monster, on 18 July 2013 - 05:13 AM, said:
I'll put some wear and tear on though.
Even in those types of environments a good amount of wear an tear can be expected.
#3893 Posted 20 July 2013 - 05:32 AM
#3894 Posted 20 July 2013 - 05:59 AM
#3896 Posted 20 July 2013 - 12:26 PM
Just to mention it again, we will check at that date whether anything worth waiting for is still in the pipeline or it's safe to compile a release. Since LeoD is currently one of the most active ones regarding HRP repository activity, my suggestion is that he should contact me after that day so we can coordinate our efforts. No rushed release like last time. ^^
#3897 Posted 20 July 2013 - 02:10 PM
NightFright, on 20 July 2013 - 12:26 PM, said:
Therefore I have uploaded a big bunch of PNGOUT optimizations for the repo downloaders to test. Additionally I have added the hand dryer, microphone, health box and first aid kit. I know that updates for some of those are in the queue but this way I have cleaned up most pending stuff over here and taken care of Polymost HRP incompatibilities in advance. I might prepare the hydrant as well. (The broken model currently clips into the ground.)
I have extracted a list of currently unused ( == undefined) HRP repo files. These can be removed from the final packages to reduce download size (14 MiB, unless someone knows mods or the likes which actually need them):
The usual suspects for inserting the release version number are: hrp_readme.txt, duke3d_hrp.def, duke3d_hrp_polymost.def, 2492_ver.png, 2492_ver_polymost.png
EDIT: plus the according files found in installer/polymost_override if necessary
Recommended command line for creating the HRP zip:
zip -rq9n .jpg:.png duke3d_hrp.zip highpal highres maphacks *.def *.mhk *.txt
This post has been edited by LeoD: 21 July 2013 - 12:55 AM
#3898 Posted 20 July 2013 - 03:51 PM
#3899 Posted 21 July 2013 - 03:21 AM
Mark., on 17 July 2013 - 04:36 PM, said:
Just one or two comments needed. I don't want to derail the thread.
It is. A common refrain is "Why can't our models look like the Duke HRP?". Which is kind of sad when you see the amount of hate that exists here for our own project.
I think that most of them are looking at the pre-polymer version as well.
Nightfright, I'll drop the new Duke skins when I get home so you can get some screens.
This post has been edited by Tea Monster: 21 July 2013 - 03:29 AM
#3900 Posted 21 July 2013 - 03:35 AM
Tea Monster, on 21 July 2013 - 03:21 AM, said:
The HRP is a fantastic community effort, and I think people would be wrong to hate it.
I personally feel the art style is inconsistent overall however.
I think it is also a case of people not being pleased with what they have, which might be the reason so many call for a remake in a more recent engine like UDK / Cryengine.
This is probable because we have almost pushed the art as far is it can go without modifying the levels.
This post has been edited by Steveeeie: 21 July 2013 - 03:38 AM