Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4171 Posted 15 December 2014 - 07:19 AM
#4172 Posted 15 December 2014 - 08:01 AM
Roma Loom, on 15 December 2014 - 07:19 AM, said:
NightFright, on 14 December 2014 - 12:15 PM, said:
Anyway, if you guys wish for it, I could recompile another refresh release - but I need to test it first which might take a bit. Also it needs to be coordinated with the comm in case any of you still has stuff they want to get added before. Could be done before new year still (if there is nothing major in the pipeline), though - my holidays start after coming Friday.
But if Roma Loom, who has been more or less the only notable contributor over the last year, thinks a full release is appropriate, then go for it. I'll PM you an update pack download link (no revision numbers, 135MiB), so you can check out what's new more easily.
#4173 Posted 15 December 2014 - 08:20 AM
Mark., on 14 December 2014 - 05:44 PM, said:
>should
NightFright, on 15 December 2014 - 06:13 AM, said:
>screwed
Roma Loom, on 15 December 2014 - 07:19 AM, said:
Give this man a cookie.
texture 217 {
pal 0 { file "highres/textures/0217_d.png" xscale 16 }
#4174 Posted 15 December 2014 - 04:01 PM
Roma Loom, on 15 December 2014 - 07:19 AM, said:
Thats what I thought also. I'm glad the rules occasionally have been "relaxed" a little for the sake of quality.
#4175 Posted 15 December 2014 - 04:08 PM
#4176 Posted 15 December 2014 - 04:27 PM
This post has been edited by Mark.: 15 December 2014 - 04:29 PM
#4177 Posted 15 December 2014 - 05:03 PM
texture 217 { pal 0 { file "highres/textures/0217_d.png" xscale 16 } normal { file "highres/textures/0217_n.png" parallaxbias 0.04 parallaxscale 0.05 } specular { file "highres/textures/0217_s.png" } detail { file "highres/detail/paint.png" xscale 0.4 yscale 0.4 } }
Note the xscale 16. This token causes the texture to be treated as if it covers 16 repetitions on the x-axis. Otherwise, Roma's texture would appear squished horizontally 16 times.
#4178 Posted 15 December 2014 - 07:30 PM
#4179 Posted 16 December 2014 - 01:20 AM
I will check this out starting this weekend and see if everything looks the way it should.
*UPDATE Dec 17*
Roma is still working on some textures during his holidays, so we'll wait for those to make the release a bit more "worthwhile". A delay by one month or so won't hurt anybody.
This post has been edited by NightFright: 17 December 2014 - 12:56 AM
#4180 Posted 12 January 2015 - 05:50 AM
I don't know if this is the right place to post this, but the snack vending machine texture doesn't seem to be working.....
I don't know if it's a problem with the pack itself or something in my settings, but I felt you guys should know.
#4181 Posted 12 January 2015 - 07:26 AM
darkprince227, on 12 January 2015 - 05:50 AM, said:
darkprince227, on 12 January 2015 - 05:50 AM, said:
Concerning screenshots: Type DNCOORDS before taking a screenshot, that helps finding the location. Converting your screenshots to JPG before uploading seems like a good idea in most cases, too.
#4182 Posted 12 January 2015 - 07:45 AM
LeoD, on 12 January 2015 - 07:26 AM, said:
I suspect your settings, tbh. Reproduce the issue, attach the according eduke32.log as usually recommended. Which map are you using?
Concerning screenshots: Type DNCOORDS before taking a screenshot, that helps finding the location. Converting your screenshots to JPG before uploading seems like a good idea in most cases, too.
Okay, I'll use that thread next time, and I'll try to remember what you said about screenshots too.
Here's the eduke32 log like you asked. BTW, I am on the level Hotel Hell (I accessed it via the user map selection) eduke32.log (4.52K)
Number of downloads: 310
Oh, and it's just the front bit (texture 1212.png) that doesn't work. The sides look fine.
This post has been edited by darkprince227: 12 January 2015 - 02:47 PM
#4183 Posted 13 January 2015 - 02:21 PM
darkprince227, on 12 January 2015 - 05:50 AM, said:
I don't know if it's a problem with the pack itself or something in my settings, but I felt you guys should know.
LeoD, on 12 January 2015 - 07:26 AM, said:
#4184 Posted 17 February 2015 - 06:42 AM
texture 336 { pal 0 { file "highres/textures/0336.png" xscale 4 yscale 4 } pal 2 { file "highres/textures/0336_2.png" } pal 21 { file "highres/textures/0336_2.png" } }
but the tinted PNG has the same size as the base one.
#4185 Posted 17 February 2015 - 08:01 AM
Helixhorned, on 17 February 2015 - 06:42 AM, said:
#4186 Posted 17 February 2015 - 08:51 AM
LeoD, on 17 February 2015 - 08:01 AM, said:
Looks like it should.
