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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   Rellik 

#571

View PostDeeperThought, on Feb 21 2010, 10:11 AM, said:

This one looks like a plastic robot having a bad dream, whereas the original was a sexy animation that looked like a downsized porno clip. It really hurts the game to see something like that. Like the other day when I was playing through E1L2 using the HRP. I opened the porno booth that had the pigcop watching that clip, and it was really disturbing.

I attempted to make that one back when I had the Poser software, but found it was difficult to look right. I do agree that this one was a poor attempt.

Someone a while back said that he had the porno that that one was based off of, which was a woman masturbating, he even produced a drawing that showed what whole picture frame was.

Quote

http://img121.images...1/4876/1306.png

The original sprites are of a beautiful woman doing a sly wink. The replacement looks like an ugly wall-eyed statue.

http://img28.imagesh...8/9681/3332.png

Unsexy plastic robot.




I can undef them from my own mods at least, until there are replacements worth using.

Being the creator of the middle one, I feel mildly offended that it is being grouped in with the other two which aren't mine. True, it wasn't one of my best efforts, and I do agree that it does seem a bit off..

Please understand Poser has limitations, in particular the animation feature leaves a lot to be desired. If you have no experience modeling you make do with what is available.

I would go back and try to revise, but I no longer have access to Poser, and I haven't had the time because of RL™
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User is offline   Gambini 

#572

It´s not about offending anybody. It´s about the tiles aren´t at the height for replacing the originals. Come to think of it man, they may be done with a lot of effort but there is no chance they look better than the originals in the game, so there is no point on keeping them.
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User is offline   Tea Monster 

  • Polymancer

#573

View PostRoma Loom, on Feb 21 2010, 12:08 PM, said:

... However it makes the image more contrast, which is not recommended for polymer textures that receive dynamic light ingame...


If you want it done properly, a lot of the current textures will have to be re-done for Polymer. As you stated, the engine will give them light and shadows now. All they need is form, and maybe a bit of AO to make them 'snap'. All the original textures in the game were done to fake light and shadows that were not there, so a lot of them will have to be re-done if we don't want them to look strange in the new renderer.

The photoshop filter will only work with certain textures. Some can be de-saturated. Again, this is only a stop-gap until they can be remade to be Polymer friendly.

This post has been edited by Tea Monster: 21 February 2010 - 01:01 PM

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User is offline   Danukem 

  • Duke Plus Developer

#574

Hey I have done coding and other stuff in the past that is not up to par, and I wouldn't be offended if someone pointed it out. Frankly, I don't like any of the poser stuff that is in the HRP, although some of it is better than others. Females are definitely the Achilles' heel of the HRP. That's not surprising considering that they are the most difficult thing to get right.
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User is offline   LeoD 

  • Duke4.net topic/3513

#575

View PostGambini, on Feb 21 2010, 05:11 PM, said:

I suggest some tiles sprites and models should be deleted until further replacement

My vote is to keep them. 333? is not _that_ bad and I especially like 130? for some reason.

This post has been edited by LeoD: 21 February 2010 - 01:43 PM

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User is offline   Rellik 

#576

View PostDeeperThought, on Feb 21 2010, 01:59 PM, said:

Hey I have done coding and other stuff in the past that is not up to par, and I wouldn't be offended if someone pointed it out. Frankly, I don't like any of the poser stuff that is in the HRP, although some of it is better than others. Females are definitely the Achilles' heel of the HRP. That's not surprising considering that they are the most difficult thing to get right.

That's why I said mildly, It isn't much a problem to me, really. I still remember the critique I received over the weathergirl and the movie screen, oh, and lets not forget the Sister Act III poster I revised that one quite a bit, but hey whatever.

