Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4711 Posted 03 June 2021 - 04:57 PM
#4712 Posted 07 June 2021 - 09:02 AM
(before MrFlibble asks, I used Nickelback for this followed by downscaling and running through BCGone-Detailed, then I did my usual redithering filter)
This post has been edited by Phredreeke: 07 June 2021 - 09:08 AM
#4713 Posted 07 June 2021 - 04:13 PM
#4714 Posted 07 June 2021 - 04:30 PM
https://imgsli.com/NTcxNDc
Now this is a rotated version of tile 734. So, to avoid the aliasing present from back when it was rotated in the 90s I decided to take the upscale of tile 734 and tile and rotate to match this one. After this I followed the ordinary redithering and repalettisation process.
Here's the upscale of 734 for comparison
#4715 Posted 08 June 2021 - 01:01 AM
Phredreeke, on 07 June 2021 - 04:30 PM, said:
Freeway, of course! Just wanted to add that it is pretty frequently used in user maps for trimming, as this is basically one of the very few textures with proper diagonal lines, so ideal for stuff like staircase railings etc.
#4716 Posted 09 June 2021 - 04:43 PM
Another composite of multiple upscales. Among the models used were Pixelperfect, Sourcetex2, Spongebob Reloaded-SWAG
#4717 Posted 11 June 2021 - 12:08 PM
#4718 Posted 11 June 2021 - 03:51 PM
The sides of the boxes on the grey section have their sides straightened. The water on the map was replaced with an upscale using pixelperfect. The land parts of the map uses sourcetex2 (which was used for the whole map in the previous image I posted)
I ended up replacing the green sections on the sides again afterwards (the slightly curved edge was caused by me using the wrong palette when isolating the green parts of the image)
Both the grey bottom panel and the green sides used pixelperfect model with my redithering script (palettes applied manually for each section) while the various lights used spongebob reloaded-swag which was downscaled with a pixel offset. Again palettes were manually applied for each piece and for some intensity was boosted beforehand.
#4719 Posted 12 June 2021 - 03:35 AM
#4722 Posted 12 June 2021 - 09:22 AM
#4723 Posted 12 June 2021 - 05:55 PM
The text MELTDOWN was copied from the HRP.
The radiation logo in the back was upscaled with Digipaint, then downscaled to 50% and processed with BCGone_detailed
#4724 Posted 13 June 2021 - 04:59 AM
#4725 Posted 14 June 2021 - 08:07 AM
Using a combination of Spongebob-Reloaded SWAG and Pixelperfect.
YandereInpaint was used to remove the text from the picture, the result was then upscaled using Pixelperfect and overlaid over the upscale of the prior unlit frame (upscaled using Spongebob SWAG model interpolated slightly with XBRDD and downscaled with a pixel offset)
I palettised the image with a red only palette with dithering on and overlaid it using a mask (made by taking the red channel and subtracting the other two channels), the same mask was also used to add the brownish tint to the text layer below.
#4726 Posted 14 June 2021 - 08:39 AM
#4727 Posted 16 June 2021 - 07:05 AM
#4728 Posted 16 June 2021 - 02:06 PM
Maybe someone will find it useful... or maybe not I dunno.
OKAY this was meant to go in the community resource thread XD
This post has been edited by Phredreeke: 16 June 2021 - 02:34 PM
#4730 Posted 21 June 2021 - 08:54 AM
Phredreeke, on 18 June 2021 - 06:45 PM, said:
- Do we call this "Enhanced Resource Pack" or does anyone have any better name for it?
- Should it come with voxels out of the box? I want to avoid this from happening
Voxels have nothing to do with high resolution.
Replacing a a 2D spite with a 3D model doesn't mean it's upscaled.
I'd think that including instructions within the zip on how to incorporate the two would make more sense.
Unless of course you have plans to upscale all the voxels as well. Then you could rename the project "HRVP" or something along those lines.
This post has been edited by Avenger: 21 June 2021 - 08:55 AM
#4731 Posted 21 June 2021 - 10:19 AM
NightFright, on 18 September 2020 - 06:49 AM, said:
The general idea is a complete overhaul of the pack regarding its core components, i.e. textures and sprite replacements. To put it short: Open trashcan, put highres textures and models we have inside (all of them, no regrets), close trashcan, forget about it and go ahead with adding more faithful and (far) more consistent artwork. Some of the work is actually already done.
