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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   Gambini 

#391

@NightFright: Why dont you merge both HRP versions into one? Reading the wiki or your download page makes look like Polymer HRP is for polymer only. When that´s not true at all since all the latest assets had been included in the polymer update, and it´s well known that there are also textures and models for the common HRP.
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User is offline   supergoofy 

#392

Both duke3d_hrp and polymer_hrp are already merged in polymer_hrp. When the bugs are eliminated and Parkar or NightFright feel that it works ok for both polymost and polymer then it will be officially available.

You can always get the latest SVN revision from: https://svn.eduke32.com/polymer_hrp/

This post has been edited by supergoofy: 13 December 2009 - 12:50 PM

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User is offline   Gambini 

#393

I know but but the polymer version says (polymer required) but it also inlcudes textures for polymost. I do understand the beta stage but IMHO naming one as ¨polymer HRP¨ makes it confusing.
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User is offline   NightFright 

  • The Truth is in here

#394

There are cases like #312 where the standard texture is not used any more, only a combination of diffuse, normal and specular maps. Polymost would not be able to handle these definitions. While we are still keeping the old textures in the pack, they are not used any more in such cases. As far as I can see, you would have to have different definitions at least to make the pack 100% compatible to the older engine - unless there is some neat trick which makes the engine automatically use the texture without _d/_s/_n attached to it and I do not know it... ^^

Feel free to correct me if I am wrong, of course. I have very limited knowledge regarding this. :lol:

This post has been edited by NightFright: 15 December 2009 - 01:46 PM

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User is offline   Parkar 

  • Honored Donor

#395

View PostNightFright, on Dec 15 2009, 10:45 PM, said:

There are cases like #312 where the standard texture is not used any more, only a combination of diffuse, normal and specular maps. Polymost would not be able to handle these definitions. While we are still keeping the old textures in the pack, they are not used any more in such cases. As far as I can see, you would have to have different definitions at least to make the pack 100% compatible to the older engine - unless there is some neat trick which makes the engine automatically use the texture without _d/_s/_n attached to it and I do not know it... ^^

Feel free to correct me if I am wrong, of course. I have very limited knowledge regarding this. :lol:


Correct. Unless I remember wrong I think the plan is to have both a texture and a diffuse definition.

If only texture is defined it's used as diffuse but if both are defined diffuse is used with dynamic lighting on and texture is used if it is off. This change required some changes to the way textures are handled and not just a change in the defines though (spec and normal maps are essentially just pallets right now).
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#396

I can make normalmaps for the HRP if that's okay.
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User is offline   Hendricks266 

  • Weaponized Autism

  #397

Please temporarily refrain from editing the Polymer HRP SVN. I am in the process of adding a 70 MB submission that Flacken.WS and I have worked on for months, requiring many DEF code changes. I will announce when the integration process and upload are complete.

This post has been edited by Hendricks266: 16 December 2009 - 10:13 AM

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#398

View PostHendricks266, on Dec 16 2009, 07:12 PM, said:

Please temporarily refrain from editing the Polymer HRP SVN. I am in the process of adding a 70 MB submission that Flacken.WS and I have worked on for months, requiring many DEF code changes. I will announce when the integration process and upload are complete.


Oh thats okay, just asking if I could help :lol:
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User is offline   Hendricks266 

  • Weaponized Autism

  #399

View Postinsane_metalhead, on Dec 16 2009, 12:16 PM, said:

Oh thats okay, just asking if I could help :lol:

Oh, that wasn't directed at you. Rather, NightFright and Parkar.
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User is offline   NightFright 

  • The Truth is in here

#400

Well, if the changes are really as thorough as you implicate, I hope you do thorough checking before you submit. Many mistakes can be made. ^^
As far as I am concerned, I won't add anything on my own as long as there are no new contributions here in the thread, anyway.

So, let rev. 38 be made by Hendricks. ^^

This post has been edited by NightFright: 16 December 2009 - 11:55 AM

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User is offline   supergoofy 

#401

it's already rev 40 since a 2-3 days ago
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User is offline   Hendricks266 

  • Weaponized Autism

  #402

There is a problem with the art, so I can't finish the addition now. I will have to suspend the integration.

Feel free to edit the SVN.

Scratch that. I don't know how long it will take Flacken to make fixed versions of the art. If it isn't ready by Saturday or Sunday (19th or 20th), feel free to edit the SVN.

I hate to leave you hanging like this.

This post has been edited by Hendricks266: 16 December 2009 - 02:15 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#403

SVN is by design made so that multiple people can work on a same resource at the same time. Make sure you svn update when you're ready to commit and SVN will take care of merging your staging change with the repository changes. Should any conflicts occur, resolving them by hand should be trivial. What is it you're planning on committing anyway?
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User is offline   Tea Monster 

  • Polymancer

#404

Remember when making textures now that most of the lighting effects can come from actual
real photons.
If you make the details on your normal/parallax map, Polymer will supply the shadows underneath the bumps on your textures.

The problem is that if you use these textures in Polymost, they will look really flat and plain. If you use the Polymost textures with thier painted-on shadows in Polymer, they will look equally strange.