Truth be told, the other Poser images not made by me don't meet my standards either, but maybe I am just biased. <_<

This post has been edited by Rellik: 21 February 2010 - 03:12 PM

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User is offline   Luigi 

#577

Hi!
I have been following the HRP for quite some time, and i must say it's awsome! I downloaded the latest SVN, here are a few nitpicks:
The gastank model looks nothing like the original, it should be thinner and a little taller, also the shape is wrong.
Posted Image
I think the Cucumber should be changed to October. Cucumber just looks stupid.
Posted Image
The reel model flickers while moving.
Posted Image
There seems to be a problem with the maphacks for E1M1, becouse the fence model goes through the vents.
Posted Image
These models look really bad and they also flicker like the reel model.
Posted Image
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User is offline   Jokke_r 

#578

Was wondering it it might be possible via maphack to exclude some sectors from being rendered, like if you could exclude the sectors that make up the couch in the bathroom in e1m1 and then place a model of a couch in it's place while still retaining the collisions from the original. This way you could atleast upgrade it graphically without any fear of clipping with the original etc., for instance the Film projector could be replaced entirely as well, same with the seats inside the cinema and what not.
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User is offline   Danukem 

  • Duke Plus Developer

#579

View PostLuigi, on Feb 21 2010, 06:58 PM, said:

These models look really bad and they also flicker like the reel model.
Posted Image


Which models, the boxes? The fires are not models (and I complained about their animation not looping properly before, and it turns out that it's very difficult to fix).

@Jokke_r: If a sector is not rendered then you will get a nasty hole in the rendered scene; it's not going to look like the same room with the couch removed, and there is no way that a couch model is going to cover that up.
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User is offline   Tea Monster 

  • Polymancer

#580

For years, common wisdom said that we couldn't alter the original levels. Recently, TX read through the docs and found that we actually can.

So, it would not be impossible to go through the levels and delete certain sector-based stuff like furniture, cars, and other prop items and replace them with models.

It might be a project for when the HRP is a bit more stable though!
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User is offline   The Commander 

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

#581

View PostTea Monster, on Feb 22 2010, 08:50 PM, said:

For years, common wisdom said that we couldn't alter the original levels. Recently, TX read through the docs and found that we actually can.

So, it would not be impossible to go through the levels and delete certain sector-based stuff like furniture, cars, and other prop items and replace them with models.

It might be a project for when the HRP is a bit more stable though!

Now I agree with some of this statement, I would all be for using edited maps that fix certain small game breaking thing and for the ease of adding Polymer lights. (even though you can use the Mapster script now)
But removing things like couches and projectors etc to replace them with a models is a no-no in my book.

All that would end up doing is turning the HRP into something it wasn't designed for in the first place.
(although some people would say that the HRP breaks the original feel of the game as it is now, too cartoony etc)

This post has been edited by The Commander: 22 February 2010 - 01:52 AM

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User is offline   Danukem 

  • Duke Plus Developer

#582

It would be better to make new HRP versions of the maps, using the eduke32 sector limits etc, and more detail overall. Then they would have a consistent modern look throughout. That would not be achieved by replacing some sector couches and cars with models here and there while leaving the rest of the simple architecture intact. Besides, sector made props block correctly, which models currently do not, so swapping in models for sector props would adversely affect gameplay (perhaps even making certain jumps impossible, breaking the maps). It's even worse than that, because sector props have walls that can open up or move which is not possible with models. This could lead to, for example, a row of cars where three are models and one is left as sectors, because the one car has a door that can open. I could go on -- it's just a really bad idea in so many ways.
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User is offline   Tea Monster 

  • Polymancer

#583

View PostThe Commander, on Feb 22 2010, 01:51 AM, said:

...All that would end up doing is turning the HRP into something it wasn't designed for in the first place.


The spirit of the HRP is to make Duke Nukem 3D look more like a modern game.

You can reduce sectors in various dimensions so that they sit within models. You can also use blocking sprites. You'd have to go through the levels and see what was possible. Getting it all to work would be a terrific pain in the arse as well.
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User is offline   Gambini 

#584

The problem with all this is the criteria differences. For some of us, there is nothing wrong with the tiles of the original game, for some others everything has to look ¨hires¨ no matter how crappy is the result if it´s ¨hires¨, for some others the idea is to make Duke3d look like a modern game, even when there is plenty of modern games around. Of all the ideas exposed here i don´t really agree with any. Who would be on charge of modifying the original maps? Who would decide which props shall be removed and which not? All i know is that with every new feature, the duke nukem tree has more and more branches and it´s imposible to keep user maps fully compatible with everything.

So far i want to keep firmly my statement for removing some not-enough-good hrp assets.

This post has been edited by Gambini: 22 February 2010 - 03:32 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#585

View PostGambini, on Feb 23 2010, 12:31 AM, said:

Who would decide which props shall be removed and which not?

