
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#241 Posted 19 September 2009 - 01:54 PM
#242 Posted 19 September 2009 - 04:15 PM
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.

Venom
#243 Posted 19 September 2009 - 06:24 PM
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.
#244 Posted 20 September 2009 - 01:26 AM
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
#245 Posted 20 September 2009 - 02:02 AM
This post has been edited by Piterplus: 21 September 2009 - 10:27 PM
#246 Posted 21 September 2009 - 06:26 PM
#247 Posted 21 September 2009 - 07:24 PM
#249 Posted 22 September 2009 - 06:56 AM
Skulldog, on Sep 22 2009, 05:24 AM, said:
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.
#250 Posted 22 September 2009 - 07:03 AM

#251 Posted 22 September 2009 - 11:45 AM
#252 Posted 02 October 2009 - 11:43 AM
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.
#253 Posted 03 October 2009 - 12:10 AM

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
#254 Posted 03 October 2009 - 09:44 AM
NightFright, on Oct 3 2009, 10:10 AM, said:

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
#255 Posted 07 October 2009 - 02:41 AM
and it looks all good in mapster but in game the wall is pure black, what am i missing?
#256 Posted 19 October 2009 - 11:13 AM
My contribution "Classic" Duke Nukem 3D Font (look) is back !:


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

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 !

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
#257 Posted 19 October 2009 - 11:55 AM
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
#258 Posted 20 October 2009 - 12:07 PM


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
#259 Posted 20 October 2009 - 02:31 PM
Piterplus, on Oct 19 2009, 09:55 PM, said:
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" (

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

3281 -->

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

#260 Posted 20 October 2009 - 03:58 PM
Probably a completely new approach is inevitable

But I vote to take this anyway until thats done

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..

-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
#261 Posted 21 October 2009 - 01:30 AM
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.
#262 Posted 21 October 2009 - 02:45 AM
BuddhaMaster, on Oct 21 2009, 12:31 AM, said:

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.
#263 Posted 21 October 2009 - 02:57 AM
This post has been edited by zchri9: 21 October 2009 - 03:01 AM
#264 Posted 21 October 2009 - 03:23 AM
NEW:


OLD:


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



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



#265 Posted 21 October 2009 - 04:07 AM
#266 Posted 21 October 2009 - 04:15 AM
Venom3, on Oct 20 2009, 11:07 PM, said:
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.
#267 Posted 21 October 2009 - 04:30 AM
Venom3, on Oct 21 2009, 07:23 PM, said:
Please tell me, what you don't like or tell me, that you like it



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.
#268 Posted 21 October 2009 - 04:38 AM
zchri9, on Oct 21 2009, 02:57 PM, said:
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
#269 Posted 21 October 2009 - 04:41 AM
Plagman, on Oct 21 2009, 04:07 AM, said:
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?