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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   Roma Loom 

  • Loomsday Device

#691

2 latest textures by Ozz (#0346 and #0743) were polymerized and uploaded to pHRP svn, also added missing components for my latest stuff.
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User is offline   NightFright 

  • The Truth is in here

#692

Seems to be OK this time, logfile spits out no errors. ^^

I will try to put together at least a monthly HRP build from now on, in cases much stuff is added in a short time sooner. Eventually, maybe also the update packs come back so you don't have to download the full package all the time.
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User is offline   Night Wolf 

#693

I've been working on the shrinker/expander projectiles

Quick question
does it matter if its 256 x 256?
the previous one was 128 x 128
I just think if I shrink it down even more it may become a little lossy



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User is offline   Roma Loom 

  • Loomsday Device

#694

I'd vote for 256x256 o/
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User is offline   Danukem 

  • Duke Plus Developer

#695

Looks good! High res is questionable if it's a small sprite that hardly ever gets used or noticed, but the important stuff like projectiles, weapons and characters should be very detailed imo.
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User is offline   Hendricks266 

  • Weaponized Autism

  #696

You've got a good start on that projectile, but the greens really need to be brighter. It's not shooting a ball of slime; it's shooting a glob of highly-charged plasma.
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User is offline   DuduKrazy 

#697

Quote

@Roma Loom: Your re-lit ep.2 maphacks are great. They don't hit performance and make the levels look better at the same time. Please do more of them


where can i download those maphacks?
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User is offline   Spiker 

#698

At the usual place :P http://svn.eduke32.com/
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User is offline   Night Wolf 

#699

Quote

You've got a good start on that projectile, but the greens really need to be brighter. It's not shooting a ball of slime; it's shooting a glob of highly-charged plasma.


like this?

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User is offline   Night Wolf 

#700

Quote

Looks good! High res is questionable if it's a small sprite that hardly ever gets used or noticed, but the important stuff like projectiles, weapons and characters should be very detailed imo.


I could actually make it bigger then 256 x 256
it started out as 512 x 512 , then i shrunk it down in size

Soo yeah whatever you guys think is a better size for detail
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User is offline   Piterplus 

#701

I think 256x256 is enough. Those sprites are small enough and move fast enough, so its hard to see all the details while shooting (at least while some mod with slow-mo ability will be applied to eduke32 :P , which I doubt)
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User is offline   NightFright 

  • The Truth is in here

#702

 DuduKrazy, on Apr 13 2010, 04:41 AM, said:

where can i download those maphacks?

The new maphacks should also be included in the latest HRP snapshot build downloadable from my signature link.

This post has been edited by NightFright: 13 April 2010 - 01:58 AM

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User is offline   Night Wolf 

#703

I'm calling these done.. :P



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User is offline   Roma Loom 

  • Loomsday Device

#704

for those who haven't signed to pHRP rss feed - glossy slimy slimers and slimer eggs are now available, had to re-unwrap (hence the animation was recreated) the slimer model since md2->md3 conversion went somehow wrong. Hell, that animation deflines decrypting is a real mess for me, we need some other animation definition system based on actions or events.
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User is offline   Master Fibbles 

  • I have the power!

#705

 Hendricks266, on Apr 12 2010, 06:49 PM, said:

It's not shooting a ball of slime; it's shooting a glob of highly-charged plasma.

I disagree, it isn't plasma. :P
However, you are right, it should be brighter.

I like what you have done lately, ozz.
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User is offline   NightFright 

  • The Truth is in here

#706

Build 88 committed. Changes:

> Updated: #1646-1649/2448-2451 (Shrinker/Expander projectiles by ozz);
> Fixed: ice.def (wrong defs for new #675/2370 models)
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User is offline   supergoofy 

#707

Builds 89, 90, 91: maphacks updated (lighthacks)

Thanks to all the HRP team (maintainers and contributors). You all do a great job. I will test the new maphacks later this night :P

This post has been edited by supergoofy: 13 April 2010 - 12:07 PM

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User is offline   Gambini 

#708

Can the 199 hires tile be removed because completely uselessness?

Currently this is the hires replacement:

Posted Image

a monochrome tile that is originally 8x8 sized (32x32 the hires replacement). but of course there is no point at all to resize a one colour tile.

The problem with this tile is that all palette changes that are usually applied make no difference when running the HRP and there is no point on making alternative hires versions for every palette value because hires and lores versions look identical.

In other news, I´m working on my third palette changes revision these days, so i will be submitting some more alternative pal textures.

