
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#451 Posted 31 December 2009 - 08:27 AM
Sorry, the Polymer Hrp is the problem. I will just delete the polymer Hrp. It looks fine without it. Game runs great now.
This post has been edited by Skulldog: 31 December 2009 - 08:27 AM
#453 Posted 03 January 2010 - 01:50 AM
Alexander V.Filippov, on Jan 3 2010, 04:07 AM, said:
VERY GOOD!



I haven't seen you for ages. I remember you contributed some really nice stuff.
#454 Posted 03 January 2010 - 06:12 AM
Roma, that is looking amazing! Are you making complete models to bake your normals off?
#455 Posted 03 January 2010 - 10:45 AM
Spiker, on Jan 3 2010, 01:50 AM, said:
I haven't seen you for ages. I remember you contributed some really nice stuff.
Thank's!

I will try to continue business.

#456 Posted 03 January 2010 - 11:23 AM
Tea Monster, on Jan 3 2010, 04:12 PM, said:
Roma, that is looking amazing! Are you making complete models to bake your normals off?
ofcourse, that's the only way for such complex things. And the most easiest btw, because the model gives me source for diffuse and heightmap aside from normalmap.
This post has been edited by Roma Loom: 03 January 2010 - 11:25 AM
#457 Posted 05 January 2010 - 03:32 PM
Wasn't sure where to post this, so I thought I would post it here, a overhaul of the into screen, its abit different, so not sure if anyone will be interested.

#458 Posted 05 January 2010 - 04:10 PM
There is another thread here on the forums called "what are you working on now" . That would be the better place to post.
#459 Posted 05 January 2010 - 05:57 PM
#461 Posted 06 January 2010 - 03:01 AM
The Commander, on Jan 6 2010, 04:41 AM, said:
And zero people running 1.3 would get that atomic logo... Hmmmm
FTFY
The pic is looking good, but which screen do you want it to replace? The HRP title or the DN3D title? If it's the first option, consider a different background than Duke - staring at almost the same screen twice is not cool. I'd also make the DN logo smaller and HRP logo bigger.
#464 Posted 07 January 2010 - 12:33 AM
gt1750: Nice textures. I think a full alpha channel like that is not what you want, though. It makes the specular highlights have sharp edges. Parkar had made a texture like that so that I could test an unrelated feature, but it ended up sticking in the SVN. It should probably be fixed as well.
Roma Loom: Looks great, but a little flat. Do you have any parallaxing going on on that door yet?
Anyway, screens from upcoming feature using the new textures by gt1750:

Roma Loom: Looks great, but a little flat. Do you have any parallaxing going on on that door yet?
Anyway, screens from upcoming feature using the new textures by gt1750:


#465 Posted 07 January 2010 - 01:01 AM
looks good! I'm just a bit worried though that reflective windows would belittle the actual in game mirrors.
#466 Posted 07 January 2010 - 01:05 AM
Micky C, on Jan 7 2010, 10:01 PM, said:
I'm just a bit worried though that reflective windows would belittle the actual in game mirrors.
My CPU won't be able to handle that and your worried about the in game mirrors. lol
#468 Posted 07 January 2010 - 01:37 AM
I think that in the final version of polymer renderer they plan to have all these features customizable in the menu. So you will be able to turn on/off lights or water effects separetely etc. BTW it looks tasty

#469 Posted 07 January 2010 - 03:13 AM
Hey, all those new changes looks very much impressive.
And those nice reflective windows instead of current painted imitations would be espetially cool.
I wonder, how much GPU consuming will be this feature?
And those nice reflective windows instead of current painted imitations would be espetially cool.
I wonder, how much GPU consuming will be this feature?
#471 Posted 07 January 2010 - 05:20 AM
I encounter this while updating the SVN:
Error validating server certificate for 'https://svn.eduke32.com:443': - The certificate is not issued by a trusted authority. Use the fingerprint to validate the certificate manually! Certificate information: - Hostname: svn.eduke32.com - Valid: from Mon, 18 May 2009 10:45:26 GMT until Tue, 18 May 2010 10:45:26 GMT - Issuer: EDuke32, eduke32.com, Paris, Ile-De-France, FR - Fingerprint: 30:de:fb:e4:77:9b:88:8d:52:7b:ce:fa: 57:80:0b:d4:04:2f:41:49 (R)eject, accept (t)emporarily or accept (p)ermanently?
#472 Posted 07 January 2010 - 05:23 AM
Is it possible you are getting that because I am downloading the full SVN?
DanM just finished a few minutes ago.
DanM just finished a few minutes ago.
This post has been edited by The Commander: 07 January 2010 - 05:23 AM
#473 Posted 07 January 2010 - 07:24 AM
SVN updated to rev.54 (gt1750 texture pack added), new preview release uploaded (signature link).
#474 Posted 07 January 2010 - 08:44 AM
Hendricks266, on Jan 7 2010, 05:20 AM, said:
I encounter this while updating the SVN:
(R)eject, accept (t)emporarily or accept (p)ermanently?
Hint: press p.
#476 Posted 07 January 2010 - 08:06 PM
Are you guys accepting maphack changes to the SVN?


