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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   NightFright 

  • The Truth is in here

#241

I'd rather wait for Polymer HRP with normalmap textures. These will look better than these. Might take longer, but I am used to waiting. And I don't mind. ^^
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User is offline   Venom3 

#242

I have to use the google translator for understanding these posts^^

Can someone tell me, how I make my textures "good"?
Unfortunately you are not the first, who don't want to take it...
but it's good, that you don't laugh over me, because I'm just 13 and I can not make so good results like you.
:o

Venom
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User is offline   Gambini 

#243

If you was asking to me, well... I´m not a textures designer but i made a few.

Your textures have some very dark spots that look like directional shadows, that´s not good for the kind of textures that the HRP features because every part of a map where they´re in use have its own shading. This also would interfere with a potential normal map´s shade. apart from that
they look plenty of artifacts.
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User is offline   Venom3 

#244

But Maybe you'll find a texture from me, that you like.
Maybe I have to make just scratches on these textures of metal.
I don't know if it what brings, but will it help, when I enlarge some of these textures and then sharp them?
When you look ingame on one of those beds or some rocks (when I've done them already), they look better... I think so, that they do that.

This post has been edited by Venom3: 20 September 2009 - 01:27 AM

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User is offline   Piterplus 

#245

Those textures are current hrp stuff modified with couple of photoshop filters.

This post has been edited by Piterplus: 21 September 2009 - 10:27 PM

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User is offline   Skulldog 

#246

Why do all the the 2D Monster/Bosses that are Pictures on the walls show up as 3d Models on the walls in HRP.
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User is offline   Master Fibbles 

  • I have the power!

#247

Because they are models now and those "pictures" do not have the maphack tag that makes them not models. I assume you are using a user map if you are experiencing that side-effect of the HRP.
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User is offline   Skulldog 

#248

Yes, old user maps.
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User is offline   Danukem 

  • Duke Plus Developer

#249

 Skulldog, on Sep 22 2009, 05:24 AM, said:

Yes, old user maps.


I can add a feature to Duke Plus that detects whether a character is wall aligned and renders it as a sprite if it is. Then no map hacks will be needed.
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User is offline   NightFright 

  • The Truth is in here

#250

Naturally, the map hacks can only concentrate on the official episodes/maps. We cannot make hacks for every user map out there, it would be totally insane. :o If DT says he can put something into his mod which can help prevent such problems, it is probably the best thing that can be done about it. Anyway, still better than having to go into Mapster32 for yourself, find out affected sprite numbers and write an appropriate hack for yourself (which most players will not do if they just want to play a map once, anyway).
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User is offline   Skulldog 

#251

Yes, I see now. It's only has maphacks for regular duke levels. I should have known that. DT, that would be great.
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User is offline   freaklore1 

#252

hi im new,but being playing your high resolution since 2007,i want to say: did you started working on the others characters here

episode 4 level 4 : babe land

-dog with key
-prisonner with leg
-man slave with chains
-bikini babe with 2 guns
-2 babes fighting with sword
-cat and mouse cartoon on tv

thank you and keep going this awesome project.
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User is offline   NightFright 

  • The Truth is in here

#253

Episode 4 currently has the most stuff that still needs to be redone. It would make sense to finish the rest of Episodes 2 and 3 first since there are only few tiles left to do. However, I would also like to see more Ep.4 stuff done, of course. We will have to wait until the guys get more free time to start modelling/texturing again. :o

In other news, I have decided to make the current HPR Update beta final. It can now be found on the HRP homepage, but not as v4.2 as declared previously, but more appropriately labelled as v4.1.1. Same goes for the maphacks. Beta links do not work any more, please download the final versions.

Polymer users should note they are NOT advised to use this update with the Polymer HRP since it contains definitions which do not include the new normal maps. Parkar and I will merge the update pack stuff into the new HRP soon to give you a fully updated version to play with.

This post has been edited by NightFright: 03 October 2009 - 02:08 AM

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User is offline   Parkar 

  • Honored Donor

#254

 NightFright, on Oct 3 2009, 10:10 AM, said:

Episode 4 currently has the most stuff that still needs to be redone. It would make sense to finish the rest of Episodes 2 and 3 first since there are only few tiles left to do. However, I would also like to see more Ep.4 stuff done, of course. We will have to wait until the guys get more free time to start modelling/texturing again. :o

In other news, I have decided to make the current HPR Update beta final. It can now be found on the HRP homepage, but not as v4.2 as declared previously, but more appropriately labelled as v4.1.1. Same goes for the maphacks. Beta links do not work any more, please download the final versions.

Polymer users should note they are NOT advised to use this update with the Polymer HRP since it contains definitions which do not include the new normal maps. Parkar and I will merge the update pack stuff into the new HRP soon to give you a fully updated version to play with.


The merge is now done.

https://svn.eduke32.com/polymer_hrp

This is where you can now always find the latest revision of the HRP.

