Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#752 Posted 23 April 2010 - 03:44 PM
Gambini, on Apr 23 2010, 04:43 PM, said:
Read my last post. We posted at almost the same time.
#753 Posted 23 April 2010 - 04:03 PM
Preview shot:

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.

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.
This post has been edited by The Commander: 23 April 2010 - 04:07 PM
#754 Posted 24 April 2010 - 01:01 AM
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
#755 Posted 24 April 2010 - 01:14 AM
This post has been edited by Jokke_r: 24 April 2010 - 03:03 AM
#756 Posted 24 April 2010 - 01:58 AM

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
http://img709.images...0/poster2fj.jpg
And one more!

Ok, I give up, though it was fun to play with it
This post has been edited by Spiker: 24 April 2010 - 03:40 AM
#757 Posted 24 April 2010 - 02:11 AM
#758 Posted 24 April 2010 - 05:19 AM
This image is f*cking awesome, why hasn't anyone seen it before?
#761 Posted 24 April 2010 - 10:05 AM
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
#762 Posted 24 April 2010 - 12:26 PM
Tea Monster, on Apr 25 2010, 01:19 AM, said:
I like his first one, I just did mine with two clicks in paint.net.
Tea Monster, on Apr 25 2010, 01:19 AM, said:
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.
#763 Posted 24 April 2010 - 11:13 PM
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...
#764 Posted 24 April 2010 - 11:58 PM
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.
#765 Posted 25 April 2010 - 12:10 AM

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:

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
#766 Posted 25 April 2010 - 02:04 AM
Tea Monster, on Apr 25 2010, 05:58 PM, said:
I have no idea how to do that lol
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 ?
#767 Posted 25 April 2010 - 03:06 AM
#2329 - #2332
#768 Posted 25 April 2010 - 06:19 AM
ozz, on Apr 25 2010, 03:04 AM, said:
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.
#769 Posted 25 April 2010 - 08:47 AM
ozz, on Apr 25 2010, 12:13 AM, said:
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...

The screenshot is amazing!
#770 Posted 25 April 2010 - 06:50 PM
ozz, on Apr 25 2010, 05:04 AM, said:
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
#771 Posted 25 April 2010 - 11:41 PM
DT: If it requires CON editing, would that mean it was Duke Plus only?
#772 Posted 26 April 2010 - 02:11 AM
Hendricks266, on Apr 26 2010, 12:50 PM, said:
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
#773 Posted 26 April 2010 - 02:27 AM
Some things should be made to match the original game. But others, especially special affect, shoud be more like modern games.
#775 Posted 26 April 2010 - 06:23 AM
Fox, on Apr 26 2010, 03:27 AM, said:
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.
Edit: Is it possible that eDuke handle 3ds?
This post has been edited by Atlas555: 26 April 2010 - 06:45 AM
#776 Posted 26 April 2010 - 06:50 AM
ozz, on Apr 26 2010, 03:11 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.
ozz, on Apr 26 2010, 03:11 AM, said:
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.
#777 Posted 26 April 2010 - 07:46 AM
DeeperThought, on Apr 27 2010, 12:50 AM, said:
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
#778 Posted 26 April 2010 - 08:01 AM
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?

makes it look alot more realistic I think
#779 Posted 26 April 2010 - 08:12 AM
Surely they were meant to be like curtains.
DeeperThought, on Apr 26 2010, 11:50 AM, said:
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.
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
#780 Posted 26 April 2010 - 08:40 AM
Fox, on Apr 26 2010, 09:12 AM, said:
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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