Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4261 Posted 02 April 2016 - 02:12 PM
Steeevie had at least one up there too.
This post has been edited by Tea Monster: 02 April 2016 - 02:15 PM
#4262 Posted 02 April 2016 - 02:14 PM
Tea Monster, on 02 April 2016 - 07:13 AM, said:
#4264 Posted 03 April 2016 - 01:29 PM
#4265 Posted 04 April 2016 - 03:37 AM
Hendricks266, on 03 December 2015 - 11:25 PM, said:
Tea Monster, on 03 December 2015 - 11:37 PM, said:
TL:DR - you'd have to ask him.
I'd like PBR, but I think optimising is probably more important at the moment.
The main reason that people want to mod something else other than EDuke is that the engine dosen't have so many basic modern features. Optimising Polymer is great, but it dosen't give EDuke multiplayer, particles, shaders, etc. etc. ect. I realise that's way beyond what icecoldduke is doing at the moment, but just putting that out there. I would personally rather the effort go into the whole package of modernising EDuke, rather than just race to put PBR in there. JMHO.
Roma Loom do you have it?
#4266 Posted 04 April 2016 - 06:07 AM
#4267 Posted 04 April 2016 - 10:55 AM
This post has been edited by Steveeeie: 04 April 2016 - 10:56 AM
#4268 Posted 04 April 2016 - 12:01 PM
#4269 Posted 06 April 2016 - 06:50 AM
Tea Monster, on 02 April 2016 - 04:14 PM, said:
Roma Loom, on 03 April 2016 - 01:29 PM, said:
Steveeeie, on 04 April 2016 - 10:55 AM, said:
Case closed or more files to deal with?
#4271 Posted 06 April 2016 - 07:46 PM
#4272 Posted 10 April 2016 - 05:09 AM
edit: Sorry, for some reason I can't attach the 10.7MB zip file. I choose it and click to attach, and when it finishes uploading I get a message saying no file attached. So, I guess no model for now.
This post has been edited by Mark.: 10 April 2016 - 05:16 AM
#4273 Posted 14 June 2016 - 03:02 PM
Even if they don't have specular maps, you can still define a general level of specularity for the model. It will be the same for the entire surface of the model, but you can control how shiny it is, even without a specular map. Same for the glossiness of the model.
As an example, adding specpower 0.2 specfactor 0.2 to one of the characters, even without any specular maps, made them look a lot more human and less ridiculous.
#4274 Posted 14 June 2016 - 03:41 PM
#4275 Posted 14 June 2016 - 08:00 PM
#4276 Posted 15 June 2016 - 03:39 PM
#4277 Posted 16 June 2016 - 05:57 AM
The majority were constructed before we had a renderer with next gen features. They don't have normal or spec maps.
This is why I think its foolish to create the NG renderer to work with the old assets.
#4278 Posted 16 June 2016 - 06:43 AM
Tea Monster, on 16 June 2016 - 05:57 AM, said:
The majority were constructed before we had a renderer with next gen features. They don't have normal or spec maps.
This is why I think its foolish to create the NG renderer to work with the old assets.
I agree. If there is bandwidth in the community to make new HRP models, that would be the best case scenario.
This post has been edited by icecoldduke: 16 June 2016 - 06:43 AM
#4279 Posted 19 June 2016 - 06:21 PM
Tea Monster, on 16 June 2016 - 05:57 AM, said:
So should I go ahead and add "specpower 0.2 specfactor 0.2" to the Polymost model definitions? Opinions, anyone?
Tea Monster, on 16 June 2016 - 05:57 AM, said:
icecoldduke, on 16 June 2016 - 06:43 AM, said:
In reality I expect some Advanced PolymerNG++forte renderer to be ready before even half the HRP is remade, unfortunately.
#4280 Posted 19 June 2016 - 06:25 PM
This post has been edited by Mark.: 19 June 2016 - 06:28 PM
#4281 Posted 19 June 2016 - 06:49 PM
Mark., on 19 June 2016 - 06:25 PM, said:
Mark., on 19 June 2016 - 06:25 PM, said:
#4283 Posted 20 June 2016 - 11:46 AM
#4284 Posted 20 June 2016 - 12:05 PM
Plagman, on 20 June 2016 - 11:46 AM, said:
I'm usually among the first to complain about this sort of thing, but in this case I don't think it's a problem. If someone released stuff without bothering to specify basic properties for their assets, then they are going to have to deal with the default values and the possibility they could change. Changing those is way less intrusive than other things I have seen in this community: for example, when huge changes were made to shading, making several years worth of maps almost unplayable with the default values. In this case we are talking about a relatively rare kind of content in which the content providers failed to do their job properly.
#4285 Posted 20 June 2016 - 06:34 PM
Trooper Dan, on 20 June 2016 - 12:05 PM, said:
Trooper Dan, on 20 June 2016 - 12:05 PM, said:
#4286 Posted 23 June 2016 - 01:17 PM
Trooper Dan, on 22 June 2016 - 08:42 PM, said:
duke3d_hrp_test_spec_defaults.zip (33.62K)
Number of downloads: 299
#4287 Posted 03 August 2016 - 07:49 AM
Pulling off a new release this year would be desirable, but the question is: Is anybody still around who can do more than adding user maphacks or occasional spec-/normalmaps? And if so, can anything be accomplished till December 2016? (Don't get me wrong, I appreciate anybody still working on the HRP these days, regardless in which form, but ofc a new release should normally have something the average user is able to recognize as new.)
This post has been edited by NightFright: 03 August 2016 - 07:52 AM
#4290 Posted 06 August 2016 - 03:13 AM
NightFright, on 03 August 2016 - 07:49 AM, said:
Pulling off a new release this year would be desirable, but the question is: Is anybody still around who can do more than adding user maphacks or occasional spec-/normalmaps? And if so, can anything be accomplished till December 2016? (Don't get me wrong, I appreciate anybody still working on the HRP these days, regardless in which form, but ofc a new release should normally have something the average user is able to recognize as new.)
I'm extremely keen on having a stab at doing a remake of assets, as the the whole thing looks tired. but I'm holding out for md3's to be dropped as they are far to much hassle and just demotivate me.