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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   Plagman 

  • Former VP of Media Operations

#2311

View PostPlagman, on Feb 19 2011, 09:18 PM, said:

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.


As of rev 1812 Polymer and highpal are hooked up to rotatesprite, so fonts, keycards etc should now work. If you feel like removing some alternate palettes from the HRP, now is the time.
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User is offline   Stabs 

#2312

cheers plagman, my new fonts are changing color in the menus now and so are quoters in game :P
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User is offline   Plagman 

  • Former VP of Media Operations

#2313

View PostParkar, on Feb 26 2011, 01:04 AM, 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.


I know Half-Life and Half-Life 2 did that to have "perfect" looking weapons, but is that the case for games with real body awareness going on? I think games like F.E.A.R., Crysis, Riddick, etc. all have their weapons rendered with the same FOV and perspective as the rest of the game world, and they're part of it. And they don't look as perfect as HL2 for this reason.

Anyway, I added support for custom HUD FOVs with revision 1814. Use the 'fov' DEF token to set it in build angle.

I also added support for tweaking the HUD DEF tokens from inside the game using the r_pr_overridehud and r_pr_hud(xadd, yadd, zadd, angadd, fov) cvars for easier editing. The logic behind these is the same as r_pr_overridespecular and r_pr_overrideparallax.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2314

View PostPlagman, on Mar 1 2011, 12:01 AM, said:

r_pr_hud(xadd, yadd, zadd, angadd, fov)

This is awesome in itself.

This post has been edited by Hendricks266: 28 February 2011 - 10:35 PM

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User is offline   Tea Monster 

  • Polymancer

#2315

Cool, thank you!
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User is offline   NightFright 

  • The Truth is in here

#2316

Polymer HRP Preview v4.2.200 (standalone) uploaded on the site.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2317

Bad idea deleted.

This post has been edited by LeoD: 05 March 2011 - 08:15 PM

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User is offline   fgsfds 

#2318

Did someone has problems with new rpg? It happens only with polymost.

This post has been edited by empyrock: 12 March 2011 - 11:42 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#2319

Yes, it's not compatible with Polymost.
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User is offline   fgsfds 

#2320

Is it means that you completely abandoned polymost or it will be fixed?
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User is offline   Plagman 

  • Former VP of Media Operations

#2321

It means that the Polymer HRP isn't compatible with Polymost, not that Polymost has been abandoned.
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User is offline   Green 

  #2322

Posted Image
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User is offline   fgsfds 

#2323

Why you don't use Millenia's chaingun model? If no one works on it already I can finish it. Is it worth?
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User is offline   Plagman 

  • Former VP of Media Operations

#2324

Yeah, definitely. I think the only thing missing is the little green heads-up display thingy. Also, Roma Loom mentioned that Parkar's hand model was intended to use with a level of meshsmooth, the base level is a little too rough around the edges.
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User is offline   fgsfds 

#2325

I think that the main texture is ready, but I can't make texture with fire flashes.
Here is a comparison:
http://screenshotcom...omparison/35295
Also there is green and orange fonts based on new 13d redfont.

This post has been edited by empyrock: 13 March 2011 - 05:50 AM

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User is offline   Micky C 

  • Honored Donor

#2326

It looks pretty good, I can't wait for it (and the other next gen hud weapons) to be put in the HRP :P
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User is offline   fgsfds 

#2327

Also I have a problem with shells box model in polymer.
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User is offline   Tea Monster 

  • Polymancer

#2328

If you can get Millenia's chaingun in, that would be great, I'm snowed under at the moment. Surely all it needs is a screen? That wouldn't take too long to do.

I was going to use Millenia's hands for the chaingun and the pistol as I thought they looked better (no offence to Parkar).

I've got a shotgun shell model that I'll get together later, but again, way too much other stuff on at the moment.

This post has been edited by Tea Monster: 13 March 2011 - 04:15 AM

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User is offline   Tea Monster 

  • Polymancer

#2329

I can do the screen and the texture bake, PM me if you are going ahead with this.

Deeper Thought wanted to gather a group of people to continue work on the Polymost HRP. You may want to contact him and see what he has in mind.

This post has been edited by Tea Monster: 13 March 2011 - 05:55 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2330

View PostTea Monster, on Mar 13 2011, 05:55 AM, said:

Deeper Thought wanted to gather a group of people to continue work on the Polymost HRP. You may want to contact him and see what he has in mind.



WTF? I never said anything like that. In fact I have been saying the opposite.
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User is offline   Tea Monster 

  • Polymancer

#2331

Sorry, I thought you did.
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User is offline   Fidchell 

#2332

Can someone help me out? I installed the HRP pack and I'm getting those white blocks. I know someone else already discussed this problem, but I really don't know what you mean by "disabling HRP." How do you do this exactly?
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User is offline   Micky C 

  • Honored Donor

#2333

For f*ck's sake: http://forums.duke4....?showtopic=3210

If you can't be bothered reading through that, download the latest eduke32: http://dukeworld.duk.../20110313-1844/
One of the eduke32 developers got so fed up with hundreds of questions like you one you just asked, so he permanently disabled the feature that causes that glitch on ATI cards. You'd barely notice any difference in game, it just helped to smooth textures a bit so its harder to see the pixels, which isn't a big deal if you're starting off with high res textures in the first place. If you desperately want that feature, buy an nVidia card.

