
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#721 Posted 15 April 2010 - 09:50 AM
#722 Posted 15 April 2010 - 11:43 AM
Tea Monster, on Apr 15 2010, 07:50 PM, said:
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.
This post has been edited by Parkar: 15 April 2010 - 01:45 PM
#723 Posted 15 April 2010 - 01:35 PM
http://en.wikipedia....bient_Occlusion , although could be mostly useless with such low-poly enviroments
#724 Posted 15 April 2010 - 01:46 PM
Jokke_r, on Apr 15 2010, 11:35 PM, said:
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.
#725 Posted 15 April 2010 - 04:04 PM
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
#726 Posted 16 April 2010 - 06:40 AM
Tea Monster, on Apr 16 2010, 02:04 AM, said:
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.
#727 Posted 17 April 2010 - 02:55 AM
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...
#728 Posted 17 April 2010 - 03:12 AM
ozz, on Apr 17 2010, 12:55 PM, said:
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...

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
#729 Posted 17 April 2010 - 04:01 AM
Parkar, on Apr 17 2010, 09:12 PM, said:
P.S. Are you the same guy who sent some textures to me on email earlier? Update freezer etc.
yeah that's me!
#730 Posted 17 April 2010 - 10:31 AM
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.
#733 Posted 20 April 2010 - 05:32 AM
Spiker, on Apr 20 2010, 11:26 PM, said:

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
#734 Posted 20 April 2010 - 07:03 AM
#735 Posted 20 April 2010 - 07:38 AM
DeeperThought, on Apr 20 2010, 05:03 PM, said:
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.
#738 Posted 20 April 2010 - 11:01 PM
Parkar, on Apr 21 2010, 01:38 AM, said:
what exactly is svn?
also #1636 (SPIT) - Enforcer spitting attack
#739 Posted 21 April 2010 - 12:20 AM
#740 Posted 21 April 2010 - 01:12 AM
Gambini, on Apr 17 2010, 08:31 PM, said:
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

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.
This post has been edited by Spiker: 21 April 2010 - 03:31 AM
#741 Posted 21 April 2010 - 04:58 AM
It actually turned out pretty well
#0342 #0343
#743 Posted 21 April 2010 - 12:03 PM
ozz, on Apr 21 2010, 09:01 AM, said:
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.
Tea Monster, on Apr 21 2010, 10:20 AM, said:
I would say the SVN repository is the to-do list. Or the inverse of the to-do list is maybe more correct.
#744 Posted 21 April 2010 - 01:17 PM
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
#745 Posted 21 April 2010 - 02:48 PM
Spiker, on Apr 21 2010, 03:54 PM, said:
Judging by the screenshot you did a good job. Although there are some color mismatchs. Your blue looks kinda purple.
#746 Posted 21 April 2010 - 04:01 PM
ozz, on Apr 21 2010, 07:01 PM, said:
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.

This post has been edited by The Commander: 21 April 2010 - 04:05 PM
#747 Posted 21 April 2010 - 04:28 PM
#748 Posted 22 April 2010 - 03:19 PM
Gambini, on Apr 22 2010, 12:28 PM, said:
Nope, it's free.
http://sourceforge.net/
#750 Posted 23 April 2010 - 03:42 PM
Spiker, on Apr 23 2010, 04:14 PM, said:
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...

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