
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1861 Posted 15 August 2010 - 02:56 AM
#1862 Posted 15 August 2010 - 06:05 AM
NightFright, on Aug 15 2010, 12:37 PM, said:
Yes, I suggested it because this tile was standing out of whole already existing set (186-190). I believe that we should keep old arts until all set will be finished.
Same applied to 454 - right now it do not match tile 346 and old tiles 294,295,296, 334, 344,345,347, 351,352,353, and, probably 4259 -as it should by default.
I did those textures for polymost at the time and they all was done in one stile. Right now some of them was replaced with polymer textures by different artists and all set looks "patched" and uneven.
This post has been edited by Piterplus: 15 August 2010 - 09:33 AM
#1863 Posted 15 August 2010 - 10:26 AM
Spiker, on Aug 15 2010, 02:56 AM, said:
We need to get some of this stuff sorted out. I was taking a look at the problems you've had with the shoty and I've got no idea how to re-do the mighty boot so it actually works.
#1864 Posted 15 August 2010 - 12:00 PM
Tea Monster, on Aug 15 2010, 07:26 PM, said:
It's time to switch the engine



#1865 Posted 15 August 2010 - 01:35 PM
Spiker, on Aug 15 2010, 01:00 PM, said:



I'm pretty sure that at some point in the past, I recommended that people didn't try to make more HUD models that take into account the way that Polymost renders them as everything was to be overhauled (FOV, animation, etc). It's obvious that the current system is flawed, so why bother work against it and then complain about stuff that everyone else figured out ages ago?
#1866 Posted 15 August 2010 - 02:03 PM
#1867 Posted 16 August 2010 - 08:03 AM
Mr.Flibble, on Aug 15 2010, 03:03 PM, said:
Probley what he means
#1868 Posted 16 August 2010 - 10:00 AM
363
http://i1025.photobucket.com/albums/y319/z...d333/0363-2.png
293
http://i1025.photobucket.com/albums/y319/z...d333/0293-2.png
4130
http://i1025.photobucket.com/albums/y319/z...d333/4130-4.png
4131
http://i1025.photobucket.com/albums/y319/z...d333/4131-2.png
4132
http://i1025.photobucket.com/albums/y319/z...d333/4132-1.png
4133
http://i1025.photobucket.com/albums/y319/z...d333/4133-1.png
301
http://i1025.photobucket.com/albums/y319/z...d333/0301-1.png
360
http://i1025.photobucket.com/albums/y319/z...d333/0360-2.png
305
http://i1025.photobucket.com/albums/y319/z...d333/0305-2.png
361
http://i1025.photobucket.com/albums/y319/z...d333/0361-1.png
This post has been edited by ozz: 16 August 2010 - 10:03 AM
#1869 Posted 16 August 2010 - 10:27 AM
ozz, on Aug 16 2010, 11:00 AM, said:
363
http://i1025.photobucket.com/albums/y319/z...d333/0363-2.png
293
http://i1025.photobucket.com/albums/y319/z...d333/0293-2.png
4130
http://i1025.photobucket.com/albums/y319/z...d333/4130-4.png
4131
http://i1025.photobucket.com/albums/y319/z...d333/4131-2.png
4132
http://i1025.photobucket.com/albums/y319/z...d333/4132-1.png
4133
http://i1025.photobucket.com/albums/y319/z...d333/4133-1.png
301
http://i1025.photobucket.com/albums/y319/z...d333/0301-1.png
360
http://i1025.photobucket.com/albums/y319/z...d333/0360-2.png
305
http://i1025.photobucket.com/albums/y319/z...d333/0305-2.png
361
http://i1025.photobucket.com/albums/y319/z...d333/0361-1.png
Sweet! that is amazing
#1870 Posted 16 August 2010 - 10:40 AM
> Modified: #293_d, 301, 305, 360, 361, 363, 4130-4133_d
#1871 Posted 17 August 2010 - 12:01 AM
It doesnt even look like it could fit in the Rpg barrel, also the Devastator projectiles were really small missiles.

this is a good example of the Devastators projectiles ... there meant to be like bullets... although with fins
I think they use the same projectiles for the RPG and Devastator .. just the one is scaled down.
This post has been edited by ozz: 17 August 2010 - 12:05 AM
#1872 Posted 17 August 2010 - 12:12 AM
I guess your post is just pointing out that the RPG model does not look much like the sprite. Fair enough: but those bullet looking things in the box look even less like it.
#1873 Posted 17 August 2010 - 12:17 AM
DeeperThought, on Aug 17 2010, 06:12 PM, said:
I guess your post is just pointing out that the RPG model does not look much like the sprite. Fair enough: but those bullet looking things in the box look even less like it.
They do if you look directly at the sprites through say GRP viewer.
but when playing duke you never saw the projectile from side ... the projectiles always looked smaller ... im not sure if its the size of the actual model or if its just the fins that are too large, either way it looks odd... I still think they look too big ... expecially the Devastators.
I suppose the only way to prove this would be to take screenshots.
(also I was pointing out that the projectiles at least match the barrel size)
Edit:
These are taken with the missile in the exact same position.


