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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   Skulldog 

#451

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

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#452

VERY GOOD! :lol: :lol:
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User is offline   Spiker 

#453

 Alexander V.Filippov, on Jan 3 2010, 04:07 AM, said:

VERY GOOD! :lol: :lol:



I haven't seen you for ages. I remember you contributed some really nice stuff.
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User is offline   Tea Monster 

  • Polymancer

#454

Roma, that is looking amazing! Are you making complete models to bake your normals off?
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#455

 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! :lol:
I will try to continue business. :lol:
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User is offline   Roma Loom 

  • Loomsday Device

#456

 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

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User is offline   Steveeeie 

#457

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.

Posted Image
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User is offline   Mark 

#458

There is another thread here on the forums called "what are you working on now" . That would be the better place to post.
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#459

View PostSteveeeie, on Jan 6 2010, 12:32 AM, said:

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.

Posted Image


This is looking much better than any used so far!
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#460

And people running 1.3 would get that atomic logo... Hmmmm
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User is offline   gt1750 

#461

View PostThe 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.
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User is offline   gt1750 

#462

Another pack of normal & specular maps, mostly E1L1 stuff.

Get it HERE.

Preview screens:

Posted Image
Posted Image
Posted Image

The window specularity is now resolved the same way as in Parkar's 0743 - i.e. alpha channel + specularity value in .def
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User is offline   Roma Loom 

  • Loomsday Device

#463

Posted Image
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User is offline   Plagman 

  • Former VP of Media Operations

#464

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:

Posted ImagePosted Image
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User is offline   Micky C 

  • Honored Donor

#465

looks good! I'm just a bit worried though that reflective windows would belittle the actual in game mirrors.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#466

View PostMicky 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
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#467

wow pretty awesome (y)
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User is offline   Spiker 

#468

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 :lol:
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User is offline   Piterplus 

#469

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?
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User is offline   Stabs 

#470

is the glass texture being redone to use that effect?
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User is offline   Hendricks266 

  • Weaponized Autism

  #471

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?

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#472

Is it possible you are getting that because I am downloading the full SVN?
DanM just finished a few minutes ago.

This post has been edited by The Commander: 07 January 2010 - 05:23 AM

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User is offline   NightFright 

  • The Truth is in here

#473

SVN updated to rev.54 (gt1750 texture pack added), new preview release uploaded (signature link).
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User is offline   Plagman 

  • Former VP of Media Operations

#474

View PostHendricks266, 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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #475

I do, and it appears each time I update.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#476

Are you guys accepting maphack changes to the SVN?

Posted Image
Posted Image

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.
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User is offline   Danukem 

  • Duke Plus Developer

#477

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.
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User is offline   gt1750 

#478

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.
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User is offline   Parkar 

  • Honored Donor

#479

View PostThe Commander, on Jan 8 2010, 05:06 AM, said:

Are you guys accepting maphack changes to the SVN?


Yes.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#480

View PostParkar, on Jan 9 2010, 01:51 AM, said:

Yes.

http://pastebin.com/f64c0754a
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