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

#2341

Hi im new,first of i want to say congratz for making duke nukem 3d better with the HRP and the POLYMER.
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.
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User is offline   E.C.S 

#2342

First, Welcome to this place, enjoy the stay ;) . Second, The HRP is in constants updates, so, there are things still in 2-D, but don't worry, just you need to wait.
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#2343

Welcome to the forums. You might want to know that it's not "all of us" that are working on the polymer. It's more like one or 2 people that works on one project. Then we all do different things. That's why things are taking so long ;)
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#2344

Thank you,and i just wanna say that it's been at least almost one year since i checked for new things with the hrp,i though that by that time at least somebody could have done some of the others models.the hrp need seriously an update.
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User is offline   Micky C 

  • Honored Donor

#2345

View Postfreak nukem, on Mar 15 2011, 03:29 PM, said:

Thank you,and i just wanna say that it's been at least almost one year since i checked for new things with the hrp,i though that by that time at least somebody could have done some of the others models.the hrp need seriously an update.


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.
0

User is offline   Tea Monster 

  • Polymancer

#2346

Thanks for the comments, it's much appreciated.
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#2347

oh ok,i was wonderin what the hell were you workin on right now,thank for the informations.
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User is offline   Scrooge 

#2348

View PostPlagman, on Mar 14 2011, 11:57 PM, said:

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.


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

0

User is offline   Roma Loom 

  • Loomsday Device

#2349

Would it be possible or impossible to attach a hardcoded light src to the hud to lit the hand and the barrel when muzzle flash is active:

Posted Image

This post has been edited by Roma Loom: 16 March 2011 - 02:57 AM

0

User is offline   fgsfds 

#2350

I think the chaingun model is ready to use.
updated

This post has been edited by empyrock: 16 March 2011 - 09:18 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #2351

Someone should make some chaingun muzzleflashes.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2352

Yes, though I still committed it in the meantime. We also use to need the same hand model on everything. The RPG hand looks better, but maybe a little too much smoothed right now.

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.
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User is offline   Stabs 

#2353

 Roma Loom, on Mar 16 2011, 03:41 AM, said:

Would it be possible or impossible to attach a hardcoded light src to the hud to lit the hand and the barrel when muzzle flash is active:

Posted Image


also polymer needs to stop making the vis/shade change when you fire a weapon
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User is offline   fgsfds 

#2354

Updated chaingun with smoothed hand from new rpg. And psd just in case.

This post has been edited by empyrock: 18 March 2011 - 01:05 AM

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User is offline   Roma Loom 

  • Loomsday Device

#2355

Nice, I'll upload it later, one channel of the normalmap should be inverted and there is small glitch with few polygons on the top of the gun and I have to go to the office now (
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User is offline   Tea Monster 

  • Polymancer

#2356

So who did this new RPG and when did it turn up? Is it actually a new model?

Oh, Polymer is running again on my rig ;)

Attached Image: amdfan.jpg
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User is offline   Roma Loom 

  • Loomsday Device

#2357

The RPG is old, I've just created a draft texture to make it polymer ready and got rid off the hand texture in it since it uses a separate hand model that Parkar had provided.
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User is offline   The Commander 

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

#2358

 Tea Monster, on Mar 18 2011, 02:37 AM, said:

Oh, Polymer is running again on my rig ;)

Does that duct tape fan really work, Jesus. ;)
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User is offline   Tea Monster 

  • Polymancer

#2359

 The Commander, on Mar 17 2011, 10:12 AM, said:

Does that duct tape fan really work, Jesus. ;)

Typing on it now ;) I was feeling sad as I couldn't find any 'real' duct tape here in England to make a 'proper' redneck repair. I had to settle for electrical tape ;) But it does work, and its a lot quieter!
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User is online   0815Jack 

#2360

in the current svn 218 the skin for the hand holding the tripbomb is missing.... => 2563_tripkeyhand_10.png

This post has been edited by 0815Jack: 17 March 2011 - 04:19 PM

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User is offline   HellFire 

#2361

Man, that new Chaingun model looks awesome, it only needs a new muzzle flash and its perfect! Actually not perfect yet, notice when running/walking, i mean when the weapon is "bouncing" you can notice that the model isnt aligned properly or something, my english is shit so i will post a screen instead.
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!

Attached thumbnail(s)

  • Attached Image: duke0001.jpg

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User is offline   Micky C 

  • Honored Donor

#2362

The new chaingun looks a bit too black, but otherwise I love it, and I'm sure I'll get used to the blackness in no time.

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.
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User is offline   fgsfds 

#2363

fixed
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User is offline   fgsfds 

#2364

Is shotgun animation better now, what do you think?
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

0

User is offline   Roma Loom 

  • Loomsday Device

#2365

View Postempyrock, on Mar 19 2011, 03:56 PM, said:

Can someone help me make shot animation by "anim" definition, not single sprite = single frame as now?

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

0

User is offline   NightFright 

  • The Truth is in here

#2366

Build #222 committed. Changes:

> 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

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User is offline   fgsfds 

#2367

Fixed shotgun ammo box (works with polymer), new texture and hud icon.
Frame name "frame00"

This post has been edited by empyrock: 22 March 2011 - 01:06 AM

0

User is offline   NightFright 

  • The Truth is in here

#2368

Build #223 committed. Changes:

> Updated: #0049 (shotgun ammo HUD sprite/pickup)
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2369

Nitpickery : 0249_D.png and 0250_D.png should be all lower case.
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User is offline   Tea Monster 

  • Polymancer

#2370

Nice work there empyrock.

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.
0

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