07-25-2007, 04:38 AM | #241 |
Re: Enhancing Duke's Spritely Apearance part 3
Stupidity is a matter of perspective, I'd say. However since Hendricks266 simply didn't know or remember what the N64 Emperor looked like, he's not to blame anyway. So just forget about it.
Last edited by NightFright; 07-25-2007 at 04:49 AM.
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07-25-2007, 12:12 PM | #242 |
Re: Enhancing Duke's Spritely Apearance part 3
Well i wouldn't think of forgetting it without an apology to him first.
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07-25-2007, 02:06 PM | #243 |
Re: Enhancing Duke's Spritely Apearance part 3
Sorry if my sarcastic post offended you, Hendricks266. I was merely trying to point out that the Emperor Tea Monster modelled was already top-notch and didn't need any revision of any kind at the moment.
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07-25-2007, 02:19 PM | #244 |
Re: Enhancing Duke's Spritely Apearance part 3
It's okay with you Plagman, you didn't take the sarcasm to UBER offending levels like someone here.
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07-25-2007, 05:20 PM | #245 |
Re: Enhancing Duke's Spritely Apearance part 3
No guys, it's all mellow.
@Plagman: To clarify, I was not suggesting that the N64 Emperor replace the excellent one we already have; I was just saying that if someone got the explosion, they might as well get the CE too. But that's illegal anyway. @NightFright & DavoX: Chill dudes. (I'm pretty sure that you're both male.) There is no use bickering over the amount of sarcasm someone used in a remark about someone showing someone else up for an unbacked comment. Besides, we couldn't rip anything from DN64 legally anyway. About the DukeDC HRP… let's just say that I'll take a look but I'm not guaranteeing anything. Would a mod please split out the posts about the N64 Emperor (including this one) to a locked “Bullshit N64 models thread”? |
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07-28-2007, 12:46 PM | #246 |
Re: Enhancing Duke's Spritely Apearance part 3
i have a question. to make the water in duke3d transperant, would it be possible to go into the HRP, find the water textures and switch the opacity to 50% or 40% or something
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07-28-2007, 02:15 PM | #247 |
Re: Enhancing Duke's Spritely Apearance part 3
If that would have worked it would have been done a long long time ago.
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07-28-2007, 02:26 PM | #248 |
Re: Enhancing Duke's Spritely Apearance part 3
To explain it more technically, it's not as easy as that because everything below the water surface is a separate part of the map. Diving underwater basically means being kinda teleported to a sector which has been marked as the "submerged zone" or something like that.
Making the water transluscent means you would be able to see those separate underwater sectors although they are not really below the water surface but somewhere completely else (you can see that when using the automap). This works in Shadow Warrior (well, sortof), but the build engine used there was modified to make that feature possible. I guess it could be done with modified engine code, but the concerned maps probably needed to be patched, too. That's why I doubt it's possible, not necessarily meaning technically but rather regarding restrictions by 3DR. An interesting question however might be what would happen if someone wrote a patch that modified the maps for water transparency which users had to apply manually.
Last edited by NightFright; 07-28-2007 at 02:48 PM.
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07-28-2007, 02:51 PM | #249 |
Re: Enhancing Duke's Spritely Apearance part 3
If translucent water ever gets done properly, i doubt it can be applied to the game maps, it will be just useful for usermade maps.
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07-28-2007, 03:08 PM | #250 |
Re: Enhancing Duke's Spritely Apearance part 3
Translucent water qualifies as room-over-room, and as such has already been discussed.
simple answer, it's much more complicated than you think it would be to implement.
Last edited by Rellik66; 07-28-2007 at 03:11 PM.
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07-28-2007, 03:59 PM | #251 |
Re: Enhancing Duke's Spritely Apearance part 3
Like anything new for eduke32.
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09-04-2007, 04:00 PM | #252 |
Re: Enhancing Duke's Spritely Apearance part 3
Continuing the series...
#0402 [EDIT] revised.
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Last edited by Roma Loom; 09-06-2007 at 05:04 AM.
