Looks odd, more like a portal than a forcefield. Also don't forget that the default pal0 is blue. I think it also needs pal8 (green) apart from the red one.
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1111 Posted 25 May 2010 - 06:38 AM
#1112 Posted 25 May 2010 - 07:39 AM
Spiker, on May 26 2010, 12:38 AM, said:
Looks odd, more like a portal than a forcefield. Also don't forget that the default pal0 is blue. I think it also needs pal8 (green) apart from the red one.
well I am super close due to (No Clip) but your probably right... I'm just throwing out ideas here... im not sure what could be done with duke 3d's force fields
but a force field like a modern game would be nice.
#1113 Posted 25 May 2010 - 08:07 AM
ozz, on May 25 2010, 01:40 PM, said:
I was messing with the force shield texture ... as I didn't really see a point why it was high res when it was just blurred anyway.
so I made a more sharp version with an outer glow ... also made the appearance of scan type lines to it..
came out quite interesting... don't know if you guys would be interested though..
so I made a more sharp version with an outer glow ... also made the appearance of scan type lines to it..
came out quite interesting... don't know if you guys would be interested though..
I like it. Cool stuff.
#1115 Posted 25 May 2010 - 08:24 AM
Roma Loom, on May 25 2010, 06:07 PM, said:
I like it. Cool stuff.
If I am to choose between "lines" and "dots" version I would choose that one too.
#1116 Posted 25 May 2010 - 08:53 AM
I think Lameduke's forcefields were scan lines actually... but I suppose it doesn't really fit into Duke 3D.
dots don't look too good really but yet the line feel a little out of place too, maybe the forcefields of duke 3d were meant to be more detailed but were limited with the Tech of the time...
I think we could deficiently do better then what we have now ... question is what and how we could achieve this
dots don't look too good really but yet the line feel a little out of place too, maybe the forcefields of duke 3d were meant to be more detailed but were limited with the Tech of the time...
I think we could deficiently do better then what we have now ... question is what and how we could achieve this
#1117 Posted 25 May 2010 - 09:06 AM
It is an animated texture so I don't think we can really judge based on single screenshots. I gif of the animation would be a better way to judge the adaptation (dots and lines alike).
From just the single shot, I like the lines because it is more defined as a forcefield but like I said, the animations are important.
From just the single shot, I like the lines because it is more defined as a forcefield but like I said, the animations are important.
#1118 Posted 25 May 2010 - 10:49 AM
I don't think that "dots" make sense. I think that over the game limitation, the forcefield was supposed to be like this kind of stuff:
#1119 Posted 25 May 2010 - 11:03 AM
Fox, on May 26 2010, 04:49 AM, said:
I don't think that "dots" make sense. I think that over the game limitation, the forcefield was supposed to be like this kind of stuff:
yes! I totally agree Fox!... this is what we should be aiming for if possible
#1121 Posted 25 May 2010 - 01:19 PM
Tea Monster, on May 25 2010, 06:13 PM, said:
What Calibre do you think Duke's pistol is?
most likely is the good old 9mm.
#1122 Posted 25 May 2010 - 01:50 PM
Hahaha...I thought it was higher. How big is the clip?
The recent incarnations of Duke have been carrying 44s but those are much larger and louder than what you see in Duke3D. 9mm would be standard fair..but Duke's pistol is a little larger than what you would see as standard fair. There is also the laser etc.
The recent incarnations of Duke have been carrying 44s but those are much larger and louder than what you see in Duke3D. 9mm would be standard fair..but Duke's pistol is a little larger than what you would see as standard fair. There is also the laser etc.
#1123 Posted 25 May 2010 - 02:01 PM
The clip size in Duke 3D is 12. The bullets don't seem to have much stopping power, considering that it takes 5 shots to kill the weakest lizard trooper, and it goes up sharply from there. But his pistol should look powerful anyway.
#1124 Posted 25 May 2010 - 02:33 PM
I would have thought he should have a 45, but from the old base of a Glock and stuff, I'd say 9, just because it ties in with the Arnie quote.
#1125 Posted 25 May 2010 - 04:25 PM
nice work here, but dont someone think that, some textures are too much saturated (not keeping original duke color tone) and some others looks too much "cartoon" some simple textures looks really weak (by material mean) its just sometimes looks like someone used more filters in PS than painting "1998" but maybe im just forged how hard is create full painted realistic old generation texture because of shader editor in UE3 and most poly details on meshes
#1126 Posted 25 May 2010 - 05:07 PM
Daniel, on May 25 2010, 05:25 PM, said:
nice work here, but dont someone think that, some textures are too much saturated (not keeping original duke color tone) and some others looks too much "cartoon"
You are the 1000th person to have made that observation.
I think there has been some progress lately with better textures.
