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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   Tea Monster 

  • Polymancer

#721

Do you mean like they do with models, bake out an AO map and multiply it with the texture? Or are you talking about something that is only activated when when light hits it?
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User is offline   Parkar 

  • Honored Donor

#722

 Tea Monster, on Apr 15 2010, 07:50 PM, said:

Do you mean like they do with models, bake out an AO map and multiply it with the texture? Or are you talking about something that is only activated when when light hits it?


Thats the cheap way of using an ao map. You can also use the ao map in real time when rendering. It would only effect the ambient light and not direct light. I'll render som examples in max to show what I mean.

Edit:

Here is some example renders that hopefully illustrates what I mean.

The leftmost column is what it would look like with just sector shading and no dynamic lights. Middle is both sector shading and a dynamic light and the right one is in a pitch black sector with a dynamic light only.

This example is a bit extreme. Nothing is stopping you from adding a little bit of ambient shadows in the diffuse to increase the depth when effected by dynamic lights only.

The more I think about it the more sense this makes for combining sector lighting and dynamic lights. Only concern is the extra memory needed for the AO map.

Note that I am using AO a bit freely here since my example has directional shadows and even highlights.

Attached thumbnail(s)

  • Attached Image: textures.jpg
  • Attached Image: realtime_ao_map.jpg


This post has been edited by Parkar: 15 April 2010 - 01:45 PM

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User is offline   Jokke_r 

#723

Could always implement SSAO in the renderer

http://en.wikipedia....bient_Occlusion , although could be mostly useless with such low-poly enviroments
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User is offline   Parkar 

  • Honored Donor

#724

View PostJokke_r, on Apr 15 2010, 11:35 PM, said:

Could always implement SSAO in the renderer

http://en.wikipedia....bient_Occlusion , although could be mostly useless with such low-poly enviroments


Well thats a completly different thing and it could definatly be added. It wouldn't help with shadows in the textures though.
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User is offline   Tea Monster 

  • Polymancer

#725

SSAO would be cool!

So, instead of baking, the AO is a separate texture. The examples look very much better and should give that 'pop' to scenes.
Can we implement this now, or does it require some work from Plagman?

Here is a paper on the subject of SSAO - http://www.mpi-inf.m...Papers/SSDO.pdf

For our purposes with models (which is different from what Parkar is talking about with textures), most people just bake an AO pass into the skin of the model.

This post has been edited by Tea Monster: 15 April 2010 - 04:13 PM

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User is offline   Parkar 

  • Honored Donor

#726

View PostTea Monster, on Apr 16 2010, 02:04 AM, said:

SSAO would be cool!

So, instead of baking, the AO is a separate texture. The examples look very much better and should give that 'pop' to scenes.
Can we implement this now, or does it require some work from Plagman?

Here is a paper on the subject of SSAO - http://www.mpi-inf.m...Papers/SSDO.pdf

For our purposes with models (which is different from what Parkar is talking about with textures), most people just bake an AO pass into the skin of the model.


The technique I explained would work equally well on models as on textures used on flat surfaces. In other words baking the ao into the diffuse for models is the same cheap implementation of a an ao map. The improvement can actually be even more noticeable on models. On models it would partly be achieving the same effect SSAO does but with different pros and cons. Using both is defiantly possible though.

It requires an updated light model and support for defining one more texture (preferably with the option of either using the alpha of the diffuse or a separate texture). It's not a technically difficult feature to implement though. In fact I might attempt to implement a prototype of this during the weekend just to see how well it works in "real life" just using the alpha channel of the diffuse texture.

It doesn't really conflict with SSAO either. Personally I feel SSAO to be a pretty bad approximation. Implementing it as an optional feature wouldn't impact any thing other then performance so I don't see any reason not to add it.
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User is offline   Night Wolf 

#727

#0723

Needs new maps if anyone is up for creating them,
as i've fixed up the design more like the original tile.
Let me what do you think...


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User is offline   Parkar 

  • Honored Donor

#728

View Postozz, on Apr 17 2010, 12:55 PM, said:

#0723

Needs new maps if anyone is up for creating them,
as i've fixed up the design more like the original tile.
Let me what do you think...

Attachment 0723.png


Looks great.

P.S. Are you the same guy who sent some textures to me on email earlier? Update freezer etc.

This post has been edited by Parkar: 17 April 2010 - 03:12 AM

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User is offline   Night Wolf 

#729

View PostParkar, on Apr 17 2010, 09:12 PM, said:

Looks great.

P.S. Are you the same guy who sent some textures to me on email earlier? Update freezer etc.



yeah that's me!
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User is offline   Gambini 

#730

Yesterday i downloaded and tested the latest polymer hrp. I wonder why my liztroops didn´t look like those that were posted sometime ago (with normal and specular maps). Why that hasn´t been included with the hrp?

Also I think you guys are going too far putting normal maps for every single texture, some textures don´t need nor look better with normal maps and GPU/CPU budget is going to the clouds with no reason this way.
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User is offline   Night Wolf 

#731

A little tile I recreated.
#0183


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User is offline   Spiker 

#732

Ozz: Why don't you try something which hasn't been made yet? :P
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User is offline   Night Wolf 

#733

View PostSpiker, on Apr 20 2010, 11:26 PM, said:

Ozz: Why don't you try something which hasn't been made yet? :P


whatever textures I come across that look different from the original I feel the need to update them if I can...
the ones that haven't been made yet I've never come across anyway so I don't see a point to waste my time. lol
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User is offline   Danukem 

  • Duke Plus Developer

#734

Making better versions of the existing HRP textures is a good thing, I wouldn't discourage that.
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User is offline   Parkar 

  • Honored Donor

#735

View PostDeeperThought, on Apr 20 2010, 05:03 PM, said:

Making better versions of the existing HRP textures is a good thing, I wouldn't discourage that.