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09-04-2007, 04:29 PM | #253 |
Re: Enhancing Duke's Spritely Apearance part 3
Hehehe... with some fantasy, that texture does look a little... errr, how should I put it... filthy? *LOL* But nevermind, it's great.
Note however that the aspect ratio is not 100% correct. It's 260x512 instead of 256x512. But I guess I can correct that by myself without any quality loss. |
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09-04-2007, 06:29 PM | #254 |
Re: Enhancing Duke's Spritely Apearance part 3
I like the textures Roma. Its very painterly. What techniques/tools does she use?
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09-05-2007, 01:12 AM | #255 | ||
Re: Enhancing Duke's Spritely Apearance part 3
Quote:
Quote:
I have to admit it looks "painted" - but I hope applying any metallic detail-texture will make it more photorealistic.
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09-05-2007, 02:40 AM | #256 |
Re: Enhancing Duke's Spritely Apearance part 3
Remembering how photo-realistic was (is) your model's skins I'm sure Roma you can teach her couple of effects/tricks to make those textures more "alive".
They are nice , and your wife undoubtely have painting skills, but problem is that they are imitate original textures, instead of imitating some (imaginary) real-life objects (with real shadows, lightsources, bumps etc).
Last edited by Piterplus; 09-05-2007 at 02:50 AM.
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09-05-2007, 02:43 AM | #257 |
Re: Enhancing Duke's Spritely Apearance part 3
will do
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09-05-2007, 03:28 AM | #258 |
Re: Enhancing Duke's Spritely Apearance part 3
Lets apply some rust:
texture 402 { pal 0 { file "highres/textures/0402.png" } detail { file "highres/detail/rust.png" xscale 0.3 yscale 0.15 } } texture 403 { pal 0 { file "highres/textures/0403.png" } detail { file "highres/detail/rust.png" xscale 0.15 yscale 0.15 } } texture 406 { pal 0 { file "highres/textures/0406.png" } detail { file "highres/detail/rust.png" xscale 0.15 yscale 0.15 } } |
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09-05-2007, 11:45 AM | #259 |
Re: Enhancing Duke's Spritely Apearance part 3
I have already chosen "alien_rust_0" for those textures in the defs.
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09-06-2007, 04:14 AM | #260 |
Re: Enhancing Duke's Spritely Apearance part 3
I tried "alien_rust_0" also and found that just "rust" is looks better. Not big difference, anyway, use "alien_rust_0" if you like it.
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09-06-2007, 05:07 AM | #261 |
Re: Enhancing Duke's Spritely Apearance part 3
The texture has been revised, look in the previous post.
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09-06-2007, 07:23 AM | #262 |
Re: Enhancing Duke's Spritely Apearance part 3
Hehe... good. Even if it's still 260x512.
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09-08-2007, 05:35 PM | #263 |
Re: Enhancing Duke's Spritely Apearance part 3
The last from the series and revised old ones she made:
#1144 #402 #403 #405 #406
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09-09-2007, 03:08 AM | #264 |
Re: Enhancing Duke's Spritely Apearance part 3
Superb work, Alpha 1! Target destroyed!
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10-02-2007, 06:06 AM | #265 |
Re: Enhancing Duke's Spritely Apearance part 3
Who the author Duke's model?
It is time to make these tiles: http://cubed.dk/nobody/dnstuff/dn2do...ow=256&id=4125 http://cubed.dk/nobody/dnstuff/dn2do...ow=256&id=4126 Who can make poses of Duke's model for tiles? Can give then to me them in a format *max. I shall complete the rest.
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10-02-2007, 06:40 AM | #266 |
Re: Enhancing Duke's Spritely Apearance part 3
I think Parkar did the Duke model. However I dunno if he's available right now. At least he's not to be found in ICQ.
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10-02-2007, 09:10 AM | #267 |
Re: Enhancing Duke's Spritely Apearance part 3
You could pose the Duke model from the game that Parkar did. Thinking about it, the one he's using for his avatar would be perfect for this kind of thing.
I looked around on my hard drive and found a model that Hellbound did ages ago. I think he did it in 'Make Human' or 'Poser', I'm not sure. Its WAY too high-poly for the game model, but it might work for 'screen work'. And I bet it might be useable for making normal maps for the game player model when it gets supported.
