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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   Stabs 

#2251

speak of the devil...

Attached Image: eduke32_2011_02_01_18_07_44_26.png



as a signwriter that font pissed me off to no end, it couldn't be more wrong so i sorted that out

used the colors from the old hrp tiles and running with a Swiss 721 bt font now, a very sexy professional looking font, prolly one of my favs :(

newer updated fonts

This post has been edited by DanM: 05 February 2011 - 02:21 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #2252

That font looks really generic. The bluefont looks excellent IMO.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2253

Now, I DID like the small blue fonts just fine. Now it looks dull and boring, no offense.
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User is offline   Danukem 

  • Duke Plus Developer

#2254

It's crisp and clean and it is higher resolution than the HRP font, so it scales better, which makes it good for modding projects where we use the fonts at different sizes. But it looks less like the original font, and judging from the reaction it will stay as part of DNE only...
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User is offline   SwissCm 

#2255

The big red 1.3d font will be added to the HRP in about a day.
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User is offline   Stabs 

#2256

Well given the texts context, small and long lines of text fancier fonts with more effects is not really feasible and impacts readability, which is that fonts main purpose
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User is offline   Plagman 

  • Former VP of Media Operations

#2257

DanM, the I looks a little misaligned on your font.
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User is offline   Stabs 

#2258

I think i need to make the rounded shapes a little bit smaller, they are supposed to sit just bellow the baseline, i think they may be a lil bit too much or its the kerning, which i cant really help
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User is offline   Micky C 

  • Honored Donor

#2259

I noticed that they misspelled devastator on the ammo skin. TBH I'm not sure how to spell it myself but I guarantee there's no 'i' in it.

Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#2260

It is spelled "DEVISTATOR" in the original CONs:

define DEVISTATOR_WEAPON 7
define DEVISTATORSPRITE 29
define DEVISTATORAMMO 42
define DEVISTATORBLAST 1642
define DEVISTATOR 2510

Whoever made the skin was probably just following that standard.
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User is offline   Geoffrey 

#2261

View PostDanM, on Jan 31 2011, 11:13 PM, said:

speak of the devil...

Attachment eduke32_...07_44_26.png


I love that shot - the font looks terrific.
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User is online   Hendricks266 

  • Weaponized Autism

  #2262

View PostDeeperThought, on Feb 5 2011, 12:48 AM, said:

It is spelled "DEVISTATOR" in the original CONs:

define DEVISTATOR_WEAPON 7
define DEVISTATORSPRITE 29
define DEVISTATORAMMO 42
define DEVISTATORBLAST 1642
define DEVISTATOR 2510

Whoever made the skin was probably just following that standard.

That's Todd Replogle for you.
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User is offline   Stabs 

#2263

View PostGeoffrey, on Feb 5 2011, 01:01 AM, said:

I love that shot - the font looks terrific.


Cheers, i have a new version with some minor tweaks to that font, and added the smallfont redone in highres

with edukes default menu/hud scaling it doesn't utilise it that well, but looks much better if used in game for text. if it was incorporated into eduke by default with proper scaling we could probably have a nicer keyboard setup menu/credits/hud items, its only 240ks

edit : fixed t and y in the blue font, they had incorrect bounding proportions
Attached File  newfonts.rar (307.24K)
Number of downloads: 328

This post has been edited by DanM: 05 February 2011 - 05:25 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #2264

Why is 1210p_guilty.md2 an MD2?
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User is offline   Tea Monster 

  • Polymancer

#2265

Because it was made a looooooong time ago and I never updated it.

EDIT: On that note, how is light from the signs being handled? If at some point I update it, do I bake the lights on or is there going to be a spot attached to the model?

This post has been edited by Tea Monster: 06 February 2011 - 01:40 AM

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User is offline   Roma Loom 

  • Loomsday Device

#2266

View PostTea Monster, on Feb 6 2011, 01:44 AM, said:

EDIT: On that note, how is light from the signs being handled? If at some point I update it, do I bake the lights on or is there going to be a spot attached to the model?

What? :(
Sure it's double with a lighthack for the classic levels, but attaching a lightsource to a model - that's something from the future of another universe.

This post has been edited by Roma Loom: 06 February 2011 - 04:05 AM

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User is offline   Tea Monster 

  • Polymancer

#2267

View PostRoma Loom, on Feb 6 2011, 04:04 AM, said:

What? :(
Sure it's double with a lighthack for the classic levels, but attaching a lightsource to a model - that's something from the future of another universe.

