
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1801 Posted 11 August 2010 - 12:15 AM
#1802 Posted 11 August 2010 - 12:37 AM
Spiker, on Aug 11 2010, 06:15 PM, said:
This shotgun is a tricky one.
I think in some terms its best to avoid faithfulness 8bit sprites, the sprite shotgun looked weird to begin with (size wise)
I think it would be best to just forget scaling it down.
It really does look weird having a shotgun the same size as a handgun.
Imo, I would go for a more modern approach as seen in the link I posted
why not improve from the sprites....
I wonder how the duke plus shotgun worked
Edit: heres another picture of a modern game shotgun HUD
Its actually quite simmilar to the one in duke without the pump handle & a shorter heat sheild
http://img.techpowerup.org/070906/MOHA%202...23-38-39-70.jpg
now if the shotgun looked somewhat like this we would have a winner, imo.
This post has been edited by ozz: 11 August 2010 - 02:21 AM
#1803 Posted 11 August 2010 - 02:04 AM

#1804 Posted 11 August 2010 - 04:19 AM
This post has been edited by Cage: 11 August 2010 - 04:44 AM
#1805 Posted 11 August 2010 - 05:47 AM
NightFright, on Aug 11 2010, 08:04 PM, said:

Indeed ... that being said, maybe #0276 pals should be removed?
.................
@Cage
Nice work ... it would be interesting to see a parallax version of #276
This post has been edited by ozz: 11 August 2010 - 07:18 AM
#1806 Posted 11 August 2010 - 06:39 AM
#1807 Posted 11 August 2010 - 08:48 AM
> Added: #276_n/s; 4112_s
> Modified: #4112_d/n
> Removed: Outdated/unused textures (#151, 181, 191, 293, 297, 312, 362, 414, 448, 449, 457, 458, 749, 781, 783, 823, 884, 1169, 1215-1217, 3397, 4112, 4130-4133)
------------------
Regarding autotinting:
It seems it does not work for all tiles, e.g. #297 needs predefined tile, otherwise it is displayed with default color in E2L3. Every tile has to be checked before its pal can be removed from HRP, it seems...
Commented-out normal/spec maps in textures.def:
These should be checked and fixed by someone, if possible.
> 0070 --> normal map existing, spec missing
> 0186 --> 0186_s looks like 0186_d
> 0297 --> not tested yet
> 0313 --> not finished/integrated
> 0381 --> n/s not existing
> 1024 --> n/s not existing
> 1097 --> current defs cause display errors
> 4112 --> incorrect defs
This post has been edited by NightFright: 11 August 2010 - 01:13 PM
#1808 Posted 11 August 2010 - 09:02 AM
SchoeteCitie, on Aug 11 2010, 09:39 AM, said:
The files are not put in folders correctly in the zip. You have to change the folder structure.
Since I haven't spent the time to integrate the shotgun defs with my other defs, I don't have a fully working setup either (but the shotgun works).
#1809 Posted 11 August 2010 - 09:32 AM
SchoeteCitie, on Aug 11 2010, 04:39 PM, said:
Try putting attached zipfile into HRP autoload folder. Note that you should not integrate this into your HRP file.

This post has been edited by NightFright: 11 August 2010 - 09:41 AM
#1810 Posted 11 August 2010 - 09:53 AM
NightFright, on Aug 11 2010, 10:32 AM, said:

Thanks, also i'd like to say the shotguns muzzle is weird.The gun shoots the muzzle goes down then it goes big and then down and then it reloads, It looks like it fires 2 times in a row.
This post has been edited by SchoeteCitie: 11 August 2010 - 09:54 AM
#1811 Posted 11 August 2010 - 10:02 AM
#1812 Posted 11 August 2010 - 11:49 AM
NightFright, on Aug 11 2010, 05:04 AM, said:

HRP filesize should not matter. Any removal of pals should be 1) only pals 1, 2, 4, 6, 7, and 8; 2) be on an individual basis.
NightFright, on Aug 11 2010, 11:48 AM, said:
> Removed: Outdated/unused textures (#151, 181, 191, 293, 297, 312, 362, 414, 448, 449, 457, 458, 748, 781, 783, 823, 884, 1169, 1215-1217, 3397, 4112, 4130-4133)
Good job annihilating a large amount of Polymost compatibility. This should be reverted.
#1813 Posted 11 August 2010 - 12:36 PM
#1814 Posted 11 August 2010 - 12:39 PM
Can you refresh your browser and add in 0742 - n/s again ... I updated the link a bit after I posted them, looks like you added the ones before I updated them.
Cheers.
#1815 Posted 11 August 2010 - 05:13 PM
NightFright, on Aug 11 2010, 03:36 PM, said:
That's only because the separate DEF syntax for Polymost textures and Polymer diffuses has not been implemented yet.
#1816 Posted 12 August 2010 - 12:33 AM

#1817 Posted 12 August 2010 - 01:04 AM

I don't think the circled area looks quite right. Seems like the Bioshock shotgun a little even.

