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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   Tetsuo 

#2101

Just out of curiosity... has any one given thought to a sound effects high res pack? We're getting textures and we have a few music packs but nothing for the sound effects as far as I can tell. Those are going to stick out like a sore thumb especially after we have all our polymerized weapons added in. Quake has one as most of the sound in it where made\manipulated from stock sounds.

This post has been edited by Tetsuo: 24 September 2010 - 01:08 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2102

The voices are irreplaceable unless someone from 3DR comes up with better masters.

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.
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User is offline   Tetsuo 

#2103

View PostHendricks266, on Sep 24 2010, 01:45 PM, said:

The voices are irreplaceable unless someone from 3DR comes up with better masters.

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.
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User is offline   0815Jack 

#2104

View PostTetsuo, on Sep 25 2010, 04:46 AM, said:

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.


someone already started such a project http://forums.duke4....?showtopic=1413 but abandon it.......
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User is offline   Master Fibbles 

  • I have the power!

#2105

Quick question:
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?
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User is offline   SwissCm 

#2106

With normal mapping you should really be able to pull off decent looking bottles at ~50 polys
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User is offline   Master Fibbles 

  • I have the power!

#2107

That is what I was thinking. I may be doing something wrong with the normal maps or something. I'll take some time into it between work.
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User is offline   Tea Monster 

  • Polymancer

#2108

Depending on how you look at it, this may be slightly off-topic, but check this out.
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User is offline   Tetsuo 

#2109

It looks good but I think he makes that first part look more "in ruins" than it should be. Also I hope no one gets demoralized and stops this Polymer HRP project! But it goes to show the HRP does have some way to go especially with the lighting.

This post has been edited by Tetsuo: 27 September 2010 - 09:47 AM

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User is offline   Micky C 

  • Honored Donor

#2110

Yeah it doesn't look at all like duke except maybe a vague basis on the map layout. It definitely wouldn't feel like duke when playing it, long live eduke32 and the HRP!
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User is offline   Tetsuo 

#2111

This person doesn't even have the go ahead to make it into a full game\mod and would need a lot more help to do so so it's proof of concept for now. He said even with a full team that mod would be years off.

This post has been edited by Tetsuo: 27 September 2010 - 04:11 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2112

I'm not sure when it started, but there's a problem with the pistol animation using the new HRP and the latest eduke.

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.
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User is offline   Tea Monster 

  • Polymancer

#2113

View PostDeeperThought, on Sep 30 2010, 11:31 AM, said:

I'm not sure when it started, but there's a problem with the pistol animation using the new HRP and the latest eduke.

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.
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User is offline   Tea Monster 

  • Polymancer

#2114

View PostTea Monster, on Sep 30 2010, 05:51 PM, said:

Hmmmm, that might explain a few problems I'm having.

Has this been fixed yet?
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#2115

Hey guys everyone,
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

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#2116

What happened with the activity in this topic?
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

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User is offline   Tea Monster 

  • Polymancer

#2117

View PostMr.Deviance, on Oct 21 2010, 03:50 PM, said:

What happened with the activity in this topic?
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.
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User is online   NightFright 

  • The Truth is in here

#2118

Right now, there seem to be some obstacles in EDuke32 which prevent the work from continuing, IIRC. And the other guys are probably busy with other things. It is normal for this project to have some downtimes, just be patient until folks return. :(
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User is offline   Master Fibbles 

  • I have the power!

#2119

Well, while there is a downtime, someone could make a compiled build :(
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User is offline   Micky C 

  • Honored Donor

#2120

Perhaps someone could work on the lighting while the textures are taking a break. I had a quick look through episodes 1,2 and a bit of 3, and concluded that episode 1 was ok, but quality went downhill as it went on; toxic dump wasn't lit very well and same for the abyss but the latter is understandable (by not lit very well I mean the majority of the map is dark), and I found episode 2 to be absolutely appalling! So many lights were left out, and all the lights that were put in had a tiny radius. The only point light I remember seeing in the whole game apart from hollywood holocaust was at the start of the abyss.

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

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User is offline   Tea Monster 

  • Polymancer

#2121

I love the lighting in the outdoor areas.

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.
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User is offline   Micky C 

  • Honored Donor

#2122

Thanks. I got over 50fps (usually 60) for the vast majority of the Abyss, and the lowest it really got was to 24 during the final battle. I also think the lights suited the outdoor areas well, I just hope people were ok with the indoor areas, but I'll continue work on it in my spare time.
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User is offline   Mark 

#2123

The outdoor lighting looks good but...

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

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User is offline   Micky C 

  • Honored Donor

#2124

The first area was twice as bright as it should be because I accidentally put in two spotlights. The lighting of the original levels is a curious thing and doesn't make sense much of the time. Maybe it is supposed to be at night, but there's a 'bright light source' coming from somewhere to create the large contrast of shading in the outdoor areas in the original level.

But I've already finished it and posted it in this thread, which is where discussion of the level lighting should continue.
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User is offline   Night Wolf 

#2125

Looks good, episode 3 is finally getting some attention.

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?
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User is offline   DavoX 

  • Honored Donor

#2126

Is there any chance of a few more normal maps for the release of my Stadium remake? I think it would greatly benefit from this...

Also I'd like to ask if enemies can have normals as well in Polymer?
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User is offline   Micky C 

  • Honored Donor

#2127

They can, and some of them already do. It just seems like all work on the HRP has slowed down to a halt since DNF has been re-announced :blink:
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User is offline   Tetsuo 

#2128

Which enemies have normal maps and are they in SVN?
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User is offline   Plagman 

  • Former VP of Media Operations

#2129

Only the liztroop, IIRC. BTW, if anyone feels like fixing the skin for the new liztroop model, I'd really appreciate it. I can't really stand how it looks right now and am considering just reverting to the old model/skin until it's fixed.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2130

In what way is it bad? I'll give it a shot if the diffuse is the problem.

This post has been edited by Hendricks266: 07 November 2010 - 06:51 PM

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