
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2071 Posted 17 September 2010 - 07:09 AM
#2072 Posted 17 September 2010 - 09:42 AM
Micky C, on Sep 17 2010, 04:29 AM, said:
http://titania.stockton.edu/idzinskt/files...-chalkboard.png
The writing in Duke could have been done with a duller piece of chalk and left on the board longer. To be honest your example looks too sharp and not at all realistic.
This post has been edited by Tetsuo: 17 September 2010 - 09:43 AM
#2073 Posted 17 September 2010 - 09:54 AM
ozz, on Sep 17 2010, 03:28 AM, said:
everyone agree with this one?

That looks great to me.
In the future, you might want to post your work alongside the original 8-bit tiles, so that people can easily do a direct comparison. The smudging is definitely in the 8-bit tile and you have done a good job of replicating it.

#2074 Posted 17 September 2010 - 09:55 AM
Jaxx, on Sep 12 2010, 09:53 PM, said:
I think this looks great. I look forward to using it.
#2075 Posted 18 September 2010 - 10:14 AM
DeeperThought, on Sep 18 2010, 03:54 AM, said:
In the future, you might want to post your work alongside the original 8-bit tiles, so that people can easily do a direct comparison. The smudging is definitely in the 8-bit tile and you have done a good job of replicating it.
Yeah I'll remember to do that in future, I would have thought people would look at the 8bit art themselves before criticizing.
#2076 Posted 18 September 2010 - 01:25 PM
#2077 Posted 18 September 2010 - 10:10 PM
Tetsuo, on Sep 19 2010, 07:25 AM, said:
Actually I did make a normal n spec maps but they didn't really do anything amazing. I might try it with a parallax map.
#2078 Posted 18 September 2010 - 11:46 PM
http://xembie.com/2010/md3-exporter/
It only works with 2.53 (not the latest Beta) and it needs to have the mesh triangulated before export.
#2081 Posted 19 September 2010 - 11:02 PM

#2082 Posted 20 September 2010 - 12:48 PM
#2083 Posted 21 September 2010 - 09:59 AM
0815Jack, on Sep 20 2010, 03:02 PM, said:

Unfortunately, no, many of them just like some random symbols on it. Not really Chinese/Japanese or Asia language(?) of characters.
(Shadow Warrior too. At least it's better, but still same problem, mostly are make no sense...or just mis-use it/write it wrong without really understand what is it means/how to write it correctly.)
But, really...... who care?

This post has been edited by Player Lin: 21 September 2010 - 10:01 AM
#2084 Posted 21 September 2010 - 11:27 AM
#2085 Posted 21 September 2010 - 11:46 AM
Mr.Flibble, on Sep 21 2010, 11:27 AM, said:
No, most of the time they don't. You'd think that if you were getting something tattooed onto your body that you'd double check WTF it meant, but no...
This site is Hillarious. Dumb-asses writing into the blog "Hey, what does this mean in Kanji?" Too late now dude! Should have found out before they got the needle out! One literally means 'no head (brain)'
for a counterpoint, check out www.engrish.com
#2086 Posted 21 September 2010 - 06:17 PM
Of course, I'm also open to whatever is needed to be done. I'm not planning on doing any animating but eventually I'll get to practicing that too.
This post has been edited by Mr.Flibble: 21 September 2010 - 06:17 PM
#2087 Posted 21 September 2010 - 07:24 PM
#2088 Posted 21 September 2010 - 07:24 PM
This post has been edited by Mr. Green: 21 September 2010 - 07:25 PM
#2089 Posted 21 September 2010 - 07:25 PM
Tetsuo, on Sep 21 2010, 10:24 PM, said:
Yes it does. Stadium blimp, Simpsons jokes.
#2090 Posted 21 September 2010 - 07:38 PM
#2091 Posted 22 September 2010 - 11:26 AM

Some roughness to the surfaces is yet to be applied.
#2092 Posted 22 September 2010 - 11:49 AM
vakooja, on Sep 22 2010, 12:26 PM, said:
In the original level, there is simply a texture covering a flat surface. The HRP is designed to work with the original level data. That means it can only replace the texture with a better texture; there is no way to put in bulb models without editing the .map file.
#2093 Posted 22 September 2010 - 02:16 PM
Some more thoughts on the beer. Think about how the liquor was portrayed in Prey. It wasn't legible what it was there either but it wasn't jokey either and seemed to be based more on the real world. If the beer is going to remain jokey in duke it should at least be more..... dukey. Like in the teaser trailer where he was pumping iron and drinking beer. I think it should be either generic or duke's own brand.... but not a cartoon brand. AFAIK we are trying to get away from being too cartooney.
#2094 Posted 22 September 2010 - 03:45 PM
vakooja, on Sep 22 2010, 02:26 PM, said:
Those look good to me, and a great improvement.
I hope you can make this tile from Nuclear Winter as well:

Tetsuo, on Sep 22 2010, 05:16 PM, said:
Cartooniness in style, like the Yogi Bear Troopers we had a while back. Not in the references.
#2095 Posted 22 September 2010 - 04:52 PM
Tetsuo, on Sep 22 2010, 06:16 PM, said:
I looked at the bottles in the original art. I count 3-4 maybe 5 actual bottles of beer while the rest look like some form of liquor. The bottles don't seem to be that proportional size though.

I'll probably start some of this either this weekend or tomorrow (depending on how much it distracts me from school). I'll do the basic mesh(es) and UV and then work on how to make the labels and what is probably beer and what is probably liquor.
#2096 Posted 22 September 2010 - 05:04 PM
Mr.Flibble, on Sep 22 2010, 05:52 PM, said:
I have a request. Make two skins for each: one for the bottle being full and unopened, the other for the bottle being empty. The default skin (pal 0) can be for the state that seems appropriate based on the 8-bit art. Then the alternate skin can be put on pal 30 (or whatever) so that mappers have an option. There is fun to be had if we have both full and empty versions (Duke could be made to drink in DukePlus, for example).
#2097 Posted 22 September 2010 - 05:34 PM
#2098 Posted 22 September 2010 - 09:30 PM
DeeperThought, on Sep 22 2010, 08:04 PM, said:
Given the release of CraigFatman's Extended Color Look-Up Table Pack,
extclut readme said:
Since this appears to be the maximum number of lookups PALETTE.DAT can hold (unless he is wrong),
All hightile-only hack alternate skins, i.e. ones that do not affect 8-bit art, should be mapped to pals 133 through about 250.
This post has been edited by Hendricks266: 22 September 2010 - 09:31 PM
#2099 Posted 22 September 2010 - 09:47 PM
wheres this pistol ?
This post has been edited by DanM: 22 September 2010 - 09:48 PM
#2100 Posted 23 September 2010 - 07:21 AM
DanM, on Sep 22 2010, 10:47 PM, said:
His point was that if someone were using the CLUT pack (as is the case with Attrition, for example) and playing without the HRP, then a pal 25-127 sprite will be a strange color. If you are using the HRP, or not using the CLUT pack, then it's not an issue.