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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   Gambini 

#751

You based that on what? Looks awesome whatever it is :P
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User is online   Danukem 

  • Duke Plus Developer

#752

 Gambini, on Apr 23 2010, 04:43 PM, said:

You based that on what? Looks awesome whatever it is :P


Read my last post. We posted at almost the same time.
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User is offline   The Commander 

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

#753

Ill post my one here for the hell of it as well. :P

Preview shot:
Posted Image
Full size: http://img717.images...59/dnposter.jpg 9.8 MB

And so Spikers doesnt get lost in the last post on the previous page so no one sees it... here it is again. :D
Posted Image

The orginal B&W one after it had some work done to it by DT's wife to remove the bad looking spine view up the middle.
Posted Image

This post has been edited by The Commander: 23 April 2010 - 04:07 PM

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User is offline   Spiker 

#754

I know it's a wrong thread but I always feel very reluctant to create new one and just search for something similar. I think that no one will mind since it's somehow connected with the art for Duke.

I can reduce the skin tone and if you like The Commander's color then I can use his picture and combine it with mine :P
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User is offline   Jokke_r 

#755

Posted Image

slight color variation:

Posted Image






Here's my contribution

This post has been edited by Jokke_r: 24 April 2010 - 03:03 AM

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User is offline   Spiker 

#756

Yet another version.

Posted Image


Edit: Photobucket sucks! It scales down my images.

Link to the full-size version, hopefully they won't delete it because it's bigger than 5 mb :P

http://img709.images...0/poster2fj.jpg


And one more!

Posted Image


Ok, I give up, though it was fun to play with it :D

This post has been edited by Spiker: 24 April 2010 - 03:40 AM

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User is offline   SwissCm 

#757

The Commander's looks the best. The rest look too colourised (which I guess they are). Still needs work though.
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User is offline   Tea Monster 

  • Polymancer

#758

I like Jokke_r's second one, it's more vibrant.

This image is f*cking awesome, why hasn't anyone seen it before?
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User is offline   Night Wolf 

#759

Spiker's latest one on the top is bad ass! :P
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User is online   Danukem 

  • Duke Plus Developer

#760

Awesome coloring work, guys!
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User is offline   Night Wolf 

#761

Has anyone noticed that the RPG/Devastator rockets are too big ...
I was messing around with "projectiles.def

and it seems that it should be more like this

"scale 0.3"
instead of 0.5

seems to also fix problems with the rockets going though the HUD weapons
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User is offline   The Commander 

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

#762

 Tea Monster, on Apr 25 2010, 01:19 AM, said:

I like Jokke_r's second one, it's more vibrant.

I like his first one, I just did mine with two clicks in paint.net. :P (colour match)

 Tea Monster, on Apr 25 2010, 01:19 AM, said:

This image is f*cking awesome, why hasn't anyone seen it before?

This image came from some mag, that someone scanned and put onto 3DR, I have seen the colour one before but it's a smaller version and misses the sides.
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User is offline   Night Wolf 

#763

I'm working on some new smoke effects ... 2329 -2332

I had this thought , is it possible to make the smoke a little bigger ... or is that talking it away from its originality from the original game?
also working on a muzzle flash

here's a photoshop render of what I had in mind...

Posted Image
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User is offline   Tea Monster 

  • Polymancer

#764

I had some downtime due to my motherboard deciding to commit suicide, so I got onto the Woman's machine and put this together.

The barrel is still mirrored, so the eject port goes over two sides. I might have to shorten the barrel a bit as well.

Ozz, that looks great, you should even be able to get the orange flash on the barrel with glowmaps. If the traditionalists don't want it, I'm sure you can interest the people over at the Eternity mod. I don't know how the smoke is treated in game. If it is a standard sprite, you could insert a flat-plane model with alpha and play with the def file to get the size to your liking. Do beware if following the alpha route that there was a bug with multiple overlapping alpha planes in EDuke. I don't know if its been fixed yet.

Attached thumbnail(s)

  • Attached Image: dukepistol_001.jpg
  • Attached Image: dukepistol_002.jpg

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User is online   Danukem 

  • Duke Plus Developer

#765

@ozz: That looks very nice! But there is a complication with the rocket launcher that you may not be aware of. Look at this pic from the unmodified game:

Posted Image

The idle frame of the rocket launcher is drawn on top of the muzzle flash. That's why there is no glow on the barrel of the weapon. Apparently, this was a mistake, because if you look in the 8-bit art you will see that there are frames showing the muzzleflash with glow on the barrel. They could have coded it so those were drawn on top.

