Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 162 Pages +
  • « First
  • 75
  • 76
  • 77
  • 78
  • 79
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   fgsfds 

#2281

SwissCm, will you make your font green and orange for DC and Carribbean?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2282

and White/Snowy for NW?
0

User is offline   Besli 

#2283

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


The font looks great in your pic.
Yes, I do.

This post has been edited by Besli: 20 February 2011 - 11:19 PM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#2284

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

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

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

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

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

+1
0

User is offline   Plagman 

  • Former VP of Media Operations

#2285

OK, fixed and done.

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.
0

User is offline   Gambini 

#2286

View PostPlagman, on Feb 20 2011, 02:18 AM, said:

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


+2
0

User is offline   Plagman 

  • Former VP of Media Operations

#2287

It's back now; hopefully it (or a tweaked version) can be brought back once we have a better animation system.
0

User is offline   SwissCm 

#2288

View Postempyrock, on Feb 21 2011, 05:30 AM, said:

SwissCm, will you make your font green and orange for DC and Carribbean?

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.

View PostHendricks266, on Feb 21 2011, 04:32 AM, said:

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.

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:

2. Why didn't you use the original 8-bit font tiles from v1.3D?

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.
0

User is offline   Tea Monster 

  • Polymancer

#2289

View PostPlagman, on Feb 21 2011, 07:03 PM, said:

OK, fixed and done.

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

0

User is offline   Plagman 

  • Former VP of Media Operations

#2290

Polymer's default FOV is exactly the same as Half-Life 2, so there must be more to it. I appreciate that there might be something that I could do to help, but unless you tell me what you need in more detail I'm not sure how to make it better. What exactly was the distortion like? If you set the FOV to different values, is it better then?
0

User is offline   Danukem 

  • Duke Plus Developer

#2291

While on the subject of FOV, will we ever have CON access to command like setaspect that works in Polymer? I wanted to add a sniper rifle to DNE, but I can't because there is no way to add zoom. It's a shame because the renderer supports it, and yet ironically I can do zoom better in the software renderer by changing the size of the player sprite.
0

User is offline   SwissCm 

#2292

I think that we should give up on making the weapons perspective incorrect, it's a waste of time and just causes headaches.
0

User is offline   Roma Loom 

  • Loomsday Device

#2293

I'm not sure if it's a known fact but there's a console command in HL2 which changes HUD weapon FOV while world's FOV stays intact.

This post has been edited by Roma Loom: 22 February 2011 - 12:47 AM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2294

Just want to chime in and say that I love the 1.3D style font!
0

User is offline   Tea Monster 

  • Polymancer

#2295

I don't know the maths involved, but basically, if you have something long like (for example) a shotgun, you have to distort the shape of it to get it to look normal. It suffers from an exaggerated perspective effect. It's one reason the mighty boot looks strange, if I did a 'real' model of a leg and a boot we'd run into the HUD FOV problem and it would look like Duke has legs 4 miles long. It is also described as a 'Fish-eye' effect.

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

0

User is offline   Roma Loom 

  • Loomsday Device

#2296

a FOV per weapon definition would just be the most perfect solution, but if it's too complex to implement, a global weapon FOV var in the console would be more that enough.
0

User is offline   fgsfds 

#2297

Fence grid isn't visible on e1m1 roof with 3d-models on. It's only visible if you look at it from behind.

This post has been edited by empyrock: 23 February 2011 - 01:03 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#2298

Yeah, I see this too. Could it be that the model is missing a face? Polymer apparently also renders the back ones and shows that fence as intended.
0

User is offline   Roma Loom 

  • Loomsday Device

#2299

Looks ok at my end, both sides are visible.
0

User is offline   Danukem 

  • Duke Plus Developer

#2300

View PostRoma Loom, on Feb 23 2011, 05:02 AM, said:

Looks ok at my end, both sides are visible.


Yeah it's visible in Polymer; now try Polymost.
0

User is offline   Roma Loom 

  • Loomsday Device

#2301

At certain revision, not so long ago, maybe 6 months ago I had deleted the other side of the "wire netting", since I've noticed that a single polygon works as "doublesided". So you may blame me, but it's funny how it wasn't noticed before...
0

User is offline   Danukem 

  • Duke Plus Developer

#2302

I noticed it, but because it was in the Polymer HRP, and it looked fine with Polymer, I assumed the fence required some new Polymer feature and didn't give it any more thought.

This post has been edited by DeeperThought: 23 February 2011 - 12:16 PM

0

User is offline   Mark 

#2303

Guess you should have given it some deeper thought ;)
0

#2304

View PostMarked, on Feb 23 2011, 05:48 PM, said:

Guess you should have given it some deeper thought :P

No, :/, Just no...
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2305

View PostMarked, on Feb 23 2011, 07:48 PM, said:

Guess you should have given it some deeper thought :P


You have just been marked for assassination.
0

User is offline   Micky C 

  • Honored Donor

#2306

Looks like being musically inspired isn't the only way you're talented.

edit: forgot the only :P

This post has been edited by Micky C: 26 February 2011 - 01:06 AM

0

User is offline   Parkar 

  • Honored Donor

#2307

View PostRoma Loom, on Feb 22 2011, 07:53 PM, said:

a FOV per weapon definition would just be the most perfect solution, but if it's too complex to implement, a global weapon FOV var in the console would be more that enough.



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

0

User is offline   SwissCm 

#2308

The big red font has been fixed. I forgot to make the dash tile that was added to the 1.5 font, used for some of the Episode 4 maps.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2309

View PostSwissCm, on Feb 26 2011, 12:48 PM, said:

The big red font has been fixed. I forgot to make the dash tile that was added to the 1.5 font, used for some of the Episode 4 maps.

Commit is incomplete:
Error: file 'highres/screen/fonts/redfont13/2929_8b.png' does not exist
0

User is offline   Hendricks266 

  • Weaponized Autism

  #2310

Fixed.
0

Share this topic:


  • 162 Pages +
  • « First
  • 75
  • 76
  • 77
  • 78
  • 79
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options