This is the subversion(svn) website for those not familiar with svn.
http://subversion.tigris.org/

Probably the best client if you are using windows
http://tortoisesvn.tigris.org/

At the moment only me, Esslan and Nightfright can check stuff in but everyone shall be able to check it out.

I would recomend anyone working on HRP content to use a SVN working copy as a base. It will let you see exactly what you have changed and make sure it works with the latest content added. Then just send the changed files to me or nightfright to merge it. It's also a very up to date todo-list as anything thats not included can be considered not done.

Another good thing about using a SVN working copy is that you can update it to the latest version without needing to download anything but the things that has changed since your last update.

We will give the more common contributors access to also check stuff in without going by me or Nightfright. Contact me if you are interested and think you are qualified. We will probably ramp this up slowly to be able to avoid things turning into a mess and make sure the people with access knows what they are doing.

Edit: Fixed the svn repo link. Apearantly the / at the end is no good when checking out.

This post has been edited by Parkar: 04 October 2009 - 10:10 AM

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User is offline   Stabs 

#255

i made a spec map texture from one of my customs, did the def stuff + new parralax commands
and it looks all good in mapster but in game the wall is pure black, what am i missing?
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#256

Fresh registration, first post.

My contribution "Classic" Duke Nukem 3D Font (look) is back !:


Posted Image
Posted Image

- fixed color's and with it's rusty and blistered look you could smell the holocaust
:o

I dont know what happened to the hd frontpage font, but after launching original DN3D once again. I saw what's "wrong" and fixed it ! Almost Orange and no blistered rusty stuff

Whitout asking anyone just toke the original file's and repainted. So, now I hope to get positive feedback, because it looks how it should look, and if there's a problem, ........I'm really sorry for you

Will you guy's please include this ? So, what do I have to do now - will anyone inform me, confirm this or what ? Because there is no pallete, don't know what must be done and the format is slightly different

Next: Atomic Edition Addon Font. Quiet frankly, I didn't even like the original... But I changed it to look more like... different anyway.
Mmmh, I think it's better, ...uhmm, hmm yes !

Posted Image


Since many thousands years I play the duke. I'd love to contribute more stuff.
You Guy's need to fix the menu's atomic logo, I'll do them too. Currently they look like horrible placeholder's.
The Loading screen is suposed to look like a painted comic, that in menu has a ugly perspective and naked model.

Cheer's !

This post has been edited by BuddhaMaster: 19 October 2009 - 11:23 AM

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User is offline   Piterplus 

#257

Indeed it looks closer to original.
however, since you use 24bit png you can easily smooth rough edges of the letters.
Anyway, I like it.
P.S. 2499 should be redone too to complete the set.
And by "horrible placeholders" atomic logo you mean that? - spinning atomic logo? atomic logo in loading screen? Be more exact, or better name sprites (or textures) by numbers they have in game structure.

This post has been edited by Piterplus: 19 October 2009 - 12:06 PM

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User is offline   Venom3 

#258

Hey guys, I have my textures reworked, and I've found a good texture: (of course one of my textures :o)

Posted Image

I hope this is better than the other one, and when someone have to say something about that, then let me know that ;)

This post has been edited by Venom3: 20 October 2009 - 12:08 PM

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#259

 Piterplus, on Oct 19 2009, 09:55 PM, said:

Indeed it looks closer to original.
however, since you use 24bit png you can easily smooth rough edges of the letters.
Anyway, I like it.
P.S. 2499 should be redone too to complete the set.
And by "horrible placeholders" atomic logo you mean that? - spinning atomic logo? atomic logo in loading screen? Be more exact, or better name sprites (or textures) by numbers they have in game structure.


Obviously I'll do 2499 too, since that's just the whole text joined.

But who is authorized to add new stuff to the game, will it happen "by itself" ( :o ) by just posting here, or what ?

I mean these Logo's, by the atomic-logo in pre-menu 2492 and loading-screen

2492 -->
Posted Image

3281 -->
Posted Image

the first one makes me tremble

loading-screen looks cool, but way too modern. Itt's suposed to look comical or oil painting, of course ;)
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#260

So I started to sketch the changes, it took way longer being far from perfect.

Probably a completely new approach is inevitable


Posted Image

But I vote to take this anyway until thats done :o
It has that juicy tasty look that was lacking
(original files are waiting)


edit: btw I will change the explosion and flame textures, unless there's a final version pending.
Someone changed them and reduced center glow and color. But they still need a better animation / more comical style (and less translucent). Both have too much red, similar color-shift as the menu font I "fixed" - maybe these authors have different display colors ?



Can I assure the hd font (red) is exactly the same color brightness as original d3d ? Cause there are some slight color inconsistency's thorough all the HD textures, I wanna fix them all. Therefore I need a perfect base for comparing both game's brightness.

