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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   Night Wolf 

#1441

Monitor #0301
Posted Image
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User is offline   Jokke_r 

#1442

I might be missing something here but couldn't glowmaps simply be 2bit or grayscale textures which simply define which pixels of the original texture are visible in the dark, 2bit for either on/off or greyscale if you want to have different opacity. One would think this would be a less resource heavy implementation.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1443

View PostRoma Loom, on Jun 19 2010, 07:09 PM, said:

also it's really sad how more and more unstable is mapster32 becoming. The last synthesis build (1657) crashes immediately upon switching between 2d/3d, vidrestart, just quitting, so I've reverted back to 1646 build, but lost the ability to tweak parallax and specular via keybord (a.m32 script) :)


I'm getting similar crashes with the synthesis build: they seem to happen when I've been in null space in 3D mode for a while (both in Polymer or Polymost). MinGW builds don't crash this way for me...
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User is offline   Mark 

#1444

From the Wiki to-do list. Here is my attempt at a model replacement for spot light sprite 4369. The zip file contains the png, md3, and def lines.The paths in the def lines may need to be changed. I used what worked for my modding copy of Eduke. Maybe a maphack could be included to rotate the lights slightly outward to match the light reflections on the walls.

This post has been edited by Marked: 20 June 2010 - 05:20 AM

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User is offline   NightFright 

  • The Truth is in here

#1445

Should I find some time in the next few days, I will try to compare everything that has been posted here since my last HRP beta upload (back in April or so) and what's currently included in SVN. Anything missing will be added, provided I am not confused by the load of additions (more than 25 pages to look through).
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User is offline   Rellik 

#1446

View PostJokke_r, on Jun 20 2010, 02:46 AM, said:

I might be missing something here but couldn't glowmaps simply be 2bit or grayscale textures which simply define which pixels of the original texture are visible in the dark, 2bit for either on/off or greyscale if you want to have different opacity. One would think this would be a less resource heavy implementation.

It differ from game to game.

EDuke's implementation is basically a color cutout of the texture that is overlayed and not affected by the lighting in the area
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User is offline   Tea Monster 

  • Polymancer

#1447

Marker - looking good.

Spiker - I've fixed a few problems with the Pistol smooth groups and I've re-designed the handle a bit, so I'll re-release that soon for pick-up.

No word yet on HUD. There isn't much point anyway till they implement lighting in the HUD.

This post has been edited by Tea Monster: 20 June 2010 - 11:38 AM

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User is offline   NightFright 

  • The Truth is in here

#1448

Regarding the Polymer trooper model:
If I see correctly, painskins are missing? And it also seems the provided palettes might not match, one time pal0 is blue, while in the original release it is green (or the other way round, don't remember).
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User is offline   Night Wolf 

#1449

Does anyone have any idea when we may see polymer lighting on the HUD?
No one has really commented on its progress..... it would be nice to have an ETA

Edit : regarding the trooper model .. it think it could be further worked on ... The troopers wrist bands are too long , and pointy instead of a smooth cylinder shape .. and the shoulder pads should be pointed in shape instead of cupping over the shoulder...
who made this model? its nice but yeah it would be good if they would fix those things.

Heres what I mean, look at the shoulders and the wrists on the sprites and the models...they do not match
Posted Image

also I just noticed the metal things on its feet are missing in the model, not to mention the jetpack being to long on the trooper
also pretty sure the sprite trooper has armour plates with spikes on each side of its legs not a box with cog symbols

This post has been edited by ozz: 21 June 2010 - 04:40 AM

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User is online   Danukem 

  • Duke Plus Developer

#1450

The shoulder pads on the model look fine imo, but I agree with the other points. In the model, it appears the trooper is wearing long rubber gloves, which isn't right at all.
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User is offline   Spiker 

#1451

Still waiting for your first model ozz. Let your new trooper be flawless :)
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User is offline   Night Wolf 

#1452

View PostSpiker, on Jun 22 2010, 03:22 AM, said:

Still waiting for your first model ozz. Let your new trooper be flawless :)


If i new the slightest thing about modeling i would aim at making it as close as possible...but i don't....


