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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   3D Master 

#841

View PostNfelli64, on May 10 2010, 12:58 AM, said:

Well thats the problem with the hrp, too much color. although ozz has been doing really good updates. Nothing is wrong with any of the models though except the textures. All though zilp's model was pretty good. But if you look at the models textureless they look fine, they just need improvements on animation and textures.


Texture or no texture, the trooper model does not look fine. Like I said, it's head is too big, too flat, too blocky/stumpy, and it's mouth is constantly open. This has absolutely nothing to do with the texture, the very shape of the head is wrong. It's like it is stretched out into wide-screen 16:9, when it's supposed to be 4:3.

This post has been edited by 3D Master: 09 May 2010 - 03:16 PM

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User is offline   Green 

  #842

View PostAtlas555, on May 9 2010, 12:01 PM, said:

Okay.
Other question: I have respect for the work that the community did.
But why Duke 3D dont looks like (for example) CoD?

What thinks does Duke Nukem 3D didnt have, that modern games have?

I hope you understand me.... please answere my question ....


Duke Nukem 3D doesn't look like Call of Duty because Duke Nukem 3D uses the Build engine which is about 15 years old whereas the new Call of Duty games use a modern engine.

Also, on the subject of engines, why can EDuke32 not have its own engine and just use the .grp for levels/cons and such?
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User is offline   Green 

  #843

View PostTea Monster, on May 9 2010, 03:08 AM, said:

If you mean "Can I import models from 3D Max to EDuke 32?" the answer is yes. If you check in the tutorials thread, there is a plug-in there somewhere for exporting MD3's from Max.

Did an update on the pistol.
Posted Image


That looks great Tea Monster! I hope there is going to be a super detailed texture to accompany that awesome model :P
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User is offline   Master Fibbles 

  • I have the power!

#844

View PostMr. Green, on May 9 2010, 08:12 PM, said:

Also, on the subject of engines, why can EDuke32 not have its own engine and just use the .grp for levels/cons and such?

It is its own engine, in a way...to the extent that there is much of the original Build Code that is no longer in existence, eduke32 is its own engine.
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User is offline   Green 

  #845

I think that the most commonly seen models (Guns, NPCs) should be remade and re-textured as most of them are starting to age.

This post has been edited by Mr. Green: 09 May 2010 - 04:38 PM

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User is online   Danukem 

  • Duke Plus Developer

#846

 Mr. Green, on May 9 2010, 05:12 PM, said:

Also, on the subject of engines, why can EDuke32 not have its own engine and just use the .grp for levels/cons and such?



The DUKE3D.GRP file has never contained the game engine. Maybe what you are trying to ask is whether EDuke32 could have an entirely different game engine from the original DOS Duke. From what I understand, that's not a practical possibility, because it has to be compatible with the original maps.
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User is offline   Green 

  #847

Didn't Ken Silverman release the Build source code? If a completely new engine were to be made the Build source code could be used to make it compatible with the maps files.

Also, as a side note I'm talking 'if' a engine were to be coded and have pieces from the build source code incorporated to make it compatible with the Duke maps.
Don't get me wrong, Polymer is fantastic but if a completely new engine were to be coded it would add more of a modern feel to Duke 3D which is as a I believe what the High Resolution Pack and EDuke32 are trying to achieve.

This post has been edited by Mr. Green: 09 May 2010 - 07:52 PM

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User is offline   OpenMaw 

  • Judge Mental

#848

 Mr. Green, on May 9 2010, 08:49 PM, said:

Didn't Ken Silverman release the Build source code? If a completely new engine were to be made the Build source code could be used to make it compatible with the maps files.

Also, as a side note I'm talking 'if' a engine were to be coded and have pieces from the build source code incorporated to make it compatible with the Duke maps.
Don't get me wrong, Polymer is fantastic but if a completely new engine were to be coded it would add more of a modern feel to Duke 3D which is as a I believe what the High Resolution Pack and EDuke32 are trying to achieve.


I think you're missing the point.

Polymer and Polymost ARE new engines, they do exactly what you're talking about. They're new engines that work with the preexisting formats.

"Feel" is derived from art, sound, and game code.

You're basically asking for a brand new Duke Nukem game.
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User is offline   Green 

  #849

I was lead to believe the purpose of the High Resolution Pack was to give Duke Nukem 3D a modern look and feel. You are right to some extent but they are not completely new engines they are simply additions made to the preexisting engine.

Anyway, I better stop posting about this sort of thing in this thread as it's becoming rather offtopic and awfully cluttered.
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User is offline   Night Wolf 

#850

View Post3D Master, on May 10 2010, 04:06 AM, said:

That's exactly what it looks like. The colors of the textures could be a less bright, but the model is great.


