Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4111 Posted 15 January 2014 - 06:51 PM
So I can see 2 possibilities:
1. You do actually have it as one model, so in the game, it will look like a double tall palm tree with the bottom half of the trunk being completely different.
2. You do have the trunk and branches as separate models, however in that case the trunk is not symmetrical and appears to curve to one side, which means in maps the branches will not actually be connected to the trunk and instead be floating.
Edit: The other reason for the trunk to have straight sides is that it's often used as other things in user maps.
This post has been edited by Plain Simple Garek: 15 January 2014 - 06:52 PM
#4112 Posted 15 January 2014 - 07:05 PM
Plain Simple Garek, on 15 January 2014 - 06:51 PM, said:
So I can see 2 possibilities:
1. You do actually have it as one model, so in the game, it will look like a double tall palm tree with the bottom half of the trunk being completely different.
2. You do have the trunk and branches as separate models, however in that case the trunk is not symmetrical and appears to curve to one side, which means in maps the branches will not actually be connected to the trunk and instead be floating.
Edit: The other reason for the trunk to have straight sides is that it's often used as other things in user maps.
Well just check it ingame yourself. The tree IS two separate models, the trunk and the top part itself. It was painstakingly created to line-up and fit in-game. You can also see the palm in the screenshot. It is a perfectly working replacement for the current (very old) tree
This post has been edited by BuddhaMaster: 15 January 2014 - 07:06 PM
#4114 Posted 16 January 2014 - 10:17 AM
Only crit from me is that it is a little light on top and would benefit from having extra branches.
#4117 Posted 16 January 2014 - 08:55 PM
TON, on 16 January 2014 - 10:46 AM, said:
Even better how about a proper 3D cinema sign.
#4118 Posted 17 January 2014 - 02:21 PM
TON, on 16 January 2014 - 03:12 PM, said:
Somehow the palm looks bigger than it should be... also the upper trunk looks wronlgy assigned.
Anyway I've updated the palm package because there was a specular map wrongly assigned.
head to this thread, still to get the updated palm-package
*updated missing spec-map*
Thats how it "should" look in-game
But maybe the size can be slighty increased
This post has been edited by BuddhaMaster: 17 January 2014 - 02:25 PM
#4119 Posted 05 February 2014 - 11:26 PM
#4120 Posted 06 February 2014 - 12:16 AM
TerminX, on 05 February 2014 - 11:26 PM, said:
#4121 Posted 06 February 2014 - 07:38 AM
I think this statement (I guess you refer to the FAQ passage "[...] as the pack is released under the GPL which gives others the right to tweak anything you may post.") is still from the time before we had the art license in place, guess it was simply forgotten to adapt it back then. Curious that it wasn't noticed earlier. :/
Basically, the whole sentence can just be removed and it should be fine, if I am not mistaken (the art license is being referred to above already, anyway). And while we are at it, I will also remove the passage about "closed" team positions before. That seems quite inappropriate to write and read when thinking about it a little.
*EDIT*
Update: Is fixed by now.
This post has been edited by NightFright: 07 February 2014 - 04:39 AM
#4122 Posted 01 March 2014 - 02:14 AM
Quote
Important: Concerning misaligned models
======================================================================================================================
Several long-standing HRP models have an origin offset or a wrong rotation,
which has been taken care of in maphacks or HRP-aware user maps. If you redo
them, please consider reproducing those attributes or contact LeoD before
uploading a 'correct' version. (List not complete yet)
Quote
r631 | loomsday | 2014-02-28 12:54:00 -0600 (Fri, 28 Feb 2014) | 1 line
#1227 model 180 degrees rotation to fit the existing maphacks
------------------------------------------------------------------------
I don't agree. If a sprite is oriented like this:
Then its model should always, always look like this without any maphacks:
Never like this:
(I happened to have these images lying around; I don't think this particular case applies any more.)
Maphacks should fix the sprite angle, never the model.
Existing misorientations should not be preserved in the name of convenience to the maphack-makers. It would be best to bite the bullet. I also believe that the the list of wrongly-facing models in hrp_todo.txt should eventually all be corrected and their maphacks updated.
If it would be any assistance, it would be no trouble for me to write tools that:
1. rotate MD3s
2. identify all sprite IDs of a given picnum in a map
With the data from #2 it should be no trouble to generate per-map grep/awk/let/sed bash script magic to update all the maphacks in the SVN, provided the respective map files. I see that 99% of the maphacks have tilenums commented already, so this task should be even easier.
#4123 Posted 01 March 2014 - 02:38 AM
#4124 Posted 01 March 2014 - 02:56 AM
#4125 Posted 01 March 2014 - 02:59 AM
#4126 Posted 01 March 2014 - 05:35 AM
Tea Monster, on 01 March 2014 - 02:38 AM, said:
I use that program and I agree, its free quick and easy to align the models. But that program has a habit of changing the internal "frame" name of the model to a default of none00 and will screw up the defs.