This post has been edited by Gambini: 13 April 2010 - 07:13 PM

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User is offline   Danukem 

  • Duke Plus Developer

#709

 Gambini, on Apr 13 2010, 08:12 PM, said:

a monochrome tile that is originally 8x8 sized (32x32 the hires replacement). but of course there is no point at all to resize a one colour tile.

The problem with this tile is that all palette changes that are usually applied make no difference when running the HRP and there is no point on making alternative hires versions for every palette value because hires and lores versions look identical.


You are completely correct.

That's why I have that tile undefed in my mods. I use it to make the oxygen bar and a few other things, but the colors don't work in the HRP.
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User is offline   Night Wolf 

#710

#1215 , #1217

Posted Image Posted Image
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User is offline   LeoD 

  • Duke4.net topic/3513

#711

Not bad, but current HRP version is better.
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User is offline   gt1750 

#712

These tiles with flat shading will look better in Polymer, once the normal and specular maps are applied. There is a room for improvement though:
- the drink buttons should be legible and sharp
- the broken version could show some cans in the holes, the brightwork and buttons should be damaged as well
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User is offline   Mark 

#713

[quote name='Gambini' date='Apr 13 2010, 10:12 PM' post='39926']
Can the 199 hires tile be removed because completely uselessness?

Currently this is the hires replacement:

Posted Image

a monochrome tile that is originally 8x8 sized (32x32 the hires replacement). but of course there is no point at all to resize a one colour tile.

About a year ago when I was making some HRP tiles I asked if it was some kind of "inside joke" that tile 199 was in the to-do list. I was told if its on the list it needs to be done. So I did it. :P Afterwards I commented on it being my best work ever.
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User is offline   Hendricks266 

  • Weaponized Autism

  #714

I did add all possible alt-pals for it as 100% accurate highres replacements.
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User is offline   Cipher 

#715

You know, I don't think it's possible to create a high-res version of this tile without breaking the no-filtered-originals rule.
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User is offline   Gambini 

#716

 Hendricks266, on Apr 14 2010, 08:44 PM, said:

I did add all possible alt-pals for it as 100% accurate highres replacements.


When? I´ve tested it in game and there is no palette values. Besides, man there is no point at all of making a hires version of that. Come to think of it, all it does is eating resources (not much but yeah it still does).
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User is offline   Hendricks266 

  • Weaponized Autism

  #717

As of svn revision 43.

This post has been edited by Hendricks266: 14 April 2010 - 04:06 PM

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User is offline   Gambini 

#718

Great then. Still i would like to you explaining me why not just removing it. Just out of curiosity.
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User is offline   Piterplus 

#719

 gt1750, on Apr 14 2010, 11:34 PM, said:

These tiles with flat shading will look better in Polymer, once the normal and specular maps are applied. There is a room for improvement though:
- the drink buttons should be legible and sharp
- the broken version could show some cans in the holes, the brightwork and buttons should be damaged as well


It would look better if (very big IF) we had true lights all over the levels. Right now we have some random light sources here and there from lighthacks plus fire/some_pickups and projectiles. But still most of the level's textures and sprites look flat without imitating shadows and lights on them, even if they are properly polymerized.

This post has been edited by Piterplus: 14 April 2010 - 11:27 PM

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User is offline   Parkar 

  • Honored Donor

#720

 Piterplus, on Apr 15 2010, 09:26 AM, said:

It would look better if (very big IF) we had true lights all over the levels. Right now we have some random light sources here and there from lighthacks plus fire/some_pickups and projectiles. But still most of the level's textures and sprites look flat without imitating shadows and lights on them, even if they are properly polymerized.


There is one way we could get around that. If we add a ambient light map or ambient lit map.

If it is an ambient light map it would be multiplied with the ambient component (ie sector/wall/sprite light value).

If it's a ambient lit map, it would be the same as the regular texture used when dynamic lights are off but blended with the dynamical lit texture if dynamic lights are enabled.

This would result in shadows when used in a room that is lit using sector shading but not effect the dynamic lights.

Both methods would look the same when rendered and both would require more memory. light map less in GPU memory as it could just be the alpha channel or a grey scale texture. A lit texture would take up less space in the actual pack as it would be the same as the non-polymer texture but take up more GPU memory.

Edit:

In fact an ambient light map would be an ambient occlusion map only we would put more dramatic lighting in it. So if my explanation was not enough you can google ambient occlusion map for more info of what it does.

Edit2:

This would mean putting even less light information into the diffuse texture so we would have to redo some texture once again to take advantage of it.

This post has been edited by Parkar: 15 April 2010 - 08:32 AM

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