Exactly. Especially since most of his versions work a lot better with normal mapping then the old ones we had.

I think Ozz needs to get svn access as well. Everything he is doing is going in anyway.
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User is offline   Night Wolf 

#736

what the hell might as well do one job out of the to do pile :P


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User is offline   Gambini 

#737

You´re doing a great job.
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User is offline   Night Wolf 

#738

 Parkar, on Apr 21 2010, 01:38 AM, said:

I think Ozz needs to get svn access as well. Everything he is doing is going in anyway.


what exactly is svn?

also #1636 (SPIT) - Enforcer spitting attack

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User is offline   Tea Monster 

  • Polymancer

#739

Where exactly IS the 'to do' list? I know there was one for the HRP, but where is the one for the PHRP?
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User is offline   Spiker 

#740

 Gambini, on Apr 17 2010, 08:31 PM, said:

Yesterday i downloaded and tested the latest polymer hrp. I wonder why my liztroops didn´t look like those that were posted sometime ago (with normal and specular maps). Why that hasn´t been included with the hrp?


I've just tested the new trooper and I think it should be plugged to SVN! It looks good, only dead version skin could use some more work.

Actually it looks like this because it has only one skin without dead version and any pal variations but apart from that it looks great, I didn't notice any flaws in animation. Creating more skins is the easiest part and then it should be included :P


Edit: Maybe I will do the skins myself as it's not that difficult and when all pals are done and def file cleaned up I will upload it somewhere. Here is pal21
that took me about 30 sec to do (It's polymost shot for performance reasons). However I'm busy at the moment so probably I'm not going to do this today.

Attached thumbnail(s)

  • Attached Image: duke0000.jpg


This post has been edited by Spiker: 21 April 2010 - 03:31 AM

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User is offline   Night Wolf 

#741

I recreated these air-vent textures for polymer
It actually turned out pretty well
#0342 #0343

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User is offline   Spiker 

#742

I'm fucking surrounded!

Attached thumbnail(s)

  • Attached Image: duke0008.jpg

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User is offline   Parkar 

  • Honored Donor

#743

View Postozz, on Apr 21 2010, 09:01 AM, said:

what exactly is svn?

also #1636 (SPIT) - Enforcer spitting attack
Attachment 1636.png


SVN is the revision control system we use for the HRP.

Lets people work cooperativly on projects and keeps track of versions as you update files.

Giving you access simply means you would be able to put your textures directly into the HRP rahter then someone having to add them.

View PostTea Monster, on Apr 21 2010, 10:20 AM, said:

Where exactly IS the 'to do' list? I know there was one for the HRP, but where is the one for the PHRP?


I would say the SVN repository is the to-do list. Or the inverse of the to-do list is maybe more correct.
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User is offline   Spiker 

#744

Download and test it.

http://www.mediafire...wkj/trooper.zip

It contains all trooper pal variations together with painskins and glowmap. (Original levels are not a good place for a test because they use few pals).
It is advisable to remove the old cache. To install it should be enough to copy the contents to your HRP folder and replace the old files when asked. However some old files should be removed manually but they don't interfere. The PNGs are huge, over 1mb and they need optimizing, EDIT I haven't done this yet but it reduces only about 10% anyway.

This post has been edited by Spiker: 21 April 2010 - 01:52 PM

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User is offline   Gambini 

#745

View PostSpiker, on Apr 21 2010, 03:54 PM, said:

I'm fucking surrounded!


Judging by the screenshot you did a good job. Although there are some color mismatchs. Your blue looks kinda purple.
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User is offline   The Commander 

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

#746

View Postozz, on Apr 21 2010, 07:01 PM, said:

what exactly is svn?

http://www.youtube.c...h?v=8wYiabh2hpM - A quick overview of what SVN is.

http://tortoisesvn.net/downloads - Tortoise SVN Program Download

https://svn.eduke32.com/polymer_hrp - Address to the HRP SVN

It can be quite hard for some to understand it at first, but once you get it running you will wounder why everything isn't using SVN. :P

This post has been edited by The Commander: 21 April 2010 - 04:05 PM

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User is offline   Gambini 

#747

Just an offtopic question. SVN hosting is paid? i would like to start one of my own.
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User is offline   The Commander 

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

#748

View PostGambini, on Apr 22 2010, 12:28 PM, said:

Just an offtopic question. SVN hosting is paid? i would like to start one of my own.

Nope, it's free.

http://sourceforge.net/
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User is offline   Spiker 

#749

My interpretation of the poster. Out of B&W version.

Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#750

View PostSpiker, on Apr 23 2010, 04:14 PM, said:

My interpretation of the poster. Out of B&W version.


Hey, that's pretty nice. It could use some more work, though. Duke's skin seems a little too red, imo. I also like the color that Commander used in his version (very nuclear), although that one is very monochrome.

Context: The image was first posted by Michael-2792 in this thread at 3DR http://forums.3dreal...ead.php?t=37310
It was a black and white pic that he scanned out of what appears to be an instruction manual for a Duke Nukem game. The artist's name is "Morgan". The scanned version had a white crease running down the middle because it was spread onto two pages, and my wife was kind enough to fix that in Photoshop (which required some reconstructive surgery on Duke's face). The fixed black and white version is posted in that thread, in case anyone else wants to try coloring it. I was interested in it because I plan to use it for my Attrition mod (with some words added in somewhere).

EDIT: Spiker, did you post in this thread by accident? This thread is supposed to be for HRP assets. Now there are a bunch of replies on this OT... :P

This post has been edited by DeeperThought: 23 April 2010 - 04:10 PM

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