
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2101 Posted 24 September 2010 - 01:07 PM
This post has been edited by Tetsuo: 24 September 2010 - 01:08 PM
#2102 Posted 24 September 2010 - 01:45 PM
The best (and only) way I would support a sound effect pack would be if they took sound effects from the original sound bank 3DR used and keep them in their original, highest-quality format, no lossy compression whatsoever.
#2103 Posted 24 September 2010 - 06:46 PM
Hendricks266, on Sep 24 2010, 01:45 PM, said:
The best (and only) way I would support a sound effect pack would be if they took sound effects from the original sound bank 3DR used and keep them in their original, highest-quality format, no lossy compression whatsoever.
Yeah I was talking mostly about the sound effects. The voices well... unless they have them archived in better quality the only way we could get those is if Jon St. John for example donated his time and re-recorded his lines for us.
#2104 Posted 24 September 2010 - 11:43 PM
Tetsuo, on Sep 25 2010, 04:46 AM, said:
someone already started such a project http://forums.duke4....?showtopic=1413 but abandon it.......
#2105 Posted 25 September 2010 - 05:36 PM
What are we shooting for as far as triangle counts on props? I could make the bottles around or below 100 or 200 but I'm not sure I have to stick to that limit. Any suggestions on a polycount?
#2106 Posted 26 September 2010 - 02:09 AM
#2107 Posted 26 September 2010 - 05:54 AM
#2108 Posted 27 September 2010 - 07:34 AM
#2109 Posted 27 September 2010 - 09:45 AM
This post has been edited by Tetsuo: 27 September 2010 - 09:47 AM
#2110 Posted 27 September 2010 - 03:12 PM
#2111 Posted 27 September 2010 - 04:09 PM
This post has been edited by Tetsuo: 27 September 2010 - 04:11 PM
#2112 Posted 30 September 2010 - 11:31 AM
The first shot fired after a reload does not animate. I verified that this is a problem in vanilla HRP, not just my mods.
Also, the animation is jittery and out of sync with the firing when I use one pistol in DukePlus, and it has something to do with using smoothduration 0.0 in the pistol firing defs. Needless to say, this wasn't an issue before. I can clear this up by removing smoothduration 0.0, but then I get the first problem mentioned above.
#2113 Posted 30 September 2010 - 05:51 PM
DeeperThought, on Sep 30 2010, 11:31 AM, said:
The first shot fired after a reload does not animate. I verified that this is a problem in vanilla HRP, not just my mods.
Also, the animation is jittery and out of sync with the firing when I use one pistol in DukePlus, and it has something to do with using smoothduration 0.0 in the pistol firing defs. Needless to say, this wasn't an issue before. I can clear this up by removing smoothduration 0.0, but then I get the first problem mentioned above.
Hmmmm, that might explain a few problems I'm having.
#2114 Posted 10 October 2010 - 01:49 AM
Tea Monster, on Sep 30 2010, 05:51 PM, said:
Has this been fixed yet?
#2115 Posted 11 October 2010 - 11:20 PM
I know I show up sometime and never appear again- has someone ever updated the skyboxes textures- especially moon landscape and star skybox? I learned some technique to create realistic craters and I was amazed by the skybox when I last played DN3 with HRP. But there were some things that had to be fixed- just as a slight brown shade and different earth/moon positions and earth presentation.
I don't quiet are able to pull of such a cool render as that moon landscape- But I liked to fix those few things, unless someone has done those glorious textures
And according to random new screenshot I saw: Always put a fair share of of dirt on your textures! -Hell, even applicate the "dirt" on polygon-base- put some random deformation to models! Because all really believeable/realistic/awesome/cool universe have a layer of dirt on their parts. This is called "used universe" and was invented by George Lucas for Star Wars- I'm sure he stole this somehwere else, from an older movie and it wasn't really invented by him, but it was the widely most respected movie to bring this technique to people- do you know why Star Wars fans love their movie's so much? Because they show realistic, used environments- so, always put a good fair share of dirt on your models-textures!
This post has been edited by BuddhaMaster: 11 October 2010 - 11:28 PM
#2116 Posted 21 October 2010 - 03:50 PM
I went back to page 50 and checked all of them until here and in the last 2 pages, the posting frequency dropped like mad.
I really liked the new hrp weapons, would like to see further progress on them.
This post has been edited by Mr.Deviance: 21 October 2010 - 03:51 PM
#2117 Posted 22 October 2010 - 12:12 AM
Mr.Deviance, on Oct 21 2010, 03:50 PM, said:
I went back to page 50 and checked all of them until here and in the last 2 pages, the posting frequency dropped like mad.
I really liked the new hrp weapons, would like to see further progress on them.
Read the thread.
#2118 Posted 22 October 2010 - 12:17 AM

#2119 Posted 22 October 2010 - 03:26 PM

#2120 Posted 22 October 2010 - 04:41 PM
My view on the lighting of the original levels is that it should be bright enough to be perfectly playable with minimum ambiant light set, like in DNE, and that's definitely not the case with episode 2. I also believe that no compromise should be made with lights for the sake of performance, since people who can't handle a decent amount of lights shouldn't be using polymer, and in a year or so either polymer will be optimized or most people will have better computers.
Now I've made 2 polymer levels and lit the first 2 levels of Duke it Out in D.C, and I'll give episode 3 a try. When I've done Raw Meat I'll post a video on youtube and see what people think of it, but something needs to be done about episode 2.
Edit: before I go any further, what do people think of this style? I'm also going to put blue point lights under the water http://www.youtube.com/watch?v=wKHFxnFQlTM...e=youtube_gdata
This post has been edited by Micky C: 22 October 2010 - 06:12 PM
#2121 Posted 23 October 2010 - 12:22 AM
I think with the Abyss and some of the other levels, the guy doing it ran into problems with lighting slowing down down the frame rate. Polymer probably needs another optimization pass or two - then again, that work on the lighting was done a month or so ago so maybe things have improved with polymer since then. What frame rates were you getting in The Abyss?
I'm having problems matching the specularity of the pistol in the model viewers where it was developed and Polymer. Also, there may be a bug affecting how the pistol animation works, which is affecting how I do the animations. I don't want to issue the pistol so it works in the bugged version, for reasons which should be obvious. Also, I've got some other work on which limits my Duke time severely.
#2122 Posted 23 October 2010 - 02:49 AM
#2123 Posted 23 October 2010 - 04:41 AM
The skybox is L.A. at night

It might be too bright?? I haven't played the level in a while. Was it that bright originally? Then never mind my comment.
This post has been edited by Marked: 23 October 2010 - 04:44 AM
#2124 Posted 23 October 2010 - 05:26 AM
But I've already finished it and posted it in this thread, which is where discussion of the level lighting should continue.
#2125 Posted 25 October 2010 - 01:57 AM
Looking at this also make me think how bad some of the textures look in episode 3, the marble wall tiles look like shit especially the blue ones, be nice to see some more high res realistic textures with normal and specular, since we have some lighting now.
where are all the artists at?
#2126 Posted 06 November 2010 - 07:43 PM
Also I'd like to ask if enemies can have normals as well in Polymer?
#2127 Posted 06 November 2010 - 08:49 PM

#2129 Posted 07 November 2010 - 05:31 PM
#2130 Posted 07 November 2010 - 06:50 PM
This post has been edited by Hendricks266: 07 November 2010 - 06:51 PM