Maybe not actually attach it, but you could maphack a spot next to the sign at the correct angle. I'm just wondering. It might work just to put a glowmap onto it, especially as they are usually in out-of-the-way areas.
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User is online   NightFright 

  • The Truth is in here

#2268

BTW, if you download the maphacks below, these already contain MickyC's latest E2L1 and E2L2 light defs.
I am also working on a new Polymer HRP snapshot, but I rather wanna wait until the first pre-made HRP pal tiles are removed from the pack (it needs to be checked how they look ingame with the new feature).
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User is offline   Stabs 

#2269

I went through the hrp with search "_2" "_1" etc etc to find alt pal tiles and deleted all them and the game seems to look fine, cept the liztroop, who had his chest armor missing.

btw I think highpals dont seem to affect hud based text / menu, for example the dukeplus quoters dont seem to change colors according to their pal on the hud, but when i place a letter in game i can change its pal fine.
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User is offline   Plagman 

  • Former VP of Media Operations

#2270

Yeah, stuff drawn through rotatesprite (that aren't models) are still getting drawn by Polymost, which doesn't support highpal. I need to fix that.

BTW, I just committed SwissCM's new redfont, which looks awesome:

Posted Image

Does anyone else think the old HUD shotgun should be brought back?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2271

View PostPlagman, on Feb 20 2011, 06:18 PM, said:

Does anyone else think the old HUD shotgun should be brought back?

+1
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User is offline   Danukem 

  • Duke Plus Developer

#2272

Love the font! ;)
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User is offline   KareBear 

#2273

View PostPlagman, on Feb 20 2011, 05:18 AM, said:

Does anyone else think the old HUD shotgun should be brought back?


I do.
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#2274

View PostPlagman, on Feb 20 2011, 06:18 AM, said:

BTW, I just committed SwissCM's new redfont, which looks awesome:
(PIC)
Does anyone else think the old HUD shotgun should be brought back?


Yes and Yes, I never liked the v1.4+ font even in the original game and as for the shotgun, yeah, the new one is actually broken if you look where the arm is you can see a big square of model that is missing.
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User is offline   SwissCm 

#2275

For compatibility and as a little bonus I also made an 8-bit version of the font. It's used if you run the HRP but switch to an 8-bit/non-hightile mode so you don't end up with a bunch of blank tiles (the dimensions are different). It's basically the hi-res font scaled down and cleaned up and looks very close to the original pre-atomic font.
Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#2276

Can we have a link to the 8-bit version please? ;) It looks great.
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User is offline   fgsfds 

#2277

I remade letter N in bluefont to make it similiar to the original.
DeeperThought, it's already in svn.
By the way, Plagman, why you don't add duke and atomic logos and title screen from xbla version? They looks much better then current.

Attached thumbnail(s)

  • Attached Image: 2867.png


This post has been edited by empyrock: 23 February 2011 - 01:35 PM

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User is offline   SwissCm 

#2278

I actually did that myself, forgot to submit it. I even have a preview for it.
Posted Image

EDIT: Also I propose taking away the alternate pals for the fonts and let the new pal code take care of it.

View PostDeeperThought, on Feb 20 2011, 06:59 PM, said:

Can we have a link to the 8-bit version please? ;) It looks great.

It's in the svn.

Quote

By the way, Plagman, why you don't add duke and atomic logos and title screen from xbla version? They looks much better then current.

I agree, but copyright issues etc. To be honest though I don't see anyone giving a shit, 3DR is basically dead and gearbox seem to be a lot nicer about use of their IP. See that duke3d remake for example, that would never fly under 3DR, in fact something similar was started before on GoldSrc/HL engine and 3DR shut it down because they were dicks.

This post has been edited by SwissCm: 20 February 2011 - 01:52 AM

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User is offline   Tea Monster 

  • Polymancer

#2279

View PostPlagman, on Feb 19 2011, 10:18 PM, said:

Does anyone else think the old HUD shotgun should be brought back?


I think it looked better. Can we change the standard FOV while we are at it and kill off the problem that created the second model in the first place?

Also, I've been going through the pack and I've noticed a few tiles that had colour correction applied and they don't seem to be in there.

One was 4308 - which looks even more saturated in the pack than it did when I originally corrected it.

This post has been edited by Tea Monster: 20 February 2011 - 08:53 AM

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User is online   Hendricks266 

  • Weaponized Autism

  #2280

View PostSwissCm, on Feb 20 2011, 02:50 AM, said:

For compatibility and as a little bonus I also made an 8-bit version of the font. It's used if you run the HRP but switch to an 8-bit/non-hightile mode so you don't end up with a bunch of blank tiles (the dimensions are different). It's basically the hi-res font scaled down and cleaned up and looks very close to the original pre-atomic font.

1. I thought that with setuptile, 8-bit art isn't affected, while dummytile is the one that gives you blank tiles, so this isn't totally necessary, even though it's great.
2. Why didn't you use the original 8-bit font tiles from v1.3D?
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