Unfortunately, the HRP inherits this problem. Even if the hud model were modified to show a glow on the barrel as you have in your pic, it wouldn't show in game because the idle frame of the model would be drawn on top. There could be a hi-res muzzleflash in the background, which would be an improvement, but it won't look as good as your conception.

However, *ahem*, the problem can be bypassed with some modified CON code. This screenshot is from my Attrition mod:

Posted Image

As you can see, the muzzleflash is drawn on top, so there is a glow on the barrel. I could do the same for DukePlus, and if a glowing frame were added to the model and a hi-res muzzle flash were added, the full effect could be seen with the HRP.

This post has been edited by DeeperThought: 25 April 2010 - 12:11 AM

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User is offline   Night Wolf 

#766

 Tea Monster, on Apr 25 2010, 05:58 PM, said:

I don't know how the smoke is treated in game. If it is a standard sprite, you could insert a flat-plane model with alpha and play with the def file to get the size to your liking. Do beware if following the alpha route that there was a bug with multiple overlapping alpha planes in EDuke. I don't know if its been fixed yet.



I have no idea how to do that lol :P ... I'm more of a texture kinda guy, i dont really understand the code , nor do i know how to make a model I can draw but thats about it...

if you want could give you guys the muzzle flash n smoke when i'm done and you can decide if it should be used in the HRP or not ....

I think the muzzle flash should definitely be upgraded on the HUD models since there using some 8 bit one atm

@ DeeperThought: As for the glow on the barrel hmmm would it be possible to just remove the spirit and just the the one behind the model? then wouldn't it be possible to edit the RPG skin to show a flash on the barrel ?


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User is offline   Night Wolf 

#767

even if the "traditionalists" ... don't want to make the smoke a more realistic size these could still be used to replace the originals

#2329 - #2332


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User is online   Danukem 

  • Duke Plus Developer

#768

 ozz, on Apr 25 2010, 03:04 AM, said:

@ DeeperThought: As for the glow on the barrel hmmm would it be possible to just remove the spirit and just the the one behind the model? then wouldn't it be possible to edit the RPG skin to show a flash on the barrel ?


Yes you can replace the sprite. As for the skin, my point was that even if you have an edited skin, there's no way to make it show up in game without CON code, because the game is hardcoded to display the idle frame on top all the time. Unless I'm missing something, which is quite possible considering how little sleep I have had.
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User is offline   lawl 

#769

 ozz, on Apr 25 2010, 12:13 AM, said:

I'm working on some new smoke effects ... 2329 -2332

I had this thought , is it possible to make the smoke a little bigger ... or is that talking it away from its originality from the original game?
also working on a muzzle flash

here's a photoshop render of what I had in mind...

Posted Image




The screenshot is amazing! :P
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User is offline   Hendricks266 

  • Weaponized Autism

  #770

First off, would a mod please split the fanart out into a separate thread?

 ozz, on Apr 25 2010, 05:04 AM, said:

@ DeeperThought: As for the glow on the barrel hmmm would it be possible to just remove the spirit and just the the one behind the model? then wouldn't it be possible to edit the RPG skin to show a flash on the barrel ?


You're doing great work with the muzzleflash. Unfortunately, the shotgun is suffering from the same problem.

The optimal way to do it would be someway so that the tile looks acceptable both in the normal, bugged way, and in a way fixed in the CONs. You would make the flash crescent shaped, with some translucence where the RPG is so that it works either way. The only issue with my idea is that since the RPG is a model, the precise shape of the barrel to the viewer is slightly different depending on its position on screen, whether due to bobbing or altered DEFs. However, the difference is small enough that if it's done right, it should work.

In response to your question: It's not possible at present to have an alternate muzzleflash skin for the RPG like there is for the chaingun. That is because there is only one tile/frame of the "base" RPG, and it does not change, so there is nothing to define the muzzleflash to.

This post has been edited by Hendricks266: 25 April 2010 - 06:51 PM

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User is offline   Tea Monster 

  • Polymancer

#771

I think the idea here is that DT and ozz work out a way of fixing the RPG, then, once that is all nailed down, we can use the same procedure to sort out the other weapons in the game.

DT: If it requires CON editing, would that mean it was Duke Plus only?
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User is offline   Night Wolf 

#772

 Hendricks266, on Apr 26 2010, 12:50 PM, said:

In response to your question: It's not possible at present to have an alternate muzzleflash skin for the RPG like there is for the chaingun. That is because there is only one tile/frame of the "base" RPG, and it does not change, so there is nothing to define the muzzleflash to.


Sorry if i'm not really understanding this... but cant it be defined to tile #2545 #2546



also i think that the HRP should make new effects... i know there trying to keep it original here , but for instance the blood effects should be made more realistic, as when the old effects are made hight resolution the just look silly and unrealistic.