Try to ignore my 10FPS counter, my system is quite shit for running both Polymer and the HRP on high settings.
As far as I can tell E1L1 is the only map that actually has any lights added to there hacks.
Using the special mapster32 script allows for quick exporting of the lines needed and makes placing the lights in the hacks etc a hell of a lot easier.


Try to ignore my 10FPS counter, my system is quite shit for running both Polymer and the HRP on high settings.
As far as I can tell E1L1 is the only map that actually has any lights added to there hacks.
Using the special mapster32 script allows for quick exporting of the lines needed and makes placing the lights in the hacks etc a hell of a lot easier.
#477 Posted 07 January 2010 - 10:10 PM
There's something I keep forgetting to mention: the HRP fire does not animate smoothly. Just take a look at the dumpster fires in E1L1; it does a nasty jerk every time it goes through the animation.
#478 Posted 08 January 2010 - 03:12 AM
Yeah, the fire thing... I know it doesn't animate smoothly. It was a pain in the ass to get it to look like this at least. I used a software called Particle Illusion (trial works for 30 days with no restrictions) and had to manually edit each exported frame. Anyone can try to make a better fire with it. But be advised that there are a lot of drawbacks:
- in DN3D, there are 3 sets of fire sprites, 14 frames per set
- these original sets DO NOT loop perfectly if you look closely, are cut at the bottom, etc.
- each of the frames has different dimensions, therefore the new sprites must have corresponding multiple of original height (you can ignore width differences); if your fire sprites have the same height, the fire will be jumping like crazy in the game
- when you cut the dimensions of the exported frames, you need make the edges smooth manually in every fucking single frame to make it look acceptable
- you need to alter the color and transparency if someone criticizes your sprites for being too colorful or whatever
- it's a pain in the ass and I'm not going to ever touch the fire sprites again
So if you don't like the current HRP fire for whatever reason, you can do one of the following:
1) Comment out the new fire defs and use the original 8-bit sprites (looks bad in Polymer)
2) Revert to the previous HRP fire (which was IMO much worse)
3) Make new fire sprites (painful and boring)
4) Rip fire from another game and edit it to fit DN3D (public release not advised then)
5) Code in a way to use 20-frame (better number to work with) animation based on frames with exactly the same dimensions
That's all I can say about the nasty fire sprites.
- in DN3D, there are 3 sets of fire sprites, 14 frames per set
- these original sets DO NOT loop perfectly if you look closely, are cut at the bottom, etc.
- each of the frames has different dimensions, therefore the new sprites must have corresponding multiple of original height (you can ignore width differences); if your fire sprites have the same height, the fire will be jumping like crazy in the game
- when you cut the dimensions of the exported frames, you need make the edges smooth manually in every fucking single frame to make it look acceptable
- you need to alter the color and transparency if someone criticizes your sprites for being too colorful or whatever
- it's a pain in the ass and I'm not going to ever touch the fire sprites again
So if you don't like the current HRP fire for whatever reason, you can do one of the following:
1) Comment out the new fire defs and use the original 8-bit sprites (looks bad in Polymer)
2) Revert to the previous HRP fire (which was IMO much worse)
3) Make new fire sprites (painful and boring)
4) Rip fire from another game and edit it to fit DN3D (public release not advised then)
5) Code in a way to use 20-frame (better number to work with) animation based on frames with exactly the same dimensions
That's all I can say about the nasty fire sprites.
#479 Posted 08 January 2010 - 04:51 AM
The Commander, on Jan 8 2010, 05:06 AM, said:
Are you guys accepting maphack changes to the SVN?
Yes.