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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   NightFright 

  • The Truth is in here

#1831

View PostRoma Loom, on Aug 12 2010, 06:24 PM, said:

The only mistake was to put it in SVN before plymer HUD implemented.
@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?


1. It seems I added placeholder textures then, didn't know that. :wacko: However, it'd be great if proper n/s maps could be provided for this.
2. I am not sure, I think the texture gets distorted once you approach it. Additional to that, I didn't really notice a "plastic" effect with these.
3. No idea. Does it work if you remove the comment lines?
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User is offline   NightFright 

  • The Truth is in here

#1832

SVN build #145 committed. Changes:

> Modified: #742 n/s
> Re-added all textures removed in build #144
> Changed defs for #723/764
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User is offline   PimpUigi 

#1833

View PostSpiker, on Aug 12 2010, 10:40 AM, said:

I start regreting that I've made this shotgun. First of all there are no other details that could be applied to the skin and all the lighting is meant to come from other source. Also it's an extremly bad idea to make a model 100 % like a sprite unless its static, this causes more problems than you can think, these sprites have unrealistic dimensions and perspective. I'm sure that you wouldn't notice any problems if you didn't compare it pixel by pixel. To sum up models will NEVER be like sprites. If you don't like the shotgun you can play without HRP or ..... remove it from the SVN, I don't care.


Come on Spiker...it's a great job.
Like all works of art it needs constant improving.
I do art often, and I'm always digging up some old drawing or whatever to work on it and make it better.

I know models will never be like sprites, and I am very very happy with this job you did.
I really don't care about the chamber or whatever, and the atomic symbol...you did a beast job with it.
I mean, much better than I was expecting after the last model and thinking "What could you really do to make a good Duke Nukem Shotgun model with a good atomic symbol??" and you, you did it.

Apart from the animation and muzzle flash, and not actually comparing it to the sprite, I think part I circled at the end of the bottom part of the shotgun is the only thing I found off."
And that's from running around and using the shotgun, and the only reason I posted the sprite was so you could compare.

If I had to sum it up into numbers, 100% being the most impressed I could possibly be (and only my wife can really impress me that way, if you know what I mean :wacko:) and 50% being moderately impressed...
I'm 85% impressed. You really did a great job, and it'd be a shame for your to regret making anything.
We finally have a beast shotgun, the most important hud model, if I do say so myself.

I know it's a work in progress, but IMHO it can only get even better. And even better from where it already is, is pretty damn beast.
I don't know how to compliment you more while still giving your work some critique to make it even better...please don't think I dislike it. I don't know how to make myself more clear about how much it kicks ass.

Also, you don't need to be the only one who works on it if you don't want to, perhaps someone else can help with the animation.
I could line the model up with the sprite muzzle flash, though I'd have to figure out how to disable the new muzzle flash.

I really mean as well as possible : )

This post has been edited by PimpUigi: 12 August 2010 - 11:46 AM

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User is offline   Cage 

#1834

Blah, it seems I forget bump maps for parallax because I can't get the vaules right, but getting there slowly

Normal parallax for #276 and curtains #787
Posted Image
Posted Image

texture 787 {
  pal 0 { file "polytex/0787_d.png" }
  normal { file "polytex/0787_n.png" parallaxbias 0.2 parallaxscale 0.2 }
  specular { file "polytex/0787_s.png" }
}

texture 276 {
  pal 0 { file "polytex/0276_d.png" }
  normal { file "polytex/0276_n.png" parallaxbias 0.07 parallaxscale 0.25 }
  specular { file "polytex/0276_s.png" }
}

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User is offline   Night Wolf 

#1835

Hmmm 0276 doesn't seem to reflect light well enough, needs more coloured parts if you get me... not sure how to explain that
also the actual light part should be more flat

more simmilar to this height wise (example)
Posted Image Posted Image

This post has been edited by ozz: 12 August 2010 - 11:19 PM

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User is offline   NightFright 

  • The Truth is in here

#1836

AFAIK, right now n/s maps can only be applied for pal0. If you have a tile like #276 with many other pals defined, it might not work for those. Also, it's a very small tile.

This post has been edited by NightFright: 13 August 2010 - 12:01 AM

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User is offline   Night Wolf 

#1837

The pals should be removed now anyway imo... since the duke3d def file was modified and the tint now comes up red insted of orange.

This post has been edited by ozz: 13 August 2010 - 12:29 AM

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User is offline   NightFright 

  • The Truth is in here

#1838

Hehe, it's not that simple. Remove the yellow pal for this texture for example and see that it will be blue in E2L3...
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User is offline   Night Wolf 

#1839

Why is there even a yellow pal?

