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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 

#1741

 Tea Monster, on Aug 5 2010, 09:07 AM, said:

On the subject of whether we should stick to the sprites or re-interpret them (or at least de-cartoonify them).

There is a lot of the stuff in this video that we can't do yet (particles etc.). But there is a lot that we can (high-res, realistic models and lighting).

Wouldn't it be just storming, if Duke could look more like Black Mesa?.


It actually seems possible to make it look similar to Black Mesa graphic wise...
Although the duke maps are letting it down ... they are so sharp and squarish
for example outdoor maps like The Abyss...the cliffs are like sharp vertical walls, would it be possible to make the cliff faces more smooth and bumpy like Crysis
Im not entirely sure how modern games handle maps, I think they use height maps to generate terrain?
be nice to see more realistic looking maps.
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User is offline   Tea Monster 

  • Polymancer

#1742

 ozz, on Aug 5 2010, 02:06 AM, said:

It actually seems possible to make it look similar to Black Mesa graphic wise...
Although the duke maps are letting it down ... they are so sharp and squarish
for example outdoor maps like The Abyss...the cliffs are like sharp vertical walls, would it be possible to make the cliff faces more smooth and bumpy like Crysis
Im not entirely sure how modern games handle maps, I think they use height maps to generate terrain?
be nice to see more realistic looking maps.


You'd have to remake the maps from scratch. It would be a mod, rather than part of the HRP. The map would only exist to hold basic level geometry like walls and ceilings. All props, like soda machines, cars etc would be handled by models. You'd have to treat it like a modern game. Most people here are loathe to step away from the original 8 bit art :)
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User is offline   Hendricks266 

  • Weaponized Autism

  #1743

 ozz, on Aug 5 2010, 04:06 AM, said:

the cliffs are like sharp vertical walls

In the BUILD engine, walls must be straight up and down (it's 2.5D). It would take a large amount of redesign to convert all the walls to almost vertical floors.

This post has been edited by Hendricks266: 05 August 2010 - 09:19 AM

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User is offline   Tea Monster 

  • Polymancer

#1744

 Hendricks266, on Aug 5 2010, 09:18 AM, said:

In the BUILD engine, walls must be straight up and down (it's 2.5D). It would take a large amount of redesign to convert all the walls to almost vertical floors.

You'd only use BUILD sectors for actual vertical walls. Anything like rock faces, machinery, props, would have to be done with models.
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User is offline   Night Wolf 

#1745

Hmmm looks like were stuck with the engines limitations then.

.....

Heres #3397 with nice spec effects, instead of shine lines drawn into the texture.
Posted Image
Posted Image
Posted Image
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User is offline   Night Wolf 

#1746

#0707/0708 tile's, pals should be removed... After playing the game I noticed how horrible they looked in game, since they were treated differently to some of the other coloured lights.
my bad :)
I understand why the engine handled them they way it does... now, It's easier plus that way you don't need to make different pals for every light texture in the game!

In short, The tiles come out looking better with no pal textures.
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User is offline   Mark 

#1747

 Tea Monster, on Aug 5 2010, 12:42 PM, said:

You'd only use BUILD sectors for actual vertical walls. Anything like rock faces, machinery, props, would have to be done with models.


And with the occasional flickering and disappearing issue that happens with static spites and models as they get towards the edge of the screen would be multiplied if lots and lots of them are used for major mapping pieces. While the problem seems to have decreased some in later versions of Eduke, the problem remains.

This post has been edited by Marked: 05 August 2010 - 03:29 PM

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User is offline   PimpUigi 

#1748

 Spiker, on Aug 3 2010, 03:43 PM, said:

Posted Image

I think the stripe at the back is too wide. Any other thoughts?


Can't see the whole atomic symbol either : \

This post has been edited by PimpUigi: 05 August 2010 - 06:23 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#1749

Posted Image
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User is offline   Cage 

#1750

Hell yeah!
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User is offline   Hendricks266 

  • Weaponized Autism

  #1751

Posted Image
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1752

*glee*
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User is offline   Master Fibbles 

  • I have the power!

#1753

/flapflapflapflap
/gizz

Epicness in a picture.
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User is offline   NF64 

  • Touched by the Banhammer

#1754

Am I the only one who stopped breathing for a second? :)
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User is offline   Master Fibbles 

  • I have the power!

#1755

I actually had to look at it twice before I noticed that the chaingun was shaded.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1756

I like how he hid the entire HUD. Nice effect.
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User is offline   Plagman 

  • Former VP of Media Operations

#1757

It's not complete yet:

Posted Image
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User is offline   Yatta 

  • Pizza Lawyer

  #1758

Plagman that's some sick shit, keep it up! :)
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#1759

For some reason I wonder how cool that would look if the gun and arm had proper height maps and stuff, for some reason I just think it would look cool seeing the light affect the hairs on Duke's arm.
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User is offline   necroslut 

#1760

Wow!!!!
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User is offline   Tea Monster 

  • Polymancer

#1761

 Nfelli64, on Aug 5 2010, 08:27 PM, said:

Am I the only one who stopped breathing for a second? :)


No.

Looks fricking awesome.
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User is offline   Richard Shead 

  • "Dick Nasty"

#1762

Consider my praise added. Outstanding work, Plagman.
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User is offline   Night Wolf 

#1763

Oh hell yes!
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User is offline   ReaperMan 

#1764

 High Treason, on Aug 6 2010, 02:39 AM, said:

For some reason I wonder how cool that would look if the gun and arm had proper height maps and stuff, for some reason I just think it would look cool seeing the light affect the hairs on Duke's arm.


That would look awesome.
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User is offline   Piano Man 

#1765

Interesting question - Is it possible in the new polymer engine to fade from one texture to another (like a gradual transparency) to create a little more realistic map? Soften the edges between gravel and grass etc instead of clear cut texture lines????

You could bind one wall as the reference point like you would an angle (like Alt-F) then maybe have an extra code that contains the fade to (transparent) texture???

Is it possible? We've managed to get normal mapping, high-res textures, spotlights and lighting etc... Could this be done also???

This post has been edited by Piano Man: 06 August 2010 - 11:47 PM

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User is offline   The Commander 

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

#1766

Yes I would like texture blending as well...
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User is offline   Piano Man 

#1767

 The Commander, on Aug 7 2010, 05:00 PM, said:

Yes I would like texture blending as well...


I mean - imagine having proper texture blending like this... Or would it be possible to have wall texture blending also... :)

I mean - wouldn't \/ that look awesome???

Attached Image: snapshot20100807221035.jpg

This post has been edited by Piano Man: 07 August 2010 - 06:13 AM

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User is offline   Gambini 

#1768

Engines that feature blending textures, render one on top of the other, then managing the alpha channel of the first you get that ^ result (because the part where the bottom texture can be seen is 100% transparent). I don´t think Polymer is any good at rendering alpha channels at the moment, there are huge translucency problems that should be fixed first. Unless they use another way to make it.

This post has been edited by Gambini: 07 August 2010 - 06:47 AM

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User is offline   RazorZ 

#1769

Delicious lighting. :)

But Polymer doesn´t work here... :)

NOOOOOOOOOOOOOO!!!!
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User is offline   Tea Monster 

  • Polymancer

#1770

It's a great idea, but how would you control it? Duke is very 1996 in how it handles textures.


The only way to do it would be to have your wall or ceiling texture be the 'base' texture and your overlay be an applied sprite. Then you have to have the engine somehow make a nice transition between them, possibly via an alpha channel.

Sounds like it would be simple to do in a modern engine, but a huge pain in the ass to get going in Duke.
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