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10-03-2007, 09:26 AM | #268 |
Re: Enhancing Duke's Spritely Apearance part 3
Unfortunatly I don't have any internet access at home yet (Moved two weeks ago). I know I have sent the duke max model to a few people in the past so someone should have him. If not you'll just have to wait until I can get online at home or bother to bring him to an online PC somewhere.
For renders the model in my avatar would be great but there is a reason why some body parts are not in frame . |
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10-03-2007, 01:25 PM | #269 |
Re: Enhancing Duke's Spritely Apearance part 3
I've done a quick anim test with the model that Hellbound supplied. I've tweaked a few of the textures and added some lights and I've posed him.
There are a lot of problems that it would take too long to fix (lips, glasses, skin resolution etc.). I'm providing this as a basis for further photoshop work. If you need higher res images, PM me and I'll email them to you. Hope this helps.
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10-03-2007, 02:56 PM | #270 |
Re: Enhancing Duke's Spritely Apearance part 3
Poses good... But Duke it is not pleasant. Sorry...
I wish to make beautiful tiles and that on them Duke was qualitative...
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10-03-2007, 03:20 PM | #271 |
Re: Enhancing Duke's Spritely Apearance part 3
I want here so... It is a pity, it is impossible further... The Duke's model does not have skeleton...
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10-03-2007, 03:27 PM | #272 |
Re: Enhancing Duke's Spritely Apearance part 3
If its only two poses, just highlight the vertices and rotate them to where you want.
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10-03-2007, 07:29 PM | #273 |
Re: Enhancing Duke's Spritely Apearance part 3
I'm not sure if this will help anybody, but here is a .psd of the 8-Bit tiles for VICTORY1 (episode 1 ending) with all of the different frames as layers, positioned correctly, and with the correct palette. I hope that this will expedite the work on these tiles, as I believe Parkar used the same type of thing with the end-of-level screens.
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10-20-2007, 08:49 PM | #274 |
Re: Enhancing Duke's Spritely Apearance part 3
I think that the LA sky box in the new HRP is not as good as the one in the HRP XTR. To explain, the HRP XTR LA skybox is more colorful then the one in the new HRP. So anyway, i'm suggesting that we bring back the old LA skybox from the HRP XTR and put it in the next HRP update pack. Oh, and i noticed that in the new HRP, the LA skybox has these red lights in top of most of the buildings. Even though it's not that difficult, i put those red lights on top of the buildings of the LA skybox from the HRP XTR. There attached to my post.
http://www.uploading.com/files/CWO6O...kybox.zip.html P.S. Why is the new version and the old version of the "Innocent" sighn and the "Guilty" sighn in the new HRP? |
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10-20-2007, 09:11 PM | #275 |
Re: Enhancing Duke's Spritely Apearance part 3
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10-21-2007, 12:02 AM | #276 |
Re: Enhancing Duke's Spritely Apearance part 3
For the duke on the tv. It should look like a bobbing camera tracking dukes movement. A blurry dark cityscape background, and a little noise to the video should make it look better. Even a recording symbol would fix it up better.
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10-21-2007, 08:18 AM | #277 |
Re: Enhancing Duke's Spritely Apearance part 3
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10-22-2007, 02:57 AM | #278 |
Duke model with sceleton
We have to wait for Duke model with sceleton to make these two textures(4125, 4126). I'll be thankful for all the people who has it and can give it to me.
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10-25-2007, 12:48 PM | #279 |
Re: Enhancing Duke's Spritely Apearance part 3
Seems like I am the only one who has the max file with Duke rigged. It's in max 8 format so you'll need max 8 or 9 to open it. I'll upload it somewhere and post a link.
Edit: http://bart.sm.luth.se/~parkar-1/Duke_basepose.zip
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Last edited by Parkar; 10-25-2007 at 12:54 PM.
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10-25-2007, 05:09 PM | #280 |
Re: Enhancing Duke's Spritely Apearance part 3
Thanks, Parkar!
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