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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   Tea Monster 

  • Polymancer

#3991

I'll have a look at that. I think Spiker did something to the last one to fix that.
I'm probably not going to be able to finish this for the release, but Spiker asked me for some help with the screen sources and I decided to see if I could improve the quality of them a bit.
Posted Image

This post has been edited by Tea Monster: 15 September 2013 - 03:10 AM

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User is offline   Spiker 

#3992

Now that looks a lot better! THAT'S WHAT I'M TALKING ABOUT! If I may suggest something to make it look even better. The knee should be bend 90 degrees and the cocking animation should face the viewer directly if you know what I mean.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3993

 Tea Monster, on 15 September 2013 - 03:10 AM, said:

I'll have a look at that. I think Spiker did something to the last one to fix that.
I'll play with the zadd parameter. Maybe that's all what's needed.
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User is offline   Spiker 

#3994

 LeoD, on 15 September 2013 - 03:26 AM, said:

I'll play with the zadd parameter. Maybe that's all what's needed.

This should do the job. But from what I saw the values are the same so something else has been changed. I just thought the crouching was separate from dying animation. Hope this won't break the death animation. Also test the swimming animation as I remember adjusting it as well.
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User is offline   LeoD 

  • Duke4.net topic/3513

#3995

 Spiker, on 15 September 2013 - 03:31 AM, said:

This should do the job. But from what I saw the values are the same so something else has been changed. I just thought the crouching was separate from dying animation. Hope this won't break the death animation. Also test the swimming animation as I remember adjusting it as well.
For the records - necessary zadd changes: crouch: +50 -> +19, swim: +55 -> +31, move: 0 -> -3
After adjusting the crouch zadd, the dead Duke floats somewhat higher than with the old model. The old zadd seems to be a compromise between floating a little bit when 'crouching still' and the left foot clipping a bit into the ground when moving. So lowering the new dead Duke would mean that the left foot would clip more into the ground while crouching.

Maybe I'm doing something wrong, but when Polymer-lit the old models look way better IMO.
Attached Image: stand-old-0.jpgAttached Image: stand-new-3.jpgAttached Image: crouch-old+50.jpgAttached Image: crouch-new+19.jpg
Attached Image: ice-old-39.jpgAttached Image: ice-new-39.jpgAttached Image: dead-old+50.jpgAttached Image: dead-new+19.jpg

When under water, the swimming animation is always played, even if Duke doesn't move. Is it possible to fix that?
(From what I understand of the EDuke32 animation system it's not, and the old Polymost model behaves the same.)
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User is offline   Spiker 

#3996

The shading problem is the result of the broken normals while exporting. This could be fixed in MD3 compiler be recalculating normals.

This post has been edited by Spiker: 15 September 2013 - 06:13 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3997

View PostSpiker, on 15 September 2013 - 06:13 AM, said:

The shading problem is the result of the broken normals while exporting. This could be fixed in MD3 compiler be recalculating normals.
If I think about it, the new (broken) frozen Duke looks more icy than the correct one. :lol:
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User is offline   Hendricks266 

  • Weaponized Autism

  #3998

 Tea Monster, on 15 September 2013 - 03:10 AM, said:

I'll have a look at that. I think Spiker did something to the last one to fix that.
I'm probably not going to be able to finish this for the release, but Spiker asked me for some help with the screen sources and I decided to see if I could improve the quality of them a bit.
Posted Image

Looking good!

My only criticism is of the shape of the slime puddle. It doesn't look liquid at the moment.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3999

I would change that background, it looks like something is burning on the original.

This post has been edited by Fox: 15 September 2013 - 10:03 AM

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User is offline   Tetsuo 

#4000

Is it always going to be limited to 4:3 or is it just the preview that is 4:3?
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User is offline   Spiker 

#4001

At the moment there is no need to bother with making 16:9 (wide screen) textures as the engine squishes them back to 4:3 anyway leaving black sides. There are other wide screen textures but so far they only take additional space and I doubt someone is going to code this feature anytime soon.

I've just uploaded the improved versions of the screens but we're still discussing them with Tea Monster so this may be not the final version.

LeoD will you sort out the Duke model on your own or do you need help?
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User is offline   Spiker 

#4002

Also I have a question. What is the secret to get Duke reload his gun on the level stats screen? Sometimes he does it and sometimes not.
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User is offline   Tea Monster 

  • Polymancer

#4003

Are the graphics files too large? Would they work better as jpg than pngs?