#1127 Posted 25 May 2010 - 05:44 PM
Tea Monster, on May 25 2010, 05:13 PM, said:
What Calibre do you think Duke's pistol is?
Well, it looks like Duke Uses a Glock 20 in Duke 3D, which i believe is a 10mm.
#1128 Posted 25 May 2010 - 10:40 PM
Dukes pisol is some kind of a mutated Glock with a LAM. I say mutated because the back end of the slide is totally weird and doesnt match any real life Glock.
I havent been able to find a make or model that looks like the one he has. Your safest bet is a Glock 19 in 9mm with an LAM attachment.
I havent been able to find a make or model that looks like the one he has. Your safest bet is a Glock 19 in 9mm with an LAM attachment.
#1129 Posted 26 May 2010 - 03:10 AM
Errrr I don't know if you guys realised but the title menu in the HRP is totally wrong
it shouldn't display the nuke symbol it should look like this
it shouldn't display the nuke symbol it should look like this
#1130 Posted 26 May 2010 - 04:22 AM
Yes and no. More specifically it should display demo files but they are not working. This texture was supposed to be just a place-holder in case there are no any demos.
#1131 Posted 26 May 2010 - 04:35 AM
Spiker, on May 26 2010, 10:22 PM, said:
Yes and no. More specifically it should display demo files but they are not working. This texture was supposed to be just a place-holder in case there are no any demos.
But this is still what it looks like in classic software mode... and the top metal options bar then makes sense instead of just floating.
Im pretty sure the nuke symbol was just used in the loading screen of maps ...example ( Loading Hollywood Holocaust )
#1132 Posted 26 May 2010 - 09:01 AM
Originally, it actually displays the green slime texture from episode 2. JonoF or TX changed it so that it displays the gray metal tile for 8-bit, and the nuke tile for highres. (This is because the nuke tile does not shade well, so it looks malformed.)
#1133 Posted 26 May 2010 - 11:57 PM
Hendricks266, on May 27 2010, 03:01 AM, said:
Originally, it actually displays the green slime texture from episode 2. JonoF or TX changed it so that it displays the gray metal tile for 8-bit, and the nuke tile for highres. (This is because the nuke tile does not shade well, so it looks malformed.)
Actually I think I remember that...barely haven't played the dos version in years ...its the same green tile as when you minimize the screen in game ...I think.
The nuke symbol should still be changed though especially since a majority of people now use windscreen monitors , I know I do
#1134 Posted 27 May 2010 - 12:46 AM
Anyone like this lava texture I made? ...
I've made a whole set of seamless ones
there practically the same as the original tile
I've made a whole set of seamless ones
there practically the same as the original tile
#1135 Posted 27 May 2010 - 01:54 AM
That looks pretty good. One thing I didn't like too much on the latest liquid textures was that they seemed to be patterned off an automatic reflection generator. Caustics is something you usually don't get with lava!
#1136 Posted 27 May 2010 - 02:46 AM
The only problem .. with using tiles for water lava etc.
Is that from a distance it becomes a noticeable pattern
someone was talking about texture blending earlier .. would that fix that problem?
Is that from a distance it becomes a noticeable pattern
someone was talking about texture blending earlier .. would that fix that problem?
#1137 Posted 27 May 2010 - 03:23 AM
Anyone know who made this?
Its such a fluid water animation for eduke...
looks awesome
http://www.youtube.c...h?v=-HQfTXG7hC0
if there was away to also make the lava animate this fluent there wouldn't be a problem...
Its such a fluid water animation for eduke...
looks awesome
http://www.youtube.c...h?v=-HQfTXG7hC0
if there was away to also make the lava animate this fluent there wouldn't be a problem...
#1138 Posted 27 May 2010 - 04:46 AM
I think this water (and some other textures) was mady by Usurper.
Originally it was meant to replace some art in DukePlus. I'm not sure but this should be available at 3DR forums somewhere at the beginning of DukePlus thread.
Originally it was meant to replace some art in DukePlus. I'm not sure but this should be available at 3DR forums somewhere at the beginning of DukePlus thread.
#1139 Posted 27 May 2010 - 04:59 AM
It was made using this caustics generator
http://www.dualheights.se/caustics/
Great for swimming pools...
http://www.dualheights.se/caustics/
Great for swimming pools...
#1140 Posted 27 May 2010 - 05:02 AM
ozz, on May 27 2010, 11:23 PM, said:
Anyone know who made this?
Its such a fluid water animation for eduke...
looks awesome
http://www.youtube.c...h?v=-HQfTXG7hC0
if there was away to also make the lava animate this fluent there wouldn't be a problem...
Its such a fluid water animation for eduke...
looks awesome
http://www.youtube.c...h?v=-HQfTXG7hC0
if there was away to also make the lava animate this fluent there wouldn't be a problem...
That is Sobek's video. I'm not sure where he got the water texture from.