This is how it looks in the sprite.
I also think the shotgun is overall too dark, though I do have a VA LCD Panel, and black crush is an issue.
I think the Atomic symbol could be moved up a few pixels, and the thing the shell falls out of could be shortened by that same amount.
I also think it animates extremely poorly, and that the muzzle flash is bad.
I wish we could just use the standard, sprite muzzle flash.
This post has been edited by PimpUigi: 12 August 2010 - 03:25 AM
#1818 Posted 12 August 2010 - 02:31 AM
#1819 Posted 12 August 2010 - 03:11 AM

Just thought I'd provide my input for the shotgun.
The Nuke on the original sprite is more visible and the extractor is on the curved part of the shotgun (slightly higher then where it is now)
The texture doesn't seem to be very detailed as well as appearing too dark, the muzzleflash doesn't work correctly (black corners) and when reloading it looks like a cripple trying to reload it. (perhaps put more frames in for a smoother, nicer looking animation)
Also, in the original sprite the shotgun looks more like a dark shade of grey then black.
This post has been edited by Mr. Green: 12 August 2010 - 03:17 AM
#1820 Posted 12 August 2010 - 03:24 AM

As you can see, that thing at the end of the bottom barrel is not viewable here (I think it looks weird when it's there personally)

Plus If we can move the shotgun just a tiny bit, we can align it with the already very nice muzzle flash.
It does need to be noted however, that you are doing an amazing job so far. I am impressed with the way things look currently, it's just there are very loose ends, the animation being the biggest one I imagine.
This post has been edited by PimpUigi: 12 August 2010 - 03:29 AM
#1821 Posted 12 August 2010 - 04:21 AM
The shotty will look really dark until we get specular highlights on the model.
#1822 Posted 12 August 2010 - 04:52 AM
The hand is way smaller then what it should be too.
Other then the back part and the hand it looks pretty good.
Be good to see shot of the model in the modeling program and not duke since the game has a weird feild of view.
...................................
Judging for the screenshot above it appears the correct defs for 0723/0764 ...were never added... and the windows are refelecting way too much light.
They should be this.
texture 723 {
pal 0 { file "highres/textures/0723.png" }
normal { file "highres/textures/0723_n.png" parallaxbias 0.04 parallaxscale 0.05 }
specular { file "highres/textures/0723_s.png" }
detail { file "highres/detail/concrete.png" xscale 0.15 yscale 0.075 }
}
texture 764 {
pal 0 { file "highres/textures/0764.png" }
normal { file "highres/textures/0764_n.png" parallaxbias 0.0 parallaxscale 0.04 }
specular { file "highres/textures/0764_s.png" }
detail { file "highres/detail/concrete.png" xscale 0.15 yscale 0.15 }
}
This post has been edited by ozz: 12 August 2010 - 05:12 AM
#1824 Posted 12 August 2010 - 05:15 AM
#1825 Posted 12 August 2010 - 06:27 AM
NightFright, on Aug 12 2010, 10:33 AM, said:

It's can't just yet but the plan is that the defs should be able to define both a diffuse and an old school texture for polymost.
#1826 Posted 12 August 2010 - 07:17 AM
NightFright, on Aug 12 2010, 08:15 AM, said:
I do think it's a great skin overall, I see lighting will come in with spec mapping.
My only two problems with it are the chamber+Atomic symbol being too low (I should have circled them as well) as well as the end of the bottom barrel.
Maybe the overall detail is a little lacking/compressed looking too, but I can't tell until we get the lighting I guess.
This post has been edited by PimpUigi: 12 August 2010 - 07:20 AM
#1827 Posted 12 August 2010 - 07:40 AM
#1828 Posted 12 August 2010 - 08:24 AM
@Nightfright: I'll check all those missing stuff in you've pointed but some things should be said before:
1. I don't know where JPGs for #1097 came from but this is bad. Especially or normal map since JPGs have no alpha channel. Also I have both normal and specular maps for this tile right near the JPG files, marked for upload, deleted JPGs.
2. De-commented > 4112 - spec and normal work fine for me. what exactly wrong with defs?
3. normal map for #70 is commented, why?
This post has been edited by Roma Loom: 12 August 2010 - 08:40 AM
#1830 Posted 12 August 2010 - 09:43 AM
Roma Loom, on Aug 13 2010, 02:24 AM, said:
It's because they weren't meant to be added in ... these were examples posted on the forum ... the tile was never finished, and in the end I scrapped it.
It would have been impossible for me to make a parallax map for it.
This post has been edited by ozz: 12 August 2010 - 09:48 AM