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Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2551 Posted 11 June 2011 - 09:21 AM
No one wrote anything about any new HUD weapons being WIP so far, I just know the pistol should still be in the works. However, when this will happen is totally unknown.
This post has been edited by NightFright: 11 June 2011 - 12:31 PM
#2552 Posted 11 June 2011 - 11:16 AM
I've got a commercial project out of the way and I'm continuing with the Cycloid.
This post has been edited by Tea Monster: 11 June 2011 - 11:17 AM
#2553 Posted 14 June 2011 - 12:58 AM
NightFright, on 11 June 2011 - 02:20 AM, said:
Changes:
> Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by empy, for future usage)
> Updated: #84 (new BIGORBIT skybox front by empy), 735, 2492 (by empy)
The new stuff by empy is really worth checking out, he sent me quite some interesting stuff for the menu tiles via mail, also a much better version for the front part of the #84 skybox (which shows Earth). The widescreen tiles he provided unfortunately cannot be used right now, but I stored them in a separate subdir for future reference. Anyway, his new #2492 kinda rocks.
Why do you fixed this post? It's not my works. I only made DC versions of 2492 and 2493.
NUKEMDAVE, on 08 June 2011 - 08:55 PM, said:
Where to download this? Can't find this on Whitehouse's site.
This post has been edited by empy: 14 June 2011 - 03:19 AM
#2554 Posted 14 June 2011 - 03:31 AM
empy, on 14 June 2011 - 12:58 AM, said:
Fixed again. Sorry for that, but lately many people write me, it's hard to keep track of names/nicks.
#2555 Posted 14 June 2011 - 04:21 AM
About 5 days ago, the trailer I made had 2000 views. I just checked it, and now it has almost 5000! A lot of people are becoming interested in Duke Nukem 3D and its graphical enhancements.
Edit: It's got 33 likes and no dislikes
![:dukecry:](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by Micky C: 14 June 2011 - 04:33 AM
#2556 Posted 14 June 2011 - 04:28 AM
#2557 Posted 14 June 2011 - 07:22 AM
Micky C, on 14 June 2011 - 04:21 AM, said:
About 5 days ago, the trailer I made had 2000 views. I just checked it, and now it has almost 5000! A lot of people are becoming interested in Duke Nukem 3D and its graphical enhancements.
Edit: It's got 33 likes and no dislikes
![:dukecry:](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Excellent. My shitty video has 4341 views, it's my second most viewed video (the first has 4447 views, no much difference anyway)
#2558 Posted 14 June 2011 - 01:11 PM
#2559 Posted 14 June 2011 - 01:22 PM
Tetsuo, on 14 June 2011 - 01:11 PM, said:
Yep, widescreen support is planned, we only need to wait...
This post has been edited by E.C.S: 14 June 2011 - 01:23 PM
#2560 Posted 15 June 2011 - 12:26 AM
This post has been edited by NightFright: 15 June 2011 - 12:27 AM
#2561 Posted 15 June 2011 - 04:39 PM
![Posted Image](http://i.imgur.com/V9c0B.png)
I'm using the SVN version of HRP, by the way.
This post has been edited by SHODANFreeman: 15 June 2011 - 04:50 PM
#2562 Posted 15 June 2011 - 04:53 PM
SHODANFreeman, on 15 June 2011 - 04:39 PM, said:
You have to enable the Polymer renderer if you are using the current version of the HRP. There is a checkbox for it in the eduke32 startup window. Your next report will probably be about how poorly Polymer performs on your computer, so be sure to check out the many threads on that topic if you have issues.
#2563 Posted 15 June 2011 - 04:59 PM
DeeperThought, on 15 June 2011 - 04:53 PM, said:
Oh, that's kind of weird, but thanks for the help.
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#2564 Posted 15 June 2011 - 05:19 PM
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#2565 Posted 16 June 2011 - 11:06 AM
NightFright, on 15 June 2011 - 12:26 AM, said:
That's not how the widescreen images worked in ProAsm's implementation in SWP. In that there were separate declarations for widescreen tiles. Such a patch would not be required.
E.C.S, on 15 June 2011 - 05:19 PM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
No one will know this unless it gets merged into the HRP or plastered alongside its download link. Most people won't read the thread unless they have problems, and even if they do, they'll just post it and not read anything above their own post. It's the sad truth.
This post has been edited by Hendricks266: 16 June 2011 - 11:12 AM
#2566 Posted 18 June 2011 - 02:15 PM
Hendricks266, on 16 June 2011 - 11:06 AM, said:
I am reading this thread because it contains some interesting stuff.
#2568 Posted 18 June 2011 - 04:11 PM
E.C.S, on 15 June 2011 - 05:19 PM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
It's not an issue, it's by design. This model is intended to be used with a custom FOV, which only Polymer supports. If you really want to use the HRP with Polymost, use the HRP 4. This model (as well as a lot others and most textures these days) is made for Polymer, so even if you fix up the offsets you'll still get the ugly fullbright skin that looks worse than the old versions when used without Polymer.
#2569 Posted 18 June 2011 - 11:10 PM
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/huh.gif)
Edit: he briefly mentions in the video description that he extracted some textures from the eduke32 HRP but he also claims he made spec, normal and bump mapping for them himself. Looks like he isn't using the latest HRP, which means he spent a lot of effort for nothing making those maps since the current HRP already has a lot of them.
This post has been edited by Micky C: 18 June 2011 - 11:42 PM
#2570 Posted 18 June 2011 - 11:35 PM
![:D](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
#2571 Posted 19 June 2011 - 12:03 AM
Tetsuo, on 18 June 2011 - 11:35 PM, said:
Agreed, atleast the code should've been modified aswell(The Ripper can fire SMG2 grenades).
This post has been edited by Ranger366: 19 June 2011 - 12:05 AM
#2572 Posted 19 June 2011 - 12:26 PM
Currently, however, the HRP license is still written as if 3DR owns Duke3D etc and all of the assets. I'm not sure how the Duke Source mod would fit with the licensing stuff as it stands now.
Of course, this mod looks like crap.
#2573 Posted 19 June 2011 - 12:26 PM
Micky C, on 18 June 2011 - 11:10 PM, said:
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/huh.gif)
Edit: he briefly mentions in the video description that he extracted some textures from the eduke32 HRP but he also claims he made spec, normal and bump mapping for them himself. Looks like he isn't using the latest HRP, which means he spent a lot of effort for nothing making those maps since the current HRP already has a lot of them.
^ This --> the ugliest piece of Duke-related sh*t I have ever seen. And he can't just use textures from HRP, the contents is protected by our art license and can only be used combined with duke3d.grp file (if I am not mistaken).
Quote
Whether 3DR still exists in its previous form or not should not really matter concerning this passage of the license. At least that's how it appears to me. As soon as you are using HRP stuff without making use of the original duke3d.grp file, you are crossing the line.
This post has been edited by NightFright: 19 June 2011 - 12:37 PM
#2575 Posted 19 June 2011 - 02:37 PM
#2576 Posted 19 June 2011 - 02:40 PM
#2577 Posted 19 June 2011 - 03:21 PM
#2578 Posted 19 June 2011 - 04:02 PM
#2579 Posted 19 June 2011 - 09:15 PM
![:D](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
BTW I was seeing a video of hollywood holocaust for DNF multiplayer and it looks like a clown puked on it.... I like the way the original level with the polymer HRP looks better.
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by Tetsuo: 19 June 2011 - 09:18 PM
#2580 Posted 20 June 2011 - 01:19 AM
![:D](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
This post has been edited by NightFright: 20 June 2011 - 01:20 AM