For that reason, we should have two different HRPs, one for Polymer and one for Polymost.
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User is offline   Roma Loom 

  • Loomsday Device

#405

started raping svn a week or two ago and thought this thread should be refreshed with some pics, couldn't be bothered showing the textures for which I'be created/generated normal and spec maps leaving the diffuse texture as it is. I'll only show the last few that were recreated completely from scratch:

Posted Image

Posted Image

Posted Image

there are few things I've completely forgot to upload, like HUD devastator and some polymer ready textures, but hell.. there are more in progress...
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User is offline   Piterplus 

#406

Looks great.
How did you managed to make those lights on the doors, Roma?

edit. I see now. Good example of good light effects imitation on good texture.

This post has been edited by Piterplus: 18 December 2009 - 02:49 AM

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User is offline   gt1750 

#407

Awesome stuff, man!
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User is offline   Hendricks266 

  • Weaponized Autism

  #408

So you went ahead and made a revision anyway... :lol:

It's OK. :lol:

@NightFright:
What font and formatting do you use for the version numbering in 2492_version? I want to maintain consistency between the packs.

This post has been edited by Hendricks266: 18 December 2009 - 09:36 AM

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User is offline   Roma Loom 

  • Loomsday Device

#409

View PostPiterplus, on Dec 18 2009, 11:41 AM, said:

Looks great.
How did you managed to make those lights on the doors, Roma?

edit. I see now. Good example of good light effects imitation on good texture.


it's all renders of the models with light sources and stuff. nothing outstanding really, just some extra 3d work to make things closer to reality...
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User is offline   NightFright 

  • The Truth is in here

#410

The font used for the version number is Kimberley, 20pt. The color is something like RGB 255/144/0 (HSV 33/100/100).

This post has been edited by NightFright: 19 December 2009 - 03:25 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #411

Would the original authors of these tiles please post them and their current color variations in PNG format before conversion to JPEG?

336-338, 446, 889-892

This post has been edited by Hendricks266: 20 December 2009 - 11:04 AM

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User is offline   Piterplus 

#412

here is 446.
889-892 also mine (exept edited green variation), but I've lost sources.

Attached File(s)

  • Attached File  0446.zip (385.9K)
    Number of downloads: 442

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User is offline   Mark 

#413

If I remember correctly, FlackenWS made 889-892
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User is offline   Flacken.WS 

#414

View PostMarked, on Dec 20 2009, 08:45 PM, said:

If I remember correctly, FlackenWS made 889-892


Well, only for Slime ( toxic\acid ) fall :lol:
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User is offline   Hendricks266 

  • Weaponized Autism

  #415

I can't commit my changes to the SVN. After about 20MB of transfer, it gives me this:

Commit failed (details follow):
PUT of
'/polymer_hrp/!svn/wrk/7a8e5160-9bc8-2747-89da-35d63278a32c/highres/textures/
1086_8.png':
SSL negotiation failed: SSL error: parse tlsext (https://svn.eduke32.com)

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User is online   Danukem 

  • Duke Plus Developer

#416

Try dividing it into different chunks instead of uploading it all at once.
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User is offline   Hendricks266 

  • Weaponized Autism

  #417

Thanks for the suggestion. It's all in the SVN now.

This submission was a large pack of alt-palettes.

screen/fonts: redfont
screen/hud: 60, 2471
Alternate palettes were added for:
sprites/characters: 753, 1321, 4510, 4874
sprites/jibs: 1520, 1536, 1680, 2201
sprites/monsters: 1680, 2120, 2350, 4610, 4740
sprites/pickups: 100
sprites/props: 680, 1062, 4400
sprites/signs: Ep. 2 Signs: 518-526, 593, 597-598, 639
sprites/switches: 130-131, 170-171
textures: 199, 251, 252, 387, 388, 389, 390, 446, 787, 881, 1082-1087, 3375-3378, 4097, 5083, 5084

All recolors were done by Flacken.WS, except #199 by me, and pal 8 of the redfont by NightFright.
Bonuses:
I revised #823 to eliminate its flipping bug.
The Duke gibs now use the updated face from the player skin.

The recolors of tiles 336-338 and 889-892 failed due to hidden JPEG artifacts present in the HRP textures. While you can't see them (easily), when you change their color and other properties, artifacts show.

I did not edit the readme.
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User is offline   Roma Loom 

  • Loomsday Device

#418

damn.. those #2563 trip key hand pals are total overkill, the hand is duplicated in every version. That's total waste of gfx mem and hdd space. Since Parkar is lost somewhere in China, I'll separate the hand mesh from the keycard mesh so the hand will have only one instance of texture.
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User is offline   Parkar 

  • Honored Donor

#419

View PostRoma Loom, on Dec 21 2009, 09:56 PM, said:

damn.. those #2563 trip key hand pals are total overkill, the hand is duplicated in every version. That's total waste of gfx mem and hdd space. Since Parkar is lost somewhere in China, I'll separate the hand mesh from the keycard mesh so the hand will have only one instance of texture.


Actually I am back since about 2 weeks now :lol:. Doesn't really mean much for my activity here am afraid though.

As far as the hands go I have an updated hand model with better rig since like 2 years ago that should probably be used. Not sure but maybe I sent them to you already.

Also we should really use just one texture for all the hand models.

This post has been edited by Parkar: 21 December 2009 - 01:30 PM

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User is offline   Roma Loom 

  • Loomsday Device

#420

I'm using hands src dated by 7/29/2005. I guess they are old.
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