Those who actually contribute to the HRP in the first place should reach a consensus.
Maybe based on the opinions of mappers (first) and player-only-guys. If you don't like a new texture you can still patch your local HRP or add an additional zipfile to override which is what I do.

View PostGambini, on Feb 23 2010, 12:31 AM, said:

All i know is that with every new feature, the duke nukem tree has more and more branches and it´s imposible to keep user maps fully compatible with everything.

If it is clearly stated how the map is meant to be played I see not much of a problem. Complaints of guys like me who tend to switch on HRP, Polymer, and DukePlus no matter what or skip the README anyway may be ignored or not.

As for the branches I think that a poll about the preferred ways of playing Duke would be a good idea so that contributors of maps and props get an idea of how their work might get used (or appreciated).
- preferred renderer setup
- DukePlus / other mod
- ...
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User is offline   msims666 

#586

quick question... If I'm doing a TC for HRP and wanted to add new tiles (i.e. userart tiles) would I have to add 8bit tiles as well in editart to supplement for the HRP tiles in MAPSTER?
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User is online   Hendricks266 

  • Weaponized Autism

  #587

No, you can use setuptile/setuptilerange.
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User is offline   msims666 

#588

View PostHendricks266, on Feb 23 2010, 05:19 PM, said:

No, you can use setuptile/setuptilerange.

thanks! So would I be able to see the tile itself in mapster?

This post has been edited by msims666: 23 February 2010 - 05:39 PM

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User is offline   The Commander 

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

#589

Yes
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User is offline   msims666 

#590

View PostThe Commander, on Feb 23 2010, 06:15 PM, said:

Yes

awesome, thanks dude.
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User is offline   Parkar 

  • Honored Donor

#591

Don't think this deserves it's own thread but still cool so I'll just post it here since it's more or less the HRP thread right now.

Latest issue of the Swedish PC Gamer has the HRP as one of the 50 must-play mods.

Pretty cool considering they list mods going back to the beginning of moding games in the mid 90's.
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User is online   Hendricks266 

  • Weaponized Autism

  #592

Do you what rank it is (if there is ranking)?
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User is offline   msims666 

#593

Sorry for all the noobish questions, but can someone give me an example of how I would use setuptile and setuptilerange? I'm brand spankin new to HRP and would prefer a member's example rather than the wiki example. Thanks guys.
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User is offline   Gambini 

#594

Maybe i´m not the most suitable person to say this since i´ve been spamming this thread with my complaints at some HRP assets. But i think it´s better if you ask these things here: http://forums.duke4....p?showtopic=896
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User is offline   Parkar 

  • Honored Donor

#595

View PostHendricks266, on Feb 25 2010, 12:53 AM, said:

Do you what rank it is (if there is ranking)?


It's not ranked. It has a number (around 30 or so) but mods seemed to be grouped based on games so Half-life mods was after each other Unreal in one group etc.

It's more of a 50 mods you need to play / 50 reasons why moding on the PC is awesome kind of list.
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User is online   Hendricks266 

  • Weaponized Autism

  #596

This has been brought up many times before, but HRP recreations of tiles including the 3D Realms logo should use this logo instead:

Posted Image

Currently, tile #849 is an offender in this respect.

Any logo is completely absent from tile #394.

#826 is correct.

This post has been edited by Hendricks266: 27 March 2010 - 01:40 PM

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User is offline   Roma Loom 

  • Loomsday Device

#597

I guess HRP isn't managed by anyone anymore or is it?
As I care only for polymerHRP I'd say just submit it to SVN.
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User is offline   Master Fibbles 

  • I have the power!

#598

I thought they got explicit permission to use the 3DR logo?
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User is offline   Parkar 

  • Honored Donor

#599

View PostMr.Flibble, on Mar 28 2010, 12:44 AM, said:

I thought they got explicit permission to use the 3DR logo?


Nope. I think we might even have been explicitly told not to use it but not sure.
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User is offline   Rellik 

#600

The only permission I know of was to use the scanned mousepad for the title screen.

I suggested elsewhere that it might be doable to use the 3dr screen from the XBLA version. come to think of it, a still from the DNF teaser might be acceptable too. But it would be still be a good idea to get permission first. <_< <_<
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