I'm not using any pals for this tile and it looks fine.
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User is offline   NightFright 

  • The Truth is in here

#1840

The yellow pal is there because the tile is yellow in some places, e.g. in E2L3. :) And if you remove the yellow palette from HRP, it will be blue, i.e. it will not have the correct color. I can post screenshots if you need proof. :wacko: It is not like this for some other tiles, but removing pals everywhere will result in loss of "accuracy".

This post has been edited by NightFright: 13 August 2010 - 06:53 AM

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User is offline   Night Wolf 

#1841

View PostNightFright, on Aug 14 2010, 12:33 AM, said:

The yellow pal is there because the tile is yellow in some places, e.g. in E2L3. :) And if you remove the yellow palette from HRP, it will be blue, i.e. it will not have the correct color. I can post screenshots if you need proof. :wacko: It is not like this for some other tiles, but removing pals everywhere will result in loss of "accuracy".


Strange i've never seen this yellow pal and I know that level well :S

Edit: Ahhh I havent added that pal to my HRP... that would be why lol
out of curiosity though, could you tell me where it is, I couldn't even find it in 8bit mode heh heh

This post has been edited by ozz: 13 August 2010 - 01:12 PM

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User is offline   NightFright 

  • The Truth is in here

#1842

Well, if you insist... xD I have made these screenshots with Mapster32, should be enough. The first one is in 8bit, the other with HRP enabled. Try disabling pal23 of pal #276 in HRP, and it will be blue, but it should be yellow, as you can see on the first screenie.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1843

View PostMusicallyInspired, on Aug 12 2010, 02:00 PM, said:

It's a great shotgun, Spiker. I think it's superb.

Me too.

Looking at the screen, it easy to notice that the sprite left hand is unrealistic. So it would be technically impossible to recreate the sprite perfectly. Thus I would prefer to see the left hand misplaced than anything else.

Anyway, I don't think this is big deal, since this kind of stuff (screen coordinates) is defined through .def files.

This post has been edited by Fox: 13 August 2010 - 05:39 PM

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User is offline   Night Wolf 

#1844

Haha no wonder I never found it... Hidden with the hazzard strip.
cheers that's given me so closure.

This post has been edited by ozz: 13 August 2010 - 11:55 PM

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User is offline   Spiker 

#1845

Small report: Unfortunately my attempts to improve the muzzleflash failed (due to hardcored shit it looked even worse). That really wouldn't be a problem with custom weapon but these hardcoded ones are really horrible. I was also experimenting with making the hand bigger, but it looked really silly. Now I know why I released it in the current state. Also I think that it's a very bad idea to blend the last and the first frame of animation. No matter how much effort I put into this it will still look like a shit with the current engine limitations. Shotgun is the most fragile weapon because it moves much more and much more dynamically than any other weapon. Sorry to disappoint you but the weapon will never look as you would like to if you keep to the sprite perspective and there will be no real HUD animation support. To sum up sprite perspective and harcorded shit is one giant failure :wacko:
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User is offline   Night Wolf 

#1846

Updated 1204 ... should have looked more like this , the normal was too deep too

Posted Image Posted Image Posted Image

& 1083, I dont have a normal for this... yet
(original was 256x256 this is 512x512.. not sure if it should be scaled down) either way doesnt really matter.... im kind of against 256 sizes though :wacko:
Posted Image Posted Image

This post has been edited by ozz: 14 August 2010 - 02:48 AM

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User is offline   Piterplus 

#1847

@NightFright I have noticed several textures that doubled in hrp with different names, for example - 0448.png and 0448_d.png, 0449.png and 0449_d.png etc. As I assume it has something with upcoming polymer/polymost engine feature. I.e, for polymost users engine will use plain old polymost textures without "_d" and vice versa. But right now those textures are absolutely equal. Polymost textures gone, and instead we have polymer texture-twins. Why? It only leads to increasing hrp size without visible enhancement. Or there was some (unknown to me) reason?

ozz Good job!
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User is offline   Parkar 

  • Honored Donor

#1848

View PostPiterplus, on Aug 14 2010, 10:57 AM, said:

@NightFright I have noticed several textures that doubled in hrp with different names, for example - 0448.png and 0448_d.png, 0449.png and 0449_d.png etc. As I assume it has something with upcoming polymer/polymost engine feature. I.e, for polymost users engine will use plain old polymost textures without "_d" and vice versa. But right now those textures are absolutely equal. Polymost textures gone, and instead we have polymer texture-twins. Why? It only leads to increasing hrp size without visible enhancement. Or there was some (unknown to me) reason?

ozz Good job!



Maybe Nightfright didn't realise they were different when putting them back. Should have just reversed the delete instead of copying the polymer textures.

Edit: I can take a look at this later today and reverse these changes.

This post has been edited by Parkar: 14 August 2010 - 01:48 AM

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User is offline   NightFright 

  • The Truth is in here

#1849

Hmm, a weird glitch must have caused this. I have reverted all affected textures to their previous state, there should be no duplicates any more now.

