
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2281 Posted 20 February 2011 - 11:30 AM
#2283 Posted 20 February 2011 - 11:16 PM
Plagman, on Feb 19 2011, 10:18 PM, said:
(PIC)
Does anyone else think the old HUD shotgun should be brought back?
The font looks great in your pic.
Yes, I do.
This post has been edited by Besli: 20 February 2011 - 11:19 PM
#2284 Posted 21 February 2011 - 07:18 AM
Plagman, on Feb 20 2011, 06:18 AM, said:
Some files appear to be missing or are mistyped in the DEF:
Error: file 'highres/screen/fonts/highres/screen/fonts/redfont13/3022.png' does not exist Error: file 'highres/screen/fonts/highres/screen/fonts/redfont13/3022_1.png' does not exist Error: file 'highres/screen/fonts/highres/screen/fonts/redfont13/3022.png' does not exist Error: file 'highres/screen/fonts/highres/screen/fonts/redfont13/3022_8.png' does not exist
-> copy/paste typos in fonts.def line 2226ff
Plagman, on Feb 20 2011, 06:18 AM, said:
+1
#2285 Posted 21 February 2011 - 06:03 PM
TM, do you mean the standard FOV for HUD models only or just for everything? If the latter, you can already tweak that. I think ideally we want a custom FOV for each different HUD model, I could probably make that happen.
#2286 Posted 21 February 2011 - 07:04 PM
Plagman, on Feb 20 2011, 02:18 AM, said:
+2
#2287 Posted 21 February 2011 - 07:09 PM
#2288 Posted 21 February 2011 - 07:10 PM
empyrock, on Feb 21 2011, 05:30 AM, said:
I'm waiting on Plagman to add highpal support to rotatesprite, it would remove the need to have a shitload of alternate pal files. I tested using highpal on the fonts by placing them as regular sprites in-game and they look perfect.
Hendricks266, on Feb 21 2011, 04:32 AM, said:
That's how it was initially, but then it would be hard to navigate menus if one decided to turn off hightile or switch to 8-bit mode while having the HRP loaded.
Hendricks266 said:
Copyright I guess, but really it was so easy to make the 8-bit tiles I thought why not just do that instead and be a little more consistent. It's also something people can throw into their mods or whatever too without going through the bother of ripping the artwork 1.3d.
#2289 Posted 21 February 2011 - 08:07 PM
Plagman, on Feb 21 2011, 07:03 PM, said:
TM, do you mean the standard FOV for HUD models only or just for everything? If the latter, you can already tweak that. I think ideally we want a custom FOV for each different HUD model, I could probably make that happen.
For HUD models. The reason that Spiker made the second HUD shotgun was due to the FOV problem where it would distort to heck when it was cocked. If you check out Spiker's shotgun, it has a very elongated shape to try to get around this problem. This was due to the FOV for Polymer, which was different from 'other FPS's' (I don't have figures). I was hoping that the FPS for Polymer could be set to something more in line with other games so that stuff could be held away from the camera and not have an exaggerated perspective effect on it.
This may affect other weapons, but to be honest, they all have to be re-made anyway for Polymer. Of course, if you could specify FOV per weapon, that would solve that particular problem

This post has been edited by Tea Monster: 21 February 2011 - 08:10 PM
#2290 Posted 21 February 2011 - 08:55 PM
#2291 Posted 21 February 2011 - 09:24 PM
#2292 Posted 21 February 2011 - 09:55 PM
#2293 Posted 22 February 2011 - 12:47 AM
This post has been edited by Roma Loom: 22 February 2011 - 12:47 AM
#2294 Posted 22 February 2011 - 10:29 AM
#2295 Posted 22 February 2011 - 10:48 AM
It is why Spiker did the second shotgun - the first looked strange when you cocked it due to the FOV problem with eDuke.
If nobody is in agreement with what the FOV should be, maybe it would be better if you could have it coded for each individual weapon, that way, the modeller could mess around with FOV settings for their particular model and then it's not your headache trying to sort out what works with everything.
This post has been edited by Tea Monster: 22 February 2011 - 11:06 AM
#2296 Posted 22 February 2011 - 10:53 AM
#2297 Posted 23 February 2011 - 12:59 AM
This post has been edited by empyrock: 23 February 2011 - 01:03 AM
#2298 Posted 23 February 2011 - 02:18 AM
#2300 Posted 23 February 2011 - 08:46 AM
Roma Loom, on Feb 23 2011, 05:02 AM, said:
Yeah it's visible in Polymer; now try Polymost.
#2301 Posted 23 February 2011 - 12:14 PM
#2302 Posted 23 February 2011 - 12:15 PM
This post has been edited by DeeperThought: 23 February 2011 - 12:16 PM
#2304 Posted 25 February 2011 - 04:06 PM
Marked, on Feb 23 2011, 05:48 PM, said:

No, :/, Just no...
#2305 Posted 25 February 2011 - 10:54 PM
Marked, on Feb 23 2011, 07:48 PM, said:

You have just been marked for assassination.
#2306 Posted 25 February 2011 - 11:54 PM
edit: forgot the only

This post has been edited by Micky C: 26 February 2011 - 01:06 AM
#2307 Posted 26 February 2011 - 01:04 AM
Roma Loom, on Feb 22 2011, 07:53 PM, said:
Agreed. A lot, if not the majority, of FPS games render the hud models at a lower fov than the world to avoid distortion so this would be the perfect solution.
This post has been edited by Parkar: 26 February 2011 - 01:04 AM
#2308 Posted 26 February 2011 - 03:48 AM
#2309 Posted 26 February 2011 - 09:55 AM
SwissCm, on Feb 26 2011, 12:48 PM, said:
Commit is incomplete:
Error: file 'highres/screen/fonts/redfont13/2929_8b.png' does not exist