Basically the latest eduke32 will solve your problem.
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User is offline   Scrooge 

#2334

View PostMicky C, on Mar 14 2011, 09:39 AM, said:

For f*ck's sake: http://forums.duke4....?showtopic=3210

If you can't be bothered reading through that, download the latest eduke32: http://dukeworld.duk.../20110313-1844/
One of the eduke32 developers got so fed up with hundreds of questions like you one you just asked, so he permanently disabled the feature that causes that glitch on ATI cards. You'd barely notice any difference in game, it just helped to smooth textures a bit so its harder to see the pixels, which isn't a big deal if you're starting off with high res textures in the first place. If you desperately want that feature, buy an nVidia card.

Basically the latest eduke32 will solve your problem.


Well, as for me it solved the problem so well that it is no longer able to load a std level properly, causing out of memory error.
Ex "The Birth" lvl 1. Me, not THAT happy. Oh, and BTW, you loose the on-disk texture cache too.

EDuke32 2.0.0devel r1845
Compiled Mar 14 2011 10:40:47
Using D:/Games/Duke3D/ for game data
Windows Vista (build 6.0.6002) Service Pack 2
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Using file 'autoload/duke3d_soundtrack_true_midi_sound_sc55.zip' as game data.
Using file 'autoload/maphacks.zip' as game data.
Using file 'autoload/polymer_hrp185.zip' as game data.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 35ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
Loading 'duke3d.def'
Warning: defined hightile replacement for empty tile 9000. Maybe some tilesXXX.art are not loaded?
Warning: defined hightile replacement for empty tile 9001.
Definitions file 'duke3d.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Switching kb layout from 0000040C to 00000409
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 1280x800 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
Enabling ATI R520 polygon offset workaround.
OpenGL Information:
 Version:  2.1.8545 Release
 Vendor:   ATI Technologies Inc.
 Renderer: Radeon X1900 MOBILITY
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
Enabling ATI FBO color attachment workaround.
Enabling ATI R520 polygon offset workaround.
Initializing Polymer subsystem...
PR : Initialization complete.
WARNING: slowdown in logo.anm, skipping playback
Warning: the GL driver lacks necessary functions to use caching
Load tile 2492: p0-m4-e0 highres/screen/menu/2492_version.png... 287 ms
Enabling ATI FBO color attachment workaround.
Enabling ATI R520 polygon offset workaround.
Initializing Polymer subsystem...
PR : Initialization complete.
Load tile 2492: p0-m4-e0 highres/screen/menu/2492_version.png... 380 ms
Load tile 2493: p0-m4-e0 highres/screen/menu/2493.jpg... 481 ms
Load tile 3281: p0-m4-e0 highres/screen/menu/3281.jpg... 275 ms
Load tile 2456: p0-m4-e0 highres/screen/menu/2456.jpg... 147 ms
Load tile 2499: p0-m4-e0 highres/screen/menu/2499.png... 11 ms
Load tile 1141: p4-m4-e0 highres/textures/1141.png... 19 ms
...
...
Load tile 1679: p6-m4-e3 ... 24 ms
Load tile 1679: p251-m4-e9 ... 23 ms
Failed loading skin file "highres/sprites/monsters/1680_trooper_skin_color.png": error -1
OUT OF MEMORY in daskinloader!
Uninitializing DirectDraw...

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User is offline   Helixhorned 

  • EDuke32 Developer

#2335

Plagman has said that on-disk cache is intimately tied to texture compression, so you're out of luck with Polymer it seems. Try starting the game with Polymost (untick the "Polymer" box).
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User is offline   Tea Monster 

  • Polymancer

#2336

Hey, guys, I had this problem with my graphics card, the fan died so I have to make do with my crappy on-board ATI HD2000 series graphics card. I started up Duke and there was the darndest thing, all the sprites turned up as white boxes. Do you think I should start a thread about this? :P
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User is offline   The Commander 

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

#2337

Just press space to skip the texture loading.
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User is offline   LeoD 

  • Duke4.net topic/3513

#2338

View PostTea Monster, on Mar 14 2011, 09:23 PM, said:

Hey, guys, I had this problem with my graphics card, the fan died so I have to make do with my crappy on-board ATI HD2000 series graphics card. I started up Duke and there was the darndest thing, all the sprites turned up as white boxes. Do you think I should start a thread about this? :P

Attached thumbnail(s)

  • Attached Image: TeaMonsterWarn.jpg

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User is offline   Tea Monster 

  • Polymancer

#2339

LOL, That really did happen today. I do know about the problem and I know what to do about it. I was just teasing about starting a thread. :P

It sucks as it means no Duking till the fan gets replaced (Hopefully it's just the fan). Thank F*CK I get paid before the 6th!
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User is offline   Plagman 

  • Former VP of Media Operations

#2340

View PostHelixhorned, on Mar 14 2011, 01:18 PM, said:

Plagman has said that on-disk cache is intimately tied to texture compression, so you're out of luck with Polymer it seems. Try starting the game with Polymost (untick the "Polymer" box).


Polymer should function fine without either of these, though. It just looks like he's running out of memory for other reasons; try dropping the high-res texture quality slider a notch. I also see that Polymer got initialized twice for some reason, so it looks like you switched modes or something similar. Try not doing that as it's pretty leak-prone, especially on drivers that don't garbage collect GL objects.
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