First of all ...
Don't get me wrong this new trooper is pretty damn good , but it could be improved , If the artist has gone this far shouldnt they then finalize it? Otherwise it will just end up getting remade somewhere in the future
why not aim for perfection when the model already seems around 90% completed it just needs touch ups in some places then it would be perfect

makes sence to me :)
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User is offline   Spiker 

#1453

What prevents you from learning modelling? I'm currently busy but when I'm done with 362 I was to try my noobish hand at it, but probably something not that complex as trooper (yet).

The author is gone and no clue if he ever returns or not. The source is not released .....

It's good that we all want to arrive at perfection and you seem to pay attention to details which I sometimes lack :) (It seems that I have more impressionistic than analitic approach which you present) . But when I think that after I complete some serious model and there is ozz waiting ready to point out every slight mistake which fixing would take me much time or even is impossible then I'm getting scared :D :) Nah, at least this would force me to learn more and learn how to please even the most demanding clients :D Keep up your perfectionist approach :D
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User is offline   Tea Monster 

  • Polymancer

#1454

Zilppuri did the trooper. You could drop him a PM and see what he says.

Go for a model Spiker .Most of us arent ogres and we do try and help. My first ever game model was the hand dryer. So choose something simple to start with. If you run into any problems either let us know or drop me a PM.
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User is offline   Master Fibbles 

  • I have the power!

#1455

I think I started with the bottles and someone did the skins because I suck(ed) at that stuff then.
Speaking of the bottles, are there spec/norm etc maps for models yet? I know those are low importance but if I knew anything about texture maps I'd probably take a stab at making the glass and such shine.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1456

View PostJokke_r, on Jun 20 2010, 03:46 AM, said:

I might be missing something here but couldn't glowmaps simply be 2bit or grayscale textures which simply define which pixels of the original texture are visible in the dark, 2bit for either on/off or greyscale if you want to have different opacity. One would think this would be a less resource heavy implementation.

http://forums.duke4....?showtopic=2070
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User is offline   Jinroh 

#1457

View PostSpiker, on Jun 22 2010, 01:22 AM, said:

Still waiting for your first model ozz. Let your new trooper be flawless :)


Yeah it looks super rad. Reminds me of the Beast Wars Transmetals Style.
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User is offline   NightFright 

  • The Truth is in here

#1458

BTW, slightly off-topic though:
The HRP screenies on the HRP site are really outdated. It'd be great if you could provide me with some nice Polymer screenshots from most recent HRP build so we can show that something has changed. :) You might want to wait until I am done with adding any missing content since April to the SVN, though. Should be done soon. ^^
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User is offline   Night Wolf 

#1459

Question:
Why havent tiles #0857 ect. been remade the same as the bathroom tiles? they are suposed to be the same tile, but (0857) insted of being plain has a coloured stripe

This post has been edited by ozz: 22 June 2010 - 02:42 AM

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User is offline   Parkar 

  • Honored Donor

#1460

View Postozz, on Jun 22 2010, 12:41 PM, said:

Question:
Why havent tiles #0857 ect. been remade the same as the bathroom tiles? they are suposed to be the same tile, but (0857) insted of being plain has a coloured stripe


I was working on all the tile textures but kinda got stuck working on the ones with pipes. Quiet a lot of work to get them right. I would probably start from scratch again If I would continue with them.
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User is offline   Night Wolf 

#1461

View PostParkar, on Jun 22 2010, 09:13 PM, said:

I was working on all the tile textures but kinda got stuck working on the ones with pipes. Quiet a lot of work to get them right. I would probably start from scratch again If I would continue with them.

Oh i see ... the tile's with pipes were looking really good, shame that they never got finished
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User is offline   Night Wolf 

#1462

I decided to have a break from the monitors for a bit.

0821 / 0822
Posted Image Posted Image



Im not sure what to do with the size, ive posted it as 512 x 1024...
256 x 512 , Looks Horrible ...

This post has been edited by ozz: 22 June 2010 - 09:12 AM

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#1463

View Postozz, on Jun 22 2010, 04:37 PM, said:

I decided to have a break from the monitors for a bit.