SVN build #147 committed. Changes:

> Modified: #183_d/s, 1204_d/n/s
> All duplicated Polymer textures reverted to Polymost versions
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User is offline   Night Wolf 

#1850

Nightfright ... sorry to be a pain ..but I made a small modification to 0183/n .. after I posted it ... one side wasn't symmetrical.
for some reason the link doesn't update unless you clear browsing data ... damn photobucket.

can you re add them.

also 0454/n/ s has an incorrect name, not sure who added that in wrong.
should be 0454 not 454

This post has been edited by ozz: 14 August 2010 - 02:49 AM

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User is offline   Cage 

#1851

#398

Posted Image
Posted Image
Posted Image

texture 398 {
  pal 0 { file "polytex/398_d.png" xscale 2.0 yscale 2.0 }
  normal { file "polytex/398_n.png"  }
  specular { file "polytex/398_s.png" }
}

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User is offline   Tea Monster 

  • Polymancer

#1852

Nice job there Cage.

This post has been edited by Tea Monster: 14 August 2010 - 04:59 AM

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User is offline   NightFright 

  • The Truth is in here

#1853

HRP SVN build #148 committed. Changes:

> Added: #398_d/n/s
> Modified: #183/183_s
> Fixed: Wrong def for #454

It appears #454 was completely wrongly defined. Maybe someone forgot to add _d/n/s textures completely. I have redefined it to Polymost texture which existed.

Otherwise, following textures.def entries remain to be fixed:
> 0186 --> 0186_s looks like 0186_d
> 0313 --> d/n/s not finished/integrated
> 1024 --> n/s not existing

This post has been edited by NightFright: 14 August 2010 - 02:04 PM

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User is offline   PimpUigi 

#1854

View PostSpiker, on Aug 14 2010, 03:24 AM, said:

Small report: Unfortunately my attempts to improve the muzzleflash failed (due to hardcored shit it looked even worse). That really wouldn't be a problem with custom weapon but these hardcoded ones are really horrible. I was also experimenting with making the hand bigger, but it looked really silly. Now I know why I released it in the current state. Also I think that it's a very bad idea to blend the last and the first frame of animation. No matter how much effort I put into this it will still look like a shit with the current engine limitations. Shotgun is the most fragile weapon because it moves much more and much more dynamically than any other weapon. Sorry to disappoint you but the weapon will never look as you would like to if you keep to the sprite perspective and there will be no real HUD animation support. To sum up sprite perspective and harcorded shit is one giant failure :wacko:


Well the muzzle flash is really no problem, and IMHO the hand looks fine.
IMHO the muzzle flash is not a problem because we can just align the shotgun properly with the original muzzle flash.

Whatever they did with the old shotgun model to animate it seemed to work...but I have no idea how this stuff works.

This post has been edited by PimpUigi: 14 August 2010 - 04:23 PM

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User is offline   Night Wolf 

#1855

Nice work Cage ...
It's nice to see were getting some good artists now.

Edit:
That tile could also be used for #0352
they are exactly the same :wacko:

This post has been edited by ozz: 14 August 2010 - 07:54 PM

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User is offline   Roma Loom 

  • Loomsday Device

#1856

View PostNightFright, on Aug 14 2010, 04:34 PM, said:

Otherwise, following textures.def entries remain to be fixed:
> 0186 --> 0186_s looks like 0186_d
> 0313 --> d/n/s not finished/integrated
> 1024 --> n/s not existing

#186: why have you commented out polymer version for it, seriously, why? It looks pretty good ingame. 186_s.png is color specmap and it's not the same as diffuse.
#0313 and #1024 are usual polymost textures, nothing is missing here.
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User is offline   NightFright 

  • The Truth is in here

#1857

The comments haven't been done by me, I was merely wondering what was wrong with these. :wacko:
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User is offline   Roma Loom 

  • Loomsday Device

#1858

Revision: 20
Author: nightfright
Date: 1:30:00 AM, Sunday, November 29, 2009
Message:
Added: #199 (pal12), 4531 (pal23) // Fixes: #186 (old def restored)
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User is offline   NightFright 

  • The Truth is in here

#1859

It seems Piterplus asked me to do this, as you can see in his post from Nov 28, 2009. ^^

SVN build #151 committed. Changes:

> #352 remapped to #398
> #663 pal 2/7 removed (autotint works and produces far more accurate colors)

This post has been edited by NightFright: 15 August 2010 - 12:58 AM

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User is offline   Roma Loom 

  • Loomsday Device

#1860

Good lord :wacko: How did you manage to find that post? I'll try take care of the rest of pipe sets then, because #186 looks really good right now to comment it out.
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