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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   Spiker 

#4021

View PostLeoD, on 19 September 2013 - 12:08 PM, said:

Duke hast lost some bullets it seems...

Plus the black seams are once again visible at the back. Are you sure you used the most recent texture Tea Monster?
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User is offline   Spiker 

#4022

Also did you mess up with the walking animation? The old one seemed a lot better to me. Tea Monster do you smoke crack? because your adjustments are a bit clumsy recently. The older version of Duke has to be brought back. You said you only fixed the bandoliere but I never noticed any problems with it.
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User is offline   Tea Monster 

  • Polymancer

#4023

I took the old model and changed the weight painting and extruded the back of the bandolier. I've not touched the animations at all.

Did you change any of the animations on the original model? If so, did you hand that blend back to me? If you didn't, then that might explain it.

The other reason that I'm retiring from the HRP is that I've got other projects on the go at the minute and I just don't have the time to devote to this any more.
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User is offline   Spiker 

#4024

I did not change any animation. It must the the new weight paint that is the culprit. Somehow you also changed the z position of the model forcing LeoD to adjust the zadd parameter. If nothing is done to fix it in the next few days I vote for restoring the previous version.
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User is offline   Tea Monster 

  • Polymancer

#4025

Restore the previous version. The only thing I didn't like about it is the belt buckle.
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User is offline   Spiker 

#4026

View PostTea Monster, on 20 September 2013 - 01:44 AM, said:

The other reason that I'm retiring from the HRP is that I've got other projects on the go at the minute and I just don't have the time to devote to this any more.
Well as long as you're alive you can't really retire from this project :lol: You contributed too much awesomness to it.
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User is offline   Spiker 

#4027

The previous version has been restored. I also darkened the pants to match the original. Tell me what you think about it.
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User is offline   Spiker 

#4028

This may sound like a noob question but how do I check the location of a tile in the GRP viewer? Specifically I need the level and location of the terminator sprite.
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User is offline   LeoD 

  • Duke4.net topic/3513

#4029

Attached Image: ScreenShot-282.jpg
1

User is offline   Mark 

#4030

Right click on the tile number and then click on List related maps. It will show locations in the right side window.
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User is offline   Spiker 

#4031

Thanks for the help.
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User is offline   NightFright 

  • The Truth is in here

#4032

Regarding files that can be removed from HRP (for the release file, not from SVN ofc):
Is this list still valid or have other redundant files been added in the meantime?

This post has been edited by NightFright: 23 September 2013 - 03:47 AM

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User is offline   Spiker 

#4033

Terminated!

Posted Image
Now this page got completely fucked up! http://hrp.duke4.net...ext_hrp_release A new to-do list needs to be created. And the old terminator texture is a candidate for deletion.

This post has been edited by Spiker: 23 September 2013 - 07:06 AM

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User is offline   NightFright 

  • The Truth is in here

#4034

I really wished I could do something about that, but I have no access to the wiki stuff at all. I agree that a new page should be built from scratch, but how? :/
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User is offline   Hendricks266 

  • Weaponized Autism

  #4035

View PostNightFright, on 23 September 2013 - 03:46 AM, said:

Regarding files that can be removed from HRP (for the release file, not from SVN ofc):
Is this list still valid or have other redundant files been added in the meantime?

Don't blindly delete all those files. For example, digital_minus.png is made by me and a couple KB at best that "completes the set". Also, 2492* may not be used because you define the "_ver" tile. The "_wide" are perfectly good but remain unimplemented for the time being.
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User is offline   NightFright 

  • The Truth is in here

#4036

As far as I am concerned, no files need to be deleted at all, anyway. After all, this will not significantly improve filesize, maybe 10-20 MB. When we are talking about an 800+ MB release, it's not really SUCH a big deal.

Other than that, any other contribution(s) pending? Otherwise, I would call it a day with current SVN rev.554 (regarding HRP v5.3 content) so I can take a look at it until the end of the week (checking for eventual EDuke32 log errors while playing which can be fixed or other ingame issues). After all, I think enough has been added in the meantime to justify a refresh release.
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User is offline   Spiker 

#4037

View PostNightFright, on 23 September 2013 - 11:57 AM, said:

I really wished I could do something about that, but I have no access to the wiki stuff at all. I agree that a new page should be built from scratch, but how? :/
If no page can be created then we should have at least a txt file like Duke DC has. Unfortunately it seems the list of unfinished content has been lost.
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User is offline   NightFright 

  • The Truth is in here

#4038

I never made a backup of that list. If no one has it by any chance or it can be retrieved from wiki files somehow, it's lost forever...