Are you serious...
It doesnt look anything like the original! or a palm tree...
It looks like shit

The top bushy part should be more the top should be more spherical...and the leaves should be fuzzy the trunk should be less cone like and more vertical ...

The currunt model looks like a cone with grass on top .. it doesn't have to be completely pole like it should have a slight uprising..

I'm talking like this ...

Posted Image

as you can see its not totally pole like the bottom is a little wider
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User is offline   Stabs 

#851

I think its fine, maybe the texture could use a not so bright green

the only way I'd see a reason to replace it is if it had less polys and looked better at the same time

Its a pretty common prop sprite and user maps that use it very heavily (forest effects) would not benefit from it increasing in polygons if it was re-done.
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User is offline   Night Wolf 

#852

As for the trooper I agree here what I think it should look more like
I photoshoped the preview image
Posted Image
Posted Image
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User is offline   Night Wolf 

#853

I kinda used a bit of imagination ... i drew that a while back ...
i also think that the cog shapes on his leg strap should be more like spikes it should also more resemble the shape of a gun holster
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User is offline   lawl 

#854

View PostCommando Nukem, on May 9 2010, 08:05 PM, said:

I think you're missing the point.

Polymer and Polymost ARE new engines, they do exactly what you're talking about. They're new engines that work with the preexisting formats.

"Feel" is derived from art, sound, and game code.

You're basically asking for a brand new Duke Nukem game.



Yes, there you have it...
Its a "new" engine.
So why Dule 3D cant look like a modern game?
I think if it would looks more like a modern game, the felling would be better...


For example here:
Posted Image


This was since the release, but if we "fix" it, it would be more realistic...
Or did you have a other opinion?


Sry for my bad English.
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User is offline   Night Wolf 

#855

View PostAtlas555, on May 11 2010, 01:13 AM, said:

Yes, there you have it...
Its a "new" engine.
So why Dule 3D cant look like a modern game?
I think if it would looks more like a modern game, the felling would be better...


But this is what where trying to do! ... make the game look more realistic! but were limited with the engine at the moment ... and we need more artists etc...
The engine is only getting better.. & the game will probably look pretty modern eventually ... patience
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User is online   Danukem 

  • Duke Plus Developer

#856

@Atlas555: Hey, if you want to play levels that don't have issues like that and have a more modern look, then no one is stopping you. Play Duke Nukem Eternity, for example. Or try some of Gambini's maps, such as Blown Fuses. But the original levels are what they are. We can add lights to them but the level geometry and texture placement aren't going to change. If someone wants to remake them, that would be nice, but that's not going to change the original levels. Remaking the levels or making new levels is separate from EDuke32 and HRP development, so there's no point in talking about it here.

This post has been edited by DeeperThought: 10 May 2010 - 07:43 AM

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User is offline   3D Master 

#857

View Postozz, on May 10 2010, 09:38 AM, said:

As for the trooper I agree here what I think it should look more like
I photoshoped the preview image
Posted Image


Yay!!

That's the trooper!
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User is offline   lawl 

#858

View PostDeeperThought, on May 10 2010, 08:43 AM, said:

@Atlas555: Hey, if you want to play levels that don't have issues like that and have a more modern look, then no one is stopping you. Play Duke Nukem Eternity, for example. Or try some of Gambini's maps, such as Blown Fuses. But the original levels are what they are. We can add lights to them but the level geometry and texture placement aren't going to change. If someone wants to remake them, that would be nice, but that's not going to change the original levels. Remaking the levels or making new levels is separate from EDuke32 and HRP development, so there's no point in talking about it here.


You dont understand me, but I wont try to write what I will do. :P
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User is offline   Mblackwell 

  • Evil Overlord

#859

People understand that you want to edit the original maps. That would mean redistributing them which would cause some potential legal trouble. So it's a no no. The maps are the way they are. They will be stuck that way until the end of time. If you want to create new maps with a similar feel then by all means do so.
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User is offline   Night Wolf 

#860

@3D Master

i asume you were referring to that trooper yeah? or were you referring to the older one?

anyway i think the new one is pretty good , a much better improvement then the previous one ... yet as i stated above it could still be improved :P
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User is offline   3D Master 

#861

View Postozz, on May 10 2010, 06:36 PM, said:

@3D Master

i asume you were referring to that trooper yeah? or were you referring to the older one?

anyway i think the new one is pretty good , a much better improvement then the previous one ... yet as i stated above it could still be improved :P


I was referring to the picture; with the proper small head, and thus a rectangular, elongated shape, instead of a square bulky head, and a proper pale green instead of the bright color.