#4127 Posted 01 March 2014 - 07:02 AM
Hendricks266, on 01 March 2014 - 02:14 AM, said:
Existing misorientations should not be preserved in the name of convenience to the maphack-makers. It would be best to bite the bullet. I also believe that the the list of wrongly-facing models in hrp_todo.txt should eventually all be corrected and their maphacks updated.
Hendricks266, on 01 March 2014 - 02:14 AM, said:
1. rotate MD3s
2. identify all sprite IDs of a given picnum in a map
Hendricks266, on 01 March 2014 - 02:14 AM, said:
Hendricks266, on 01 March 2014 - 02:14 AM, said:
Conclusion: I agree on the principle and I'm willing to work on that, but not before we have:
- EDuke32 supporting the maphack DEF tokens
- a subsequent full HRP release containing fully reviewed Atomic MHKs (and hopefully the majority from my "big milestone to-do list")
- supporting tools (like #1, #2)
Mark., on 01 March 2014 - 05:35 AM, said:
This post has been edited by LeoD: 01 March 2014 - 03:55 PM
#4128 Posted 02 March 2014 - 11:45 AM
#4129 Posted 02 March 2014 - 12:37 PM
My biggest complaint about the program has been its problem of giving an error message and not saving out some models even though they do not exceed md3 limits. My second complaint is the program refuses to open in full window mode.
This post has been edited by Mark.: 02 March 2014 - 12:40 PM
#4130 Posted 02 March 2014 - 01:33 PM
Just download that, and extract to a folder. I put this custom MM3D build together myself.
#4132 Posted 02 March 2014 - 03:01 PM
Mark., on 02 March 2014 - 01:43 PM, said:
Thanks very much.
Nah, nothing else, just absurdly raised poly limits for MD3 Export and Import.
btw, if anyone could mirror that file for me to save bandwidth on my machine, it would be much appreciated.
This post has been edited by StrikerMan780: 02 March 2014 - 03:02 PM
#4133 Posted 03 March 2014 - 03:38 AM
#4134 Posted 06 March 2014 - 08:32 PM
will even offer paypal cash / steam games for your time + credits, at the end of the game, you have to also have to do the def files to, so its a bit of work but nothing a clever scripter couldn't work out.
DNE must be perfect in every way i want spec maps to fit with the HRP now even better, you would not believe the amount of polish and changes its really turning from a mod into a polished AAA game
#4135 Posted 07 March 2014 - 12:20 AM
DanM, on 06 March 2014 - 08:32 PM, said:
will even offer paypal cash / steam games for your time + credits, at the end of the game, you have to also have to do the def files to, so its a bit of work but nothing a clever scripter couldn't work out.
DNE must be perfect in every way i want spec maps to fit with the HRP now even better, you would not believe the amount of polish and changes its really turning from a mod into a polished AAA game
Do you guys have an svn repository for this? As I'm looking trough the version of DNE I've downloaded pretty long time ago I see most textures like bricks, concrete and ground don't require any modelling work for generating normalmaps so they are very easy to do. The only thing that bugs me - many brick textures were tiled in a hurry and they have that nasty butterfly effect in the middle, so if they were taken from cgtextures site or there are original non-tiled versions of them it would be great to have access to them too.
#4136 Posted 07 March 2014 - 01:03 AM
This post has been edited by DanM: 07 March 2014 - 01:05 AM
#4138 Posted 13 March 2014 - 07:32 AM
and yes you will be happy to know you won't have to rescue as many survivors in this version and they will be in places that there AI can handle it easier, also the rescue dude has a chaingun so any alien bastard that gets to close gets an ass whooping, just don't stand in front of him when he does it lol, very rarely happens but makes it more plausible how he can exist in such a setting.
anyone want any of their own graffiti posters art to be seen in DNE assuming its a properly cropped PNG with defs
dummytile 7200 128 128
texture 7200 { pal 0 { file "textures/XXXXXXX.png" } }
pretty much 7200 onwards is free.
This post has been edited by Stabs: 13 March 2014 - 07:34 AM
#4139 Posted 01 April 2014 - 02:39 PM
#4140 Posted 01 April 2014 - 11:14 PM
Tea Monster, on 01 April 2014 - 02:39 PM, said:
Specular map is a separate texture, where RGB channels are used for "specular power", and A channel is for "specular factor". Usually I just ignore alpha channel by saving a texture into 8 bit greyscale PNG file and I assume the engine just sets specfactor to 1 in this case, which is good for most cases of metallic textures. If I want something very glossy like slimer eggs I just set specific specfactor in the deflines. Of course I can adjust specfacor by utilizing alpha channel of the specular map, but it's kind of voodoo for me.