Also, I was trying to stay away from NPherno as no matter what you seem to do with it, it breaks the normals along the UV lines, so that Duke is running around with these huge creases down his legs and arms.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4004

 Spiker, on 16 September 2013 - 04:57 AM, said:

I doubt someone is going to code this feature anytime soon.

Make the stuff. It will happen.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#4005

 Spiker, on 16 September 2013 - 04:57 AM, said:

LeoD will you sort out the Duke model on your own or do you need help?
I wouldn't even know which tool to use, tbh. :lol:
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User is offline   Tea Monster 

  • Polymancer

#4006

I'll Npherno it.
1

User is offline   Spiker 

#4007

This is something that hasn't been bothering me up to now but I want some opinions. Shouldn't Duke pants be more dark blue instead of light blue as they are now? The stats screen don't show it fully because of the lighting but generally they are brighter than the previous version or the original. I shoud be ashamed in the first place because it's me who made them look as they are now.

This post has been edited by Spiker: 17 September 2013 - 07:11 AM

0

#4008

@spiker
they look fine to me :lol:
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User is offline   LeoD 

  • Duke4.net topic/3513

#4009

 splitterface, on 17 September 2013 - 07:05 AM, said:

they look fine to me :lol:
Agreed, but they don't match the kicking animation.
Attached Image: duke-kick-HRP.jpgAttached Image: duke-kick-classic.jpg
The original blue is somewhere in the middle. Unless it's too much work I'd like to have both adjusted to that.

 Tea Monster, on 16 September 2013 - 03:39 PM, said:

I'll Npherno it.
Btw, I didn't check if the new Cycloid is affected also.

This post has been edited by LeoD: 17 September 2013 - 07:27 AM

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User is offline   Spiker 

#4010

Hmm from this perspetive it's actually looking brighter than I thought but still more blue. That reminds me that the current mighty foot looks really bad. Something has to be done with it.
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User is offline   Tea Monster 

  • Polymancer

#4011

The current mighty boot has to go. I wouldn't alter the game model to match that. You may be able to get away with using the game model as is for the kick and just use one of the native 2048 skins as it's in the Hud. Otherwise you may have to amputate the leg to get the HUD model. The reason the original of the Mighty Boot was 'flat' was that we had those problems with depth on the HUD (one reason why the original shotty has so many problems.) Now that has been fixed, it should work fine with the new model.
1

User is offline   Night Wolf 

#4012

 Spiker, on 17 September 2013 - 06:49 AM, said:

This is something that hasn't been bothering me up to now but I want some opinions. Shouldn't Duke pants be more dark blue instead of light blue as they are now? The stats screen don't show it fully because of the lighting but generally they are brighter than the previous version or the original. I shoud be ashamed in the first place because it's me who made them look as they are now.


Yeah I thought that too, It's actually an easy fix, I darkened it for my own pack.
0

User is offline   Tea Monster 

  • Polymancer

#4013

Here is the Npherno'd Duke and Cycloid models.

Ice Duke to follow in the next few days.
3

User is offline   Tea Monster 

  • Polymancer

#4014

I'd just like to say a big public thank you to Spiker for taking care of a lot of this.
1

User is offline   Spiker 

#4015

<3
2

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4016

I'd just like to say a big thank you to the both of you for your incredible work on a free HRP for a nigh 20 year old game!

This post has been edited by MusicallyInspired: 19 September 2013 - 05:25 AM

1

User is offline   Spiker 

#4017

Also big thanks to Roma Loom who is doing the great job behind the scenes. His Polymer textures are awesome.
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4018

Hear hear
1

User is offline   Tea Monster 

  • Polymancer

#4019

 Spiker, on 19 September 2013 - 06:30 AM, said:

Also big thanks to Roma Loom who is doing the great job behind the scenes. His Polymer textures are awesome.


Seconded
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User is offline   LeoD 

  • Duke4.net topic/3513

#4020

 Tea Monster, on 18 September 2013 - 05:59 PM, said:

Here is the Npherno'd Duke and Cycloid models.
Duke hast lost some bullets it seems...
Attached Image: duke-1st-new2.jpg

 Tea Monster, on 18 September 2013 - 05:59 PM, said:

[url="http://www.filedropper.com/cycloidndukenphv12"]Ice Duke to follow in the next few days.
I'll upload the very icy looking wrong model for the time being... :lol:

 Tea Monster, on 19 September 2013 - 10:34 AM, said:

Seconded
Thirded :lol:
0

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