This post has been edited by 3D Master: 10 May 2010 - 08:43 AM

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User is offline   Tea Monster 

  • Polymancer

#862

View PostMr. Green, on May 9 2010, 08:19 PM, said:

I was lead to believe the purpose of the High Resolution Pack was to give Duke Nukem 3D a modern look and feel. You are right to some extent but they are not completely new engines they are simply additions made to the preexisting engine.


That IS what we are doing. The thing is, that we only JUST got the new lighting system. The HRP has been going for many years with the OLD system, so all the models are made to the OLD standard. Also, making models look just like the sprite is difficult as the more detailed the model is, the more polygons it uses, and thus the more resources you need to render it.

People are making new guns and models, but making new models takes time.

TX looked into the EULA and found that we COULD modify the old maps, so that does remain an option for someone who wants to do it.

But Duke still uses an old Sector based system, not using models for maps, like the Unreal series do. You can import models and use them as terrain/props/buildings, etc, but there is no collision system, so you have to manually put in sprites or sectors where you don't want people to go.

We have a new rendering engine, but the rest of it is old, or at least behaves like it is old.

This post has been edited by Tea Monster: 10 May 2010 - 08:59 AM

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User is offline   Night Wolf 

#863

View Post3D Master, on May 11 2010, 02:42 AM, said:

I was referring to the picture; with the proper small head, and thus a rectangular, elongated shape, instead of a square bulky head, and a proper pale green instead of the bright color.


I should have made it before and after... also I noticed that the troopers green arm band should be smaller if you compare it to the 8bit
anyway that's up to whoever made the model.




... anyyyway ...
I'm working on these lights ... 0707 - 0708... and have a question..
can these be a higher resolution then what the HRP rules intend ...
I say this because tiny textures with lots on detail shrunk down look horribly lossy in quality.. where it almost looks like the 8bit original art.. well for this texture I made anyway

This is bigger
Posted Image
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User is offline   lawl 

#864

View PostMblackwell, on May 10 2010, 09:24 AM, said:

People understand that you want to edit the original maps. That would mean redistributing them which would cause some potential legal trouble. So it's a no no. The maps are the way they are. They will be stuck that way until the end of time. If you want to create new maps with a similar feel then by all means do so.



No, thats false.
I will do, what i will do.
When no one understand, I do it alone.

Thanks for your attention.
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User is offline   Night Wolf 

#865

Also this is the wrong Pal?
Posted Image

should be ...like this one I just remade
Posted Image
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User is offline   gt1750 

#866

View Postozz, on May 5 2010, 08:06 PM, said:

This one was a bit of a bitch.
#0725
Posted Image


Looking good, but why 640x640? If possible, tileable texture dimensions should be powers of two, i.e. 512x512 or 1024x1024. Can you supply the 1024px version as the current HRP texture is 1024x4024? If not, I'll do resize it to 512px and make normal/specular for that one. You can also simply edit your #0725 to make #0724 (again, in powers of 2).
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User is offline   Hendricks266 

  • Weaponized Autism

  #867

View Postozz, on May 10 2010, 12:19 PM, said:

Also this is the wrong Pal?
Posted Image

should be ...like this one I just remade
Posted Image


Nice find!

However, I can't do anything with this replacement. Make a complete set (pals 0 white, 2 red, 7 yellow, and 8 green) for both #707 and #708 (preferably in .png).

Also, please tell what makes your replacement better than the current one.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#868

I think that's not necessary, it's just the red pal values that don't fit fit at all
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User is offline   Night Wolf 

#869

View Postgt1750, on May 11 2010, 06:06 AM, said:

Looking good, but why 640x640? If possible, tileable texture dimensions should be powers of two, i.e. 512x512 or 1024x1024. Can you supply the 1024px version as the current HRP texture is 1024x4024? If not, I'll do resize it to 512px and make normal/specular for that one. You can also simply edit your #0725 to make #0724 (again, in powers of 2).



well i made it 640 by 640 because i thought this is what the HRP rules intend .. so now I have no idea why it can or should be 1024x1024?? :S
also yeah i was indending to make #0724 but i wanted feedback on this one first
so thanks for the comment :P

also

@ Hendricks266

I've made all of them except yellow ... why would there be a yellow? there's only green , white and red . ones in the game ....

@ Fox
the red one I made looks the same as the 8 bit tile in the game if you compare the colours .. shouldn't it be this way?
or is there different specifications for the engine?
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User is offline   Night Wolf 

#870

This is what I mean

8bit

Posted Image

see hows its red

with high res textures on it uses the white texture with some sort of orange shade over the top ( edukes lights)

so pal #0707_7 is useless...

so shouldn't it look more like the texture I made?
im not to sure if there a special way to make pal textures ... but there ones I made look fine in game
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