Quote
Such is the semantics of the xscale/yscale tokens within the pal block of the texture DEF command. I don't think it would be sensible to retroactively change it to something more convenient.
#4187 Posted 18 February 2015 - 04:53 AM
LeoD, on 17 February 2015 - 08:01 AM, said:
Oops. I remember I was experimenting with new water textures and forgot to reverse changes, sorry.
#4188 Posted 18 February 2015 - 06:10 AM
Roma Loom, on 18 February 2015 - 04:53 AM, said:
Btw, thanks for working on the cranepole, but, unforunately, your pole still ain't long enough.
This can probably be viewed best in church.map (part of the 666 episode, available here) near the start at x=6500 / y=-6000. Note that recent EDuke32 in combination with the repo HRP will load a maphack with notmds for those. Place an empty church.mhk alongside church.map to avoid that.
(The Polymost HRP necromancer would also appreciate a Polymost crane[pole] skin very much.)
#4189 Posted 18 February 2015 - 11:28 PM
LeoD, on 18 February 2015 - 06:10 AM, said:
(The Polymost HRP necromancer would also appreciate a Polymost crane[pole] skin very much.)
I've tested it on e1l4, it was ok. Though I see Y-Center offset = 1 of the tile 1221 in the art file. And I don't really know if it applies to the model...
#4190 Posted 22 February 2015 - 05:56 AM
#4191 Posted 22 February 2015 - 11:12 AM
#4192 Posted 22 February 2015 - 11:34 AM
#4193 Posted 22 February 2015 - 03:12 PM
#4194 Posted 05 March 2015 - 08:45 AM
Humble side note:
I have just revamped the download section of the HRP website. Since there are really many entries by now, you had to scroll a lot, and with all the description texts there it really felt a bit bloated. Tell me if you like it better now - basically long info text parts have been hidden with spoiler buttons and download options have been compressed as much as possible.
Ah yeah, and it seems there was a problem with the OPL music pack. Actually it didn't work at all because the definition file was screwed. Nobody reported it since 2012 - until yesterday. xD I fixed it and uploaded a new version.
This post has been edited by NightFright: 05 March 2015 - 08:46 AM
#4195 Posted 05 March 2015 - 10:10 AM
Steveeeie, on 16 July 2013 - 12:54 PM, said:
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.
http://forums.duke4....&attach_id=6915
Download?
This post has been edited by TON: 05 March 2015 - 10:16 AM
#4196 Posted 05 March 2015 - 10:44 AM
TON, on 05 March 2015 - 10:10 AM, said:
Not sure I have the file any more, it definitely wont have a broke counter part.
I'll dig around.
#4197 Posted 07 March 2015 - 01:21 PM
TON, on 05 March 2015 - 10:10 AM, said:
Edit: Nope not got the same one.
May remake it at some point.
This post has been edited by Steveeeie: 07 March 2015 - 01:54 PM
#4198 Posted 08 March 2015 - 08:29 AM
Roma Loom, on 18 February 2015 - 11:28 PM, said:
NightFright, on 05 March 2015 - 08:45 AM, said:
NightFright, on 05 March 2015 - 08:45 AM, said:
This post has been edited by LeoD: 08 March 2015 - 09:33 AM
#4199 Posted 09 March 2015 - 11:53 AM
LeoD, on 08 March 2015 - 08:29 AM, said:
Unless anybody wants to go for a symbolic date (spontanteously, I dunno any which would be any time soon), I'd say we aim for April 30. This should give more than enough time to polish stuff and wait for things to be added still which might happen under the mild "pressure" of this deadline, if you want to see it as such. I still hope that something bigger gets added which could make the whole release a bit more significant. As far as I know, many people are still unhappy with the shotgun model we have in the pack, but I am not sure if there is anyone out there who would be able to pull it off within a few weeks. Babes being redone would also be cool, but I am not aware of anyone working on that already, so I guess it remains wishful thinking.
Quote
Good point! I have added a one-liner hint next to each button. No space wasted like that.
#4200 Posted 29 April 2015 - 06:34 PM
is there anything in the HRP repo's installer folder which is actually used for release or SFX installer creation nowadays?
Otherwise (or anyway) it should be renamed to tools. At least the maphacks_13d and maphacks_atomic subfolders seem obsolete. If you agree, please remove those before creating the release packages.
Just an uncalled-for reminder:
- usual candidates for inserting the release version number are: hrp_readme.txt, duke3d_hrp.def, duke3d_hrp_polymost.def, 2492_ver.png, 2492_ver_polymost.png
- duke3d_hrp_megaton.def is to be skipped because Megaton can't deal with the echo command.
- recommended command line to create the HRP zip:
zip -rq9n .jpg:.png duke3d_hrp.zip highpal highres maphacks *.def *.txt