This post has been edited by ozz: 17 August 2010 - 12:44 AM
#1874 Posted 17 August 2010 - 08:06 AM
#1875 Posted 17 August 2010 - 08:13 AM
Roma Loom, on Aug 17 2010, 09:06 AM, said:
It doesn't fire 2 rockets at once; there is a 1 tic separation between them. In eduke32 they used to fire at once, but that was a bug (there was always that slight separation in the original game).
@ozz: Yeah, the fins are too large on the model. But the original sprite does have fins, unlike the bullet-like things in the box.
#1876 Posted 17 August 2010 - 08:18 AM

now I'm confused
This post has been edited by Roma Loom: 17 August 2010 - 08:19 AM
#1877 Posted 17 August 2010 - 08:56 AM
Roma Loom, on Aug 18 2010, 02:06 AM, said:
I always though it just pulse fired rockets, I dont think theres 2 holes in each barrel, but there is no way to really know that.
DeeperThought, on Aug 18 2010, 02:13 AM, said:
@ozz: Yeah, the fins are too large on the model. But the original sprite does have fins, unlike the bullet-like things in the box.
Yeah thats what I think too. If you look closely you can see that each rocket is a little bit behind the other.
....
Yeah I know that orginal has fins, I was mealy pointing out the shape and size they should be, I noted that they should have fins. :-)
@Roma
considering that the colour of Dukes shirt in the action figure is blackish I wouldnt trust it being accurate at all ...
that and the fact it looks nothing like the devastator in game. (it's too squarish)
but yet who knows :S
This post has been edited by ozz: 17 August 2010 - 08:59 AM
#1878 Posted 17 August 2010 - 11:46 AM
#1879 Posted 17 August 2010 - 03:41 PM
#1880 Posted 17 August 2010 - 05:20 PM
#1881 Posted 18 August 2010 - 01:38 AM
texture 814 { pal 0 { file "polytex/0814_d.png" xscale 2.0 yscale 2.0 } normal { file "polytex/0814_n.png" parallaxbias 0.03 parallaxscale 0.06 } }
no spec but I think it's not necessary


I'm working on #843 at the moment
#1882 Posted 18 August 2010 - 01:45 AM
#1883 Posted 18 August 2010 - 02:44 AM
DanM, on Aug 18 2010, 07:45 PM, said:
#802 , is completely wrong too ...if you look at the tile when tiled and compare it to the original 8bit image tiled you can notice the differences.
This post has been edited by ozz: 18 August 2010 - 02:58 AM
#1884 Posted 18 August 2010 - 04:31 AM
#1885 Posted 18 August 2010 - 07:53 AM
Fantinaikos, on Aug 18 2010, 05:31 AM, said:
There's also a gun like that in the game itself, but only as one of Duke's jibs.
#1886 Posted 18 August 2010 - 10:30 AM
Cage, on Aug 18 2010, 12:38 PM, said:
Nice one. The Y-axis (green channel) fo the normal should be be flipped (inverted). Submitted to SVN.
Nice to see that you are using xscale/yscale for such tiles. I personally wasn't aware of this trick when created some 1024x128 textures, so they turned out very clean and tidy to prevent details tiling...
#1887 Posted 20 August 2010 - 12:42 AM
Theres quite a few that need this treatment.
#782

Edit: Heres another one
#781

This post has been edited by ozz: 20 August 2010 - 01:13 AM
#1888 Posted 20 August 2010 - 04:17 PM
DeeperThought, on Aug 18 2010, 08:53 AM, said:
Its the gun the Duke sprite has in its hands. Same gun in the intermission screen, and the episode 2 cinematic. I call it the "all gun." Because it seems to have rockets built into it along with the capacity to fire bullets.

#1889 Posted 21 August 2010 - 12:56 PM
> Modified: #781_d, 782 (color corrections)
> textures.def: removed shiny effect from #814 (didn't fit)
--------------------
Also note that latest EDuke32 builds (#1699 and later) fix the HUD weapons! This means Spiker's new shotgun is finally usable in all its glory. The muzzleflash works (without ugly black square surrounding it), and as far as I could see ingame, the skin is now also displayed properly (well, can't tell for sure, but it looks better for me). With these improvements, it really doesn't look bad, if you ask me. Some may still critizise the animation and/or alignment, but I think Spiker did a pretty good job after all, and it should be acknowledged.

To celebrate the occasion, a new Polymer test release (v4.2.155) is available. Note that from now on, I am separating maphacks from HRP file again so the hacks can be updated separately (easier because of very small filesize). Therefore, please make sure you download both files if you want to test this. ^^ Don't forget to use latest EDuke32 snapshot!