However, target to improve by me are:
-Earth texture (way too colorful and bold, originally intended to look real. Probably a better photo)
-Moon on the same skybox (is significant higher)
-Enforcer and Lizard troopers (too colorful, too much "red" or missing green in skin tone - minimalistic !)
-Duke's Hands (shift down the whole brightness but give it more contrast (limited upper brightness similar to enemy skin), a little touch more "green", yes green.. ;) as said, similar case appears to dukes hand and enemy skin)
-Similar nitpicking crap I'd fix with pleasure - Stuff making difference of perfect and very good.

This post has been edited by BuddhaMaster: 20 October 2009 - 08:57 PM

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User is offline   supergoofy 

#261

Polymer HRP SVN Revision 17 - (Oct 18, 2009)

http://www.sendspace.com/file/xbfz2y

I just download it from SVN and packed it.

Unpack the rar and put the zip inside autoload folder.
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User is offline   Parkar 

  • Honored Donor

#262

 BuddhaMaster, on Oct 21 2009, 12:31 AM, said:

But who is authorized to add new stuff to the game, will it happen "by itself" ( :o ) by just posting here, or what ?


Yes, posting here will "magically" add them to the HRP if me and/or Nightfright finds it's an improvement.

In other words we have the final say on what goes in and what does not. We usually fold if we feel most of the community disagrees with us though.

Most of your stuff will defiantly end up in there in some form. I'll need to take a closer look at it first though. I'll post any feedback in here just like everyone else.
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User is offline   zchri9 

  • Honored Donor

#263

BuddhaMaster, I edited the Duke Nukem 3D logo you already changed a little bit more. Hope you don't mind, just made the yellow a bit more dark.

Attached thumbnail(s)

  • Attached Image: titledukenukem.png
  • Attached Image: title3d.png


This post has been edited by zchri9: 21 October 2009 - 03:01 AM

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User is offline   Venom3 

#264

Hey guys I'm done with my texturespack! I uploaded it on rapidshare.de and it consists of 2 Parts. 569mb takes my pack and I added a readme. Here are some ingame screens:


NEW:
Posted Image Posted Image

OLD:
Posted Image Posted Image

And here is my favourite texture:
I think, that you can see, which is my texture :o

Posted ImagePosted Image

If you want to download:

Part 1:

http://rapidshare.de/files/48555847/dn3d_t....part1.rar.html

Part 2:

http://rapidshare.de/files/48555791/dn3d_t....part2.rar.html

Please tell me, what you don't like or tell me, that you like it ;) ;) ;) And now: Have Fun with my Pack!
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User is offline   Plagman 

  • Former VP of Media Operations

#265

You can't just grab textures from the HRP and upscale them/apply filters to them. Why don't you start working on textures that haven't been replaced yet?
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User is offline   Roma Loom 

  • Loomsday Device

#266

 Venom3, on Oct 20 2009, 11:07 PM, said:

Hey guys, I have my textures reworked, and I've found a good texture: (of course one of my textures :o)

Posted Image

I hope this is better than the other one, and when someone have to say something about that, then let me know that ;)


Just downsize it to 512x512 and it should look ok judging by the thumbnail. The current 2048x2048 is way too big for HRP requirements and blurry.
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User is offline   Piano Man 

#267

 Venom3, on Oct 21 2009, 07:23 PM, said:

Hey guys I'm done with my texturespack! I uploaded it on rapidshare.de and it consists of 2 Parts. 569mb takes my pack and I added a readme. Here are some ingame screens:

Please tell me, what you don't like or tell me, that you like it :o ;) ;) And now: Have Fun with my Pack!


I like the old one... it looks like you've taken the normal HRP textures and added a gritty texture over the top. It doesn't look good.

Sorry.
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User is offline   Piterplus 

#268

 zchri9, on Oct 21 2009, 02:57 PM, said:

BuddhaMaster, I edited the Duke Nukem 3D logo you already changed a little bit more. Hope you don't mind, just made the yellow a bit more dark.

And you're ended up with yellow color returns to almost orange. Not good, sorry.
And he cannot be "mind" because he edited current hrp textures, not created them new from the scratch. Which, of course is not forbidden - if it looks better than the old one.

This post has been edited by Piterplus: 21 October 2009 - 05:12 AM

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User is offline   Venom3 

#269

 Plagman, on Oct 21 2009, 04:07 AM, said:

You can't just grab textures from the HRP and upscale them/apply filters to them.

Why not?
These textures are looking good, why is this a problem? And these 2048x2048 textures are looking good to. And really: I don't want to rework my textures again. If you know Rygel, he was creating these texture updates and I asked him, how can I do that. Then he told me, that I have to make them bigger, and then I have to use 3 programs to make them like this... Or have you tested it?
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User is offline   Plagman 

  • Former VP of Media Operations

#270

Sorry, no; they're not looking good. You're not adding any content by upscaling a texture and sharpening them like crazy. If you feel detail is lacking, why don't you paint a detail texture and apply it on top of it? Do you even have detail texturing enabled with the regular HRP in the first place? Most of what you did was sharpen the textures and embed detail patterns into them. This is definitely not the way to go.
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