Humorous side note: The error log from wiki was like 1.5 GB in the meantime. A lot of people apparently have tried to access this stuff. xD


*EDIT*
I was able to pull the list from Feb. 2012 off the server and turned it into a text file (see my signature link). Only few things should have been changed by now. I have removed the recently added Terminator arm and a few Ep.4 textures which are in SVN r554 in the meantime. Will check later if anything else has been added in the meantime, but at least this is better than having no to-do list at all any more. ^^

This post has been edited by NightFright: 23 September 2013 - 01:43 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#4039

View PostNightFright, on 23 September 2013 - 12:10 PM, said:

Other than that, any other contribution(s) pending? Otherwise, I would call it a day with current SVN rev.554 (regarding HRP v5.3 content) so I can take a look at it until the end of the week (checking for eventual EDuke32 log errors while playing which can be fixed or other ingame issues).
Wait for my r555 until Tuesday evening, please.
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User is offline   ReaperMan 

#4040

The terminator looks great! But shouldn't there be wires dangling where his legs were severed?

This post has been edited by ReaperMan: 23 September 2013 - 10:06 PM

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User is offline   NightFright 

  • The Truth is in here

#4041

BTW, what happened with the remake of the HUD statusbar? I guess it's clear it won't happen for this release any more, but wasn't someone saying that he/she was working on it?

@LeoD:
When you commit your r555 tonight, you can
- delete "1356_terminator.png" (highres\sprites\characters) as it is no longer needed with the new model
- add the todo list from my signature link as a text file (like I did for DukeDC HRP)

This post has been edited by NightFright: 24 September 2013 - 01:53 AM

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User is offline   Spiker 

#4042

View PostNightFright, on 23 September 2013 - 12:35 PM, said:

I was able to pull the list from Feb. 2012 off the server and turned it into a text file (see my signature link).
Nice job with the list but could you please put it in the Polymer HRP SVN and link it from there? (Like Duke DC). This way everyone will be able to edit it, not only you.


View PostReaperMan, on 23 September 2013 - 10:05 PM, said:

The terminator looks great! But shouldn't there be wires dangling where his legs were severed?
I may add some wires later on. I was planning to redo it slightly anyway.
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User is offline   NightFright 

  • The Truth is in here

#4043

The todo list can be added to the SVN with the next commit. LeoD can take care of that (for r555), too, since he wanted to do a commit tonight, anyway.

This post has been edited by NightFright: 24 September 2013 - 01:55 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#4044

r556

View PostNightFright, on 23 September 2013 - 11:37 PM, said:

- delete "1356_terminator.png" (highres\sprites\characters) as it is no longer needed with the new model
There's still Polymost HRP :lol:

View PostNightFright, on 23 September 2013 - 11:37 PM, said:

- add the todo list from my signature link as a text file
Done.

View PostSpiker, on 24 September 2013 - 01:44 AM, said:

I was planning to redo it slightly anyway.
The surface seems a bit bland to me (or did I mess up my settings?). Adding metal_fine detail could help for the time being:
Attached Image: terminator-r554.jpgAttached Image: terminator-r554-metal_fine.jpgjpg]
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User is offline   Spiker 

#4045

View PostLeoD, on 24 September 2013 - 10:06 AM, said:

The surface seems a bit bland to me (or did I mess up my settings?). Adding metal_fine detail could help for the time being:
Thanks for the suggestion, also did you changed anything with the models? In your screen shot the hand looks misaligned.

EDIT: I added some small detail as you suggested but it bloated the files very much.

EDIT 2: I optimized it a bit.

This post has been edited by Spiker: 24 September 2013 - 11:02 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#4046

View PostSpiker, on 24 September 2013 - 10:34 AM, said:

Thanks for the suggestion, also did you changed anything with the models? In your screen shot the hand looks misaligned.
I assume that's because the Polymost maphack got loaded, which I adapted to using the new arm in Polymost HRP.
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User is offline   LeoD 

  • Duke4.net topic/3513

#4047

View PostSpiker, on 24 September 2013 - 10:34 AM, said:

EDIT: I added some small detail as you suggested but it bloated the files very much.
Oops, I thought I suggested simply adding two lines in characters.def. (Already there as of r556, would just need uncommenting.)
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User is offline   Spiker 

#4048

Yeah I'm not a great fan of these detail textures. I'd rather edit the textures themselves. It gives you more flexibility and makes your stuff independent.
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User is offline   ReaperMan 

#4049

You could always make some scratches by hand on the sharp corners, i find that makes metal textures less bland.
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User is offline   Tetsuo 

#4050

In my opinion detail textures should be used for the finer details rather than what they are typically used for in this project. Typically it's used for stuff like good grain.. but it should be used for things like scratches on the top coat and perhaps dust. Stuff that you'd have to get extremely up close to see. Also, the resolution or scaling of them is quite low which makes then NOT look like fine detail.

This post has been edited by Tetsuo: 24 September 2013 - 06:18 PM

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