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#1121 |
Re: Enhancing Duke's Spritely Apearance part 3
Last edited by Piterplus; 03-05-2009 at 01:59 PM.
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#1122 |
Re: Enhancing Duke's Spritely Apearance part 3
nice work piter!
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#1123 |
Re: Enhancing Duke's Spritely Apearance part 3
Hey cool, one of the few missing Ep.2 textures!
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#1124 |
Re: Enhancing Duke's Spritely Apearance part 3
Last edited by Piterplus; 03-06-2009 at 02:56 AM.
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#1125 |
Re: Enhancing Duke's Spritely Apearance part 3
Whoa...
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#1126 |
Re: Enhancing Duke's Spritely Apearance part 3
I liked these ones, good atmosphere.
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#1128 |
Re: Enhancing Duke's Spritely Apearance part 3
Bump mapping please.
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#1129 |
Re: Enhancing Duke's Spritely Apearance part 3
EDuke32 dosen't support bump mapping.
![]() They look pretty sweet Piterplus!
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#1130 |
Re: Enhancing Duke's Spritely Apearance part 3
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#1131 |
Re: Enhancing Duke's Spritely Apearance part 3
excellent work piter, do it again please
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#1132 |
Re: Enhancing Duke's Spritely Apearance part 3
Geez, there are days when TM just pulls stuff like this off. *LOL* And boy, I love these days.
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#1133 |
Re: Enhancing Duke's Spritely Apearance part 3
I know, it was a poor joke on my end...
__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#1134 |
Re: Enhancing Duke's Spritely Apearance part 3
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#1135 |
Re: Enhancing Duke's Spritely Apearance part 3
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#1136 |
Re: Enhancing Duke's Spritely Apearance part 3
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#1137 |
Re: Enhancing Duke's Spritely Apearance part 3
Hats off for you, Piterplus.
The "underwater" tex looks almost real. |
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#1138 |
Re: Enhancing Duke's Spritely Apearance part 3
Last edited by Piterplus; 03-06-2009 at 07:59 AM.
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#1139 |
Re: Enhancing Duke's Spritely Apearance part 3
That looks more 3D to me
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#1140 |
Re: Enhancing Duke's Spritely Apearance part 3
a major improvement, piter, and good work on the sand too
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#1141 |
Re: Enhancing Duke's Spritely Apearance part 3
Thanks, alandog (and everyone), feel free (thogether with FlackenWS) to edit mine textures, or create new ones too.
If needed, I'll provide psd files (of course, like everyone, involved in project).
Last edited by Piterplus; 03-06-2009 at 12:11 PM.
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#1142 |
Re: Enhancing Duke's Spritely Apearance part 3
sounds like a goodbye, I hope you won't leave us alone
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#1143 |
Re: Enhancing Duke's Spritely Apearance part 3
No way.
I remember, TerminX once claimed to leave, because of real life.... And still he with us... (but also I'm glad he throwed away his old avatar ![]()
Last edited by Piterplus; 03-07-2009 at 04:34 AM.
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#1144 |
Re: Enhancing Duke's Spritely Apearance part 3
The new one's great. Good job, Piter!
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#1145 |
Re: Enhancing Duke's Spritely Apearance part 3
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#1146 |
Re: Enhancing Duke's Spritely Apearance part 3
Really nice! Very true to original tile! #1138 was listed under "optional textures" for ep.1 in the todo-list, although it is also a regular ep.2 texture.
Last edited by NightFright; 03-07-2009 at 07:31 AM.
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#1147 |
Re: Enhancing Duke's Spritely Apearance part 3
Last edited by Piterplus; 03-07-2009 at 08:04 AM.
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#1148 |
Re: Enhancing Duke's Spritely Apearance part 3
better, but it was good even before
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#1149 |
Re: Enhancing Duke's Spritely Apearance part 3
Here's a Mapster32 E2L4 screenshot of both revised #1137 (ceiling) and new #1138 (floor). Very nice!
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#1150 |
Re: Enhancing Duke's Spritely Apearance part 3
Here is 2921 in png and in action. I'm working on the other 2 tiles on the ship. The head will probably have to wait a while.
I've compressed the png as an 8-bit png from PS. Let me know if it looks OK in game. If not, I'll post the full color one, or use that compression tool you guys mentioned earlier.
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#1151 |
Re: Enhancing Duke's Spritely Apearance part 3
Nice done, Tea Monster.
Couple of notes: 1. Balusters on the upper part of the ship (and they are obviously ship's balusters) should be more round and have classic look (thin neck and thick bottom). 2. Of course you know it yourself, but just in case I'll remind that lower part of 2920 should be tilable to 2921. 3. Wood color of the cannon port and rest of the ship do not match (It may be part of your design, if so, don't pay attention to this note).
Last edited by Piterplus; 03-16-2009 at 10:59 AM.
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#1152 |
Re: Enhancing Duke's Spritely Apearance part 3
Whoever said he would have 1600x1200 version of current #2492 (HRP intro screen). Please, gimme.
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#1153 |
Re: Enhancing Duke's Spritely Apearance part 3
Oh, sorry. I'll get that to you today.
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#1154 |
Re: Enhancing Duke's Spritely Apearance part 3
Here is 2920 and 2921 - the pirate ship textures. I've fixed the balustrades.
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#1155 |
Re: Enhancing Duke's Spritely Apearance part 3
good work, tea! thank you!
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#1157 |
Re: Enhancing Duke's Spritely Apearance part 3
Finally! Excellent! Thanks a lot, pal!
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#1158 |
Re: Enhancing Duke's Spritely Apearance part 3
Tile 128 has been on the list for a long time. It had been re-done before so I'm assuming we were not happy with it?
Here is my attempt using a higher resolution. It is used in so many places in different levels. In many it is mis-aligned and in others it looks fine. EDIT: I noticed something happened during the save process leaving some square artifacts in the white lense parts. I corrected the problem and re-saved the tile without optimising this time. The one you see here is the corrected version.
Last edited by marked; 03-16-2009 at 09:47 PM.
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#1159 |
Re: Enhancing Duke's Spritely Apearance part 3
Haven't really been following this thread too closely... lots of talent there, Piterplus and Tea Monster.
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#1160 |
Re: Enhancing Duke's Spritely Apearance part 3
marked, I found your texture better than the existent one, no suggestion this time
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Tags |
retexturing, sprites |
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