
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2371 Posted 22 March 2011 - 01:06 AM
This post has been edited by empyrock: 22 March 2011 - 03:18 PM
#2372 Posted 22 March 2011 - 02:17 AM
This post has been edited by Roma Loom: 22 March 2011 - 02:17 AM
#2373 Posted 22 March 2011 - 02:32 AM

This post has been edited by NightFright: 22 March 2011 - 02:32 AM
#2374 Posted 22 March 2011 - 05:49 AM
Roma Loom, on Mar 22 2011, 11:17 PM, said:
http://dukeworld.duke4.net/eduke32/synthes...4/ChangeLog.txt
Been there for almost a month now.
This post has been edited by The Commander: 22 March 2011 - 05:50 AM
#2375 Posted 22 March 2011 - 06:06 AM
This post has been edited by Roma Loom: 22 March 2011 - 06:08 AM
#2376 Posted 22 March 2011 - 08:59 AM
Roma Loom, on Mar 22 2011, 11:06 AM, said:
"Now that we have"

By the way, perhaps there could be a way to contact the maker of this Duke3D Shotgun?
http://www.gamebanana.com/skins/19675
If proper permission is acquired, I can easily convert this into a workable model without hands for you guys to experiment with. Just name the format you want it in, and I'll do it.
This post has been edited by StrikerMan780: 22 March 2011 - 09:21 AM
#2377 Posted 22 March 2011 - 09:38 AM
#2378 Posted 22 March 2011 - 12:22 PM
> Fixes for shotgun ammo and multiswitch by empyrock
> Renames for 249_s, 250_d/s, 746_n/s (letters had been written in capitals)
#2379 Posted 23 March 2011 - 08:03 AM
This post has been edited by empyrock: 23 March 2011 - 08:32 AM
#2381 Posted 23 March 2011 - 11:46 AM

This post has been edited by NightFright: 23 March 2011 - 11:46 AM
#2382 Posted 23 March 2011 - 12:00 PM
#2383 Posted 23 March 2011 - 12:04 PM
#2384 Posted 23 March 2011 - 03:36 PM
And a question. Why you don't delete textures, that was polymerised and isn't used anymore? For example 0396.png. Instead of it 0396_d.png is used, and 0396 just takes space.
Also, Hendricks266, you can use new orange font (based on new 13d font) in your vacation hrp if you want.
This post has been edited by empyrock: 23 March 2011 - 03:44 PM
#2386 Posted 23 March 2011 - 04:23 PM
Mr.Flibble, on Mar 24 2011, 12:39 AM, said:
There is a general inconsistency in polymerising textures because AFAIK no official policy exists.
Usually xxxx.png/jpg is polymerized by creating xxxx_d.png, xxxx_n.png, xxxx_s.png. Sometimes the old file gets deleted.
But there are quite some cases where xxxx.png gets overwritten by files that should have been named xxxx_d.png.
Sometimes the original stays in place and only xxxx_n.png and xxxx_s.png are added.
There are more cases of orphaned files in the repo, btw.
I think that quite some polymerized versions do not look as good or as close to the ART as their polymost predecessors. Therefore it wouldn't be bad to keep the latter for later comparison and as incentives for improvements. (But since it's the PolyMER repo...)
#2387 Posted 23 March 2011 - 04:49 PM
LeoD, on Mar 23 2011, 05:23 PM, said:
Are you saying that from comparing the _d and the old texture in an image viewer or looking at the Polymer texture in game with lighting applied? The point of diffuse maps is that they look ugly without lighting, since they don't have lighting baked in them like Polymost textures do.
#2388 Posted 23 March 2011 - 06:29 PM
Plagman, on Mar 24 2011, 01:49 AM, said:
That's not neccessary (anymore). My unofficial Polmost HRP update would be a good start. Especially since the DEFs are created for easy side by side comparison with their Polymer counterparts. Besides the renaming IIRC about 35MB would have to be re-added.
Plagman, on Mar 24 2011, 01:49 AM, said:
I'm aware of that. Of course things get worse once specular and/or normal mapping are turned off for performance reasons. I have attached a few example screenshots, not to call the polymer textures bad work, but to show that I'm not talking complete nonsense.
#2389 Posted 23 March 2011 - 10:52 PM
empyrock, on Mar 23 2011, 06:36 PM, said:
I don't think your 8-bit tiles work with the Duke 3D palette.
SwissCM himself suggested an orange version of his font at some point as well, although I don't know if he was referring to yours or one of his own creation.
#2390 Posted 24 March 2011 - 12:47 AM
Maybe keeping builds/SVNs for Polymost and Polymer HRP separated would not have been bad after all. While it seemed to be a good idea to have a unified SVN for everything, it turned out to be confusing, especially with many people committing revisions. The script stuff seemed promising, but apparently the new naming convention for files did not reach everyone back then. To me, it would seem sensible if nothing were deleted now until the material has been saved for Polymost-only HRP builds. Then, cleanup of Polymer repository might commence.
Ah, and everything I had deleted back then was re-added again right afterwards, so nothing was actually lost (at least not in cases where the diffuse map file was named differently compared to the Polymer version). I admit I still made some mistakes in the beginning since I did not get the difference between common Polymost textures and diff maps, but well, errors are human.

This post has been edited by NightFright: 24 March 2011 - 03:12 AM
#2392 Posted 24 March 2011 - 03:32 AM
#2393 Posted 24 March 2011 - 09:03 AM
#2394 Posted 24 March 2011 - 09:08 AM
LeoD, on Mar 23 2011, 07:29 PM, said:
Looking at the textures from your examples, the "polymer" versions look overall a lot closer to the original tiles wrt shape and object placement. However, you're right that examples #2 and #3 do look inferior on these shots; that's because there's no light in the vicinity. Eventually all level lighting will come from actual lights and not old sector shading, so this kind of thing won't happen in the future; stuff will either not be in view or lit as intended. I don't see the issue with #1, it looks pretty good to me, other than the big blue light that showed up out of nowhere.
#2395 Posted 24 March 2011 - 01:31 PM
Plagman, on Mar 25 2011, 03:38 AM, said:
Do you mean with maphacks like the ones I've been working on or is there going to be some kind of alternate solution? Like light textures actually emit light or something? Because if maphacks are going to be the ultimate light solution for the original levels, a lot of them from episodes 1 and 4 are going to have to be modified as they seem to have been designed as a supplement rather than a replacement.
#2396 Posted 24 March 2011 - 01:47 PM
#2397 Posted 27 March 2011 - 03:32 AM
#2398 Posted 27 March 2011 - 01:56 PM
empyrock, on Mar 27 2011, 06:32 AM, said:
Shadow Warrior High Resolution Pack thread
I decided to incorporate all the add-ons into the mainline HRP for SW because 1) there are not any major differences between them like CONs, and 2) the disjointed structure of the add-on HRPs for Duke make setup unfortunately complicated.
Deadly Kiss has not yet been publicly released. A group of 4 people, including myself, are working on polishing it up while waiting for the final OK to release it.
#2399 Posted 28 March 2011 - 04:27 AM
And about calendar. 3d realms site says that the game "set sometime in the early 21st century", so it can't be 3007's year. It is difficult to see something on the original sprite but it looks like October 2007.
This post has been edited by empyrock: 28 March 2011 - 04:56 AM