HRP 5.0 should/could contain
1) AI upscales of all the original textures (with optional Vacation/DC/NWinter packs)
2) Voxel pack (instead of models)
3) Maphacks (we basically have them already, including necessary adjustments for voxels)
4) SC-55 Music Pack (as before)
The intention is to keep these four packs separate, i.e. it wouldn't be a single file, but any release would bundle those together. Advantage would be that updates for each of the components is possible at any time. Since basically only the voxel pack (with maphacks included) might receive updates after release, this would keep download size for general HRP updates fairly small.
Later in the thread several people suggested dropping the HRP name to avoid confusion with the old HRP, Tea Monster suggested Enhanced Resolution Pack. Since this pack wouldn't be limited to just textures and sprites I modified that slightly to Enhanced Resource Pack.
If you don't want to play with voxels it's as easy as writing r_voxels 0 in console to disable them
I would like to release this pack on July 1st, the 30th anniversary of the original Duke Nukem (I was initially hoping for April but it was far from ready by then). Last week I sent out a WIP copy of the pack to people for testing and aside from me failing to include the DEFs for Fox's skyboxes and some of the stripper's frames being less than stellar there doesn't seem to be any issues
I'm trying to package it in a way that an updated voxel pack can easily be dropped in by the user. One thing that won't happen for the first release will be Vaca/NW support. We can't conditionally load DEF files based on the expansion running, and none of the level textures for them are upscaled yet anyway.
#4732 Posted 21 June 2021 - 09:19 PM
Phredreeke, on 21 June 2021 - 10:19 AM, said:
Later in the thread several people suggested dropping the HRP name to avoid confusion with the old HRP, Tea Monster suggested Enhanced Resolution Pack. Since this pack wouldn't be limited to just textures and sprites I modified that slightly to Enhanced Resource Pack.
If you don't want to play with voxels it's as easy as writing r_voxels 0 in console to disable them
I would like to release this pack on July 1st, the 30th anniversary of the original Duke Nukem (I was initially hoping for April but it was far from ready by then). Last week I sent out a WIP copy of the pack to people for testing and aside from me failing to include the DEFs for Fox's skyboxes and some of the stripper's frames being less than stellar there doesn't seem to be any issues
I'm trying to package it in a way that an updated voxel pack can easily be dropped in by the user. One thing that won't happen for the first release will be Vaca/NW support. We can't conditionally load DEF files based on the expansion running, and none of the level textures for them are upscaled yet anyway.
I haven't tried any voxel packs in a while but when I did they were all low resolution similar to how the default game shipped so in that regard they wouldn't fit in and the HRP being redone from my understanding was mainly for consistency reasons.
If the newest voxels are of high resolution just like all the examples of the assets posted most recently in this thread then nightfright's system is ideal and a vast improvement from the previous pack.
#4733 Posted 19 August 2021 - 09:02 AM
This post has been edited by MusicallyInspired: 19 August 2021 - 09:03 AM
#4734 Posted 20 August 2021 - 07:31 AM
MusicallyInspired, on 19 August 2021 - 09:02 AM, said:
Yes, I just opened an issue about it here: https://voidpoint.io...32/-/issues/190
The greenslime issue is related to the camera smoothing at low framerates, and will be fixed in an upcoming patch.
#4736 Posted 22 October 2021 - 12:37 PM
BTW, I downscaled those to 2x using MSPaint (the Win8.1 version) out of all programmes, as I recently discovered by accident that it is quite apt at downsampling pixel art. Who knew?
This post has been edited by MrFlibble: 22 October 2021 - 12:39 PM
#4737 Posted 20 June 2022 - 08:15 AM
https://forum.zdoom....f891bf37d5f9804
#4738 Posted 20 June 2022 - 11:24 AM
This post has been edited by Phredreeke: 20 June 2022 - 11:25 AM
#4740 Posted 27 December 2022 - 11:32 PM
I'll say it again in that the HRP project should have been kept as it was. The aims and means of this project is different and separate from those of the HRP which uses models and hand-created textures. A new project and a new thread should have been created to accommodate it and prevent confusion with the old project.