0821 / 0822
Posted Image Posted Image



Mmmmh, I love wood when it looks that crisp!
Reminds me of DooM textures again
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User is offline   NightFright 

  • The Truth is in here

#1464

I am close to finishing the missing contents for the HRP SVN. While I was on it, some def errors also got fixed (defs pointing to non-existant files etc). Since some normal/spec maps without provided defs had to be included and I have not the slightest idea about how to add them, I will put the update pack here first for testing. Experienced guys should check the included definitions and post the correct n/d/s values here. Before everything is 100% confirmed working, I do not want to add this and compile another HRP build.

Examples regarding normal/spec maps def check: #1057 and #937. I definitely got the defs wrong since these look screwed up ingame.

HRP 4.2.119+ Update Pack (Integration Candidate, 39.1 MB)

BTW:
What still isn't included here didn't fully convince me, I probably have not skipped it while checking.

This post has been edited by NightFright: 23 June 2010 - 12:01 AM

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User is offline   Spiker 

#1465

Um, you included 2 textures for 297 that are already in and not the fixed versions that I sent to you :)
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User is offline   Rellik 

#1466

I don't know of any real life cola machines where the sides glow(it's just a large sticker on the side). So I don't think it would be appropriate to have a glow map.
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User is offline   The Commander 

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

#1467

That is true, I have never seen any with the light on the sides.
Posted Image

Only the front has a light.
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User is offline   Night Wolf 

#1468

View PostNightFright, on Jun 23 2010, 07:24 AM, said:

I am close to finishing the missing contents for the HRP SVN. While I was on it, some def errors also got fixed (defs pointing to non-existant files etc). Since some normal/spec maps without provided defs had to be included and I have not the slightest idea about how to add them, I will put the update pack here first for testing. Experienced guys should check the included definitions and post the correct n/d/s values here. Before everything is 100% confirmed working, I do not want to add this and compile another HRP build.

Examples regarding normal/spec maps def check: #1057 and #937. I definitely got the defs wrong since these look screwed up ingame.

What is also still missing is a glowmap for #1216 (side panel of coke machine).

HRP 4.2.119+ Update Pack (Integration Candidate, 39.1 MB)

BTW:
What still isn't included here didn't fully convince me, I probably have not skipped it while checking.


The side of the coke machine is posted in this forum somewhere check the last few pages (Althogh probs best not to add it yet i will be changing the metal border texture)
Im fixing up the coke machine i wasnt happy with how it turned out , it lacked realism , the damgaged was ok , but mainly ill be fixing up the non broken. ill also try and make some spec maps


View PostRellik, on Jun 23 2010, 02:11 PM, said:

I don't know of any real life cola machines where the sides glow(it's just a large sticker on the side). So I don't think it would be appropriate to have a glow map.


only the front glows yes... i think i might just darken the sides like the broken texture
but the front part just glows one bright colour not sections ... i did some research of vending machines from other games and images from tv shows ... so i think i know what directiion to head for in terms of glow n grit

Posted Image
sorry about the shitty angle best i could get

Edit: video from crysis showing both glowing and broken machine..
http://www.youtube.c...h?v=KDxTgFJimZM

This post has been edited by ozz: 22 June 2010 - 11:56 PM

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User is offline   NightFright 

  • The Truth is in here

#1469

View PostSpiker, on Jun 22 2010, 11:40 PM, said:

Um, you included 2 textures for 297 that are already in and not the fixed versions that I sent to you :)

Ah, I erroneously thought the ones already included were better. Will fix that, then.

And updated #1216 did not elude me, it is included. But on 2nd thought I agree, no glowmap for that one. ^^ In general, I don't know why we are still keeping the "old" textures (without _d) in the pack. They are not used/defined and therefore only make the zipfile bigger than it has to be.

This post has been edited by NightFright: 23 June 2010 - 12:13 AM

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User is offline   Night Wolf 

#1470

@ NightFright ....
Not sure who did the Pal colours for the lights #0707 etc ... but they all seem to have a red tinge to them which looks wrong , shouldnt they have been the silver texture with colour added to them not red?
also #0783 is using the wrong normal n spec maps
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