
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#391 Posted 13 December 2009 - 12:03 PM
#392 Posted 13 December 2009 - 12:49 PM
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
#393 Posted 13 December 2009 - 12:57 PM
#394 Posted 15 December 2009 - 01:45 PM
Feel free to correct me if I am wrong, of course. I have very limited knowledge regarding this.

This post has been edited by NightFright: 15 December 2009 - 01:46 PM
#395 Posted 16 December 2009 - 07:37 AM
NightFright, on Dec 15 2009, 10:45 PM, said:
Feel free to correct me if I am wrong, of course. I have very limited knowledge regarding this.

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).
#397 Posted 16 December 2009 - 10:12 AM
This post has been edited by Hendricks266: 16 December 2009 - 10:13 AM
#398 Posted 16 December 2009 - 10:16 AM
Hendricks266, on Dec 16 2009, 07:12 PM, said:
Oh thats okay, just asking if I could help

#399 Posted 16 December 2009 - 11:02 AM
insane_metalhead, on Dec 16 2009, 12:16 PM, said:

Oh, that wasn't directed at you. Rather, NightFright and Parkar.
#400 Posted 16 December 2009 - 11:52 AM
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
#402 Posted 16 December 2009 - 01:25 PM
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
#403 Posted 16 December 2009 - 03:52 PM
#404 Posted 17 December 2009 - 10:05 AM
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.
#405 Posted 17 December 2009 - 12:49 PM



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...
#406 Posted 18 December 2009 - 01:41 AM
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
#408 Posted 18 December 2009 - 08:44 AM

It's OK.

@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
#409 Posted 18 December 2009 - 02:17 PM
Piterplus, on Dec 18 2009, 11:41 AM, said:
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...
#411 Posted 20 December 2009 - 10:57 AM
336-338, 446, 889-892
This post has been edited by Hendricks266: 20 December 2009 - 11:04 AM
#414 Posted 20 December 2009 - 03:54 PM
Marked, on Dec 20 2009, 08:45 PM, said:
Well, only for Slime ( toxic\acid ) fall

#415 Posted 21 December 2009 - 10:41 AM
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)
#416 Posted 21 December 2009 - 11:33 AM
#417 Posted 21 December 2009 - 12:35 PM
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.
#418 Posted 21 December 2009 - 12:56 PM
#419 Posted 21 December 2009 - 01:28 PM
Roma Loom, on Dec 21 2009, 09:56 PM, said:
Actually I am back since about 2 weeks now

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