I don't know if this is intended to change in the future , for instance if particle effects were implemented
but I think we should aim for effects like these

Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#773

Sure, I would accept that.

Some things should be made to match the original game. But others, especially special affect, shoud be more like modern games.
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User is offline   Tea Monster 

  • Polymancer

#774

Seconded on the realism angle.
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User is offline   lawl 

#775

 Fox, on Apr 26 2010, 03:27 AM, said:

Sure, I would accept that.

Some things should be made to match the original game. But others, especially special affect, shoud be more like modern games.



Yeah, i think its great to make Duke Nukem 3D like a modern game.
Very awesome. :P



Edit: Is it possible that eDuke handle 3ds?

This post has been edited by Atlas555: 26 April 2010 - 06:45 AM

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User is online   Danukem 

  • Duke Plus Developer

#776

 ozz, on Apr 26 2010, 03:11 AM, said:

Sorry if i'm not really understanding this... but cant it be defined to tile #2545 #2546

2546.jpg


That's what we've been trying to tell you...tiles 2545-2546 are only displayed in the background, behind the idle frame (tile 2544). So you will never see those tiles properly, except in a mod which rewrites the display code for the RPG. I already have code for this which I could put in DukePlus.

 ozz, on Apr 26 2010, 03:11 AM, said:

also i think that the HRP should make new effects... i know there trying to keep it original here , but for instance the blood effects should be made more realistic, as when the old effects are made hight resolution the just look silly and unrealistic.


I agree, but the HRP is limited to replacing the 8-bit tiles with models or high res pics. There's still more that can be done in that area, but if you want truly new effects that go beyond simply replacing art, then you need to use a mod. That was why Parkar and Hellbound made the SD_Duke mod, and one of the reasons I made DukePlus, which has a lot of effects like that. The effects could use a lot of improvement, and I'm sure you could help.
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User is offline   Night Wolf 

#777

 DeeperThought, on Apr 27 2010, 12:50 AM, said:

That's what we've been trying to tell you...tiles 2545-2546 are only displayed in the background, behind the idle frame (tile 2544). So you will never see those tiles properly, except in a mod which rewrites the display code for the RPG. I already have code for this which I could put in DukePlus.



I agree, but the HRP is limited to replacing the 8-bit tiles with models or high res pics. There's still more that can be done in that area, but if you want truly new effects that go beyond simply replacing art, then you need to use a mod. That was why Parkar and Hellbound made the SD_Duke mod, and one of the reasons I made DukePlus, which has a lot of effects like that. The effects could use a lot of improvement, and I'm sure you could help.


hmm yeah I understand what you mean that's quite annoying... I understand the purpose of the mods now
I guess this would fit in with duke plus then, if this can be achieved I'm all up for it.
I would love to see some modern effects in duke :P
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User is offline   Night Wolf 

#778

I'm fixing up one of my textures a bit , since I can now access the original tiles
and I"m pretty sure in the original the lines on the windows were meant to be curtains behind the glass ...am I right?

so how about this?
Posted Image

makes it look alot more realistic I think
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#779

That's fantastic!

Surely they were meant to be like curtains.

 DeeperThought, on Apr 26 2010, 11:50 AM, said:

That's what we've been trying to tell you...tiles 2545-2546 are only displayed in the background, behind the idle frame (tile 2544). So you will never see those tiles properly, except in a mod which rewrites the display code for the RPG. I already have code for this which I could put in DukePlus.

I agree, but the HRP is limited to replacing the 8-bit tiles with models or high res pics. There's still more that can be done in that area, but if you want truly new effects that go beyond simply replacing art, then you need to use a mod. That was why Parkar and Hellbound made the SD_Duke mod, and one of the reasons I made DukePlus, which has a lot of effects like that. The effects could use a lot of improvement, and I'm sure you could help.
It's a mistake. The way to make it works would be fixing it in Eduke32. I think nobody would really be against it, as it is a bug.

Or at least have a DEF possibility of displaying the apropriate frame. This is, the game would hide frame X if frame Y is being displayed, something of that sort...

This post has been edited by Fox: 26 April 2010 - 08:16 AM

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User is online   Danukem 

  • Duke Plus Developer

#780

 Fox, on Apr 26 2010, 09:12 AM, said:

It's a mistake. The way to make it works would be fixing it in Eduke32. I think nobody would really be against it, as it is a bug.


It was a mistake, but the problem with fixing it is that old mods and TCs which replace the rocket launcher could get messed up. For example, if they had replaced only the idle frame but left the others untouched, then the others would now be drawn on top and look completely wrong. I don't know how many mods actually did that, though.
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