
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2341 Posted 14 March 2011 - 04:42 PM
Secondly ive been playing this game with those upgrades and there are still a fews things that are not finished.
level - Babe Land : a fews of the pirates robots models are still in 2d ( the dog,the pirate with the leg in is hand,the slaves,the babe with guns and the 2 sword fighting pirate babes.)
level- Pigsty : the group of hanged man in the conference room.
I know that all of you are busy with the polymer and a fews other things,it's just that seeing a fews things still not finished make the game a little bit incomplete.
And it would be nice to make a better sprinkling water when you destroy a toilet or a fire hydrant.
Thank you and have a great time.
#2342 Posted 14 March 2011 - 04:54 PM

#2343 Posted 14 March 2011 - 04:56 PM

#2344 Posted 14 March 2011 - 09:59 PM
#2345 Posted 15 March 2011 - 01:11 AM
freak nukem, on Mar 15 2011, 03:29 PM, said:
You're definitely playing with the latest HRP right? Check this thread to figure out how to make sure you always have the latest stuff: http://forums.duke4....?showtopic=2251
A lot of the work recently has been to make the textures next-gen, i.e with normal and specular maps and all those things that make them look 3D and have realistic light reflections. IMO these things are more important than having a few hardly used models worked on. Also we're redoing most of the weapons to make them look more modern as well. But hopefully one day everything will be finished to a reasonable degree.
#2347 Posted 15 March 2011 - 07:31 AM
#2348 Posted 15 March 2011 - 10:52 AM
Plagman, on Mar 14 2011, 11:57 PM, said:
Well, I tried to decrease the texture quality, and that was much better, looks like even 256MB is no longer sufficient for full quality.
(I had highpal lookups activated, wasn't it supposed to improve memory usage ?)
Not using disk cache at all is even faster in initial loading. Of course, the problem is the remaining online loads, that turns the game to a halt, but that was the same thing with discache on when first encountered, so...
On point though : is the texture quality slider not a bit too harsh ? I mean, "dropping the high-res texture quality slider a notch" looks like all dimensions of textures are / 2, which leads to 4 times less memory, fine. Problem is, the quality goes from "exellent" to "semi-crap" (especially the menus

Maybe some more moderate resize would be better, or more intermediate steps, especially if more ATI users turn to use them with the lack of texture compression. Of course, that concerns 3years+ card owners like me, not 1GB owners out there, I imagine.
Edit:
I sads me to say that, but the gameplay is indeed MUCH better without disk cache, go figure.

Even the online loads are invisible. Was the GL re-compression so slow that it was in fact respnsible of most of the online freezes ?
Also, the texture aspect is a deal better using "LINEAR" filter instead of "TRILINEAR", but I would still appreciate more choices in texture quality.
Finally it turns out that ATI texture compression removal was A Good Thing , at least for me. Wow.
This post has been edited by Scrooge: 15 March 2011 - 11:31 AM
#2349 Posted 16 March 2011 - 02:41 AM

This post has been edited by Roma Loom: 16 March 2011 - 02:57 AM
#2350 Posted 16 March 2011 - 05:57 AM
updated
This post has been edited by empyrock: 16 March 2011 - 09:18 AM
#2352 Posted 16 March 2011 - 05:31 PM
Anyway, I noticed that the new RPG appeared much darker than other HUD models if you had a low ambientlight. That's because the new RPG model is _very_ big. That causes it to sway a lot less than it should when you move, as well as being out of the visibility range, which fades it into darkness. Having weapons fullbright isn't that cool so all models should be equally bright, but the RPG should be much smaller than it is right now for correct light interaction.
#2353 Posted 16 March 2011 - 06:19 PM
Roma Loom, on Mar 16 2011, 03:41 AM, said:
also polymer needs to stop making the vis/shade change when you fire a weapon
#2354 Posted 16 March 2011 - 10:08 PM
This post has been edited by empyrock: 18 March 2011 - 01:05 AM
#2355 Posted 16 March 2011 - 10:22 PM
#2356 Posted 17 March 2011 - 05:37 AM
Oh, Polymer is running again on my rig


#2357 Posted 17 March 2011 - 05:48 AM
#2358 Posted 17 March 2011 - 10:12 AM
Tea Monster, on Mar 18 2011, 02:37 AM, said:

Does that duct tape fan really work, Jesus.

#2359 Posted 17 March 2011 - 10:33 AM
The Commander, on Mar 17 2011, 10:12 AM, said:

Typing on it now


#2360 Posted 17 March 2011 - 01:05 PM
This post has been edited by 0815Jack: 17 March 2011 - 04:19 PM
#2361 Posted 17 March 2011 - 11:18 PM
Now that i finally decided to post something ill put some filler shit:
I think the new perspective or whatever of the RPG looks strange, this has been changed recently right? Maybe its not final or something... I do notice that the skin/something else looks better. The Shrinker and Expander weapons are top notch in my opinion, but it could be adjusted a bit in perspective, i say that cuz i read somewhere that we can now have different perspectives per each weapon, so i think these two could use that as well. The devastator is top notch as well, the rest i think needs replacements for the current graphics of polymer, with shotgun being a priority, could a different perspective fix it or a new model is needed? just wondering. Can't wait for the new pistol (i remember seeing screens somewhere), it looked very nice and pretty close to the original. Nice work overall! Finally the HRP is actually looking nice!
#2362 Posted 18 March 2011 - 12:30 AM
I agree something about the perspective of the RPG doesn't seem quite right, but it's hard to tell what.
I also recognize my light maphacks in the pic Hellfire posted, I forgot about those... in a few weeks I'll have time to get working on them again and hopefully pump out another level or two of lights.
#2364 Posted 19 March 2011 - 05:56 AM
Can someone help me make shot animation by "anim" definition, not single sprite = single frame as now?
This post has been edited by empyrock: 21 March 2011 - 02:49 PM
#2365 Posted 19 March 2011 - 06:26 AM
empyrock, on Mar 19 2011, 03:56 PM, said:
it's useless, it will be jerky as hell since the original engine plays reloading animation part backwards iirc. If it would be possible it would be done many years ago. I couldn't even animate the quick kick leg few days ago, and it's only 2 original sprite frames there.
This post has been edited by Roma Loom: 19 March 2011 - 06:27 AM
#2366 Posted 20 March 2011 - 11:44 AM
> Last fixes for chaingun HUD model by empyrock (glowmap, new model)
> Fix for missing Tripbomb hands
This post has been edited by NightFright: 20 March 2011 - 12:34 PM
#2367 Posted 21 March 2011 - 08:18 AM
Frame name "frame00"
This post has been edited by empyrock: 22 March 2011 - 01:06 AM
#2368 Posted 21 March 2011 - 01:45 PM
> Updated: #0049 (shotgun ammo HUD sprite/pickup)
#2369 Posted 21 March 2011 - 04:10 PM
#2370 Posted 21 March 2011 - 05:24 PM
The pistol is just about done. I've got to sort out a smoothing group error and it's ready to go. I've just been swamped with other stuff lately.