02-13-2007, 05:38 PM | #2 |
Re: Enhancing Duke's Spritely Apearance part 3
Woohoo! First reply!
1007 In game: Enjoy!
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[\\\]=>My automotive art & design gallery on DeviantArt<=[///] "There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
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02-13-2007, 05:58 PM | #3 |
Re: Enhancing Duke's Spritely Apearance part 3
Looks great!!
Can't wait for the next HRP with all this good stuff inside. |
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02-13-2007, 05:58 PM | #4 |
Re: Enhancing Duke's Spritely Apearance part 3
Oh yes! Good one!
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02-13-2007, 06:12 PM | #5 |
Re: Enhancing Duke's Spritely Apearance part 3
Cool! I didn't even include this on my Ep1 todo list because I didn't see it still was lowres! Well done.
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02-13-2007, 06:14 PM | #6 |
Re: Enhancing Duke's Spritely Apearance part 3
What's the revised 'to do' list then. How much stuff have we got left?
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02-13-2007, 10:32 PM | #7 |
Re: Enhancing Duke's Spritely Apearance part 3
Dingbat, would you be so kind as to post a picture of the original teleportation sprite frames, for our reference?
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02-14-2007, 01:57 AM | #8 |
Re: Enhancing Duke's Spritely Apearance part 3
Good Start!
Nice Work, gt1750! You could make in the same style and "MOTEL", "CINEMA", " HOTEL (0777, 0778) ". Still it is necessary to alter "ARCADE". p.s. It was my first work for Duke which I wished to make. But has not made.
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02-14-2007, 09:08 AM | #9 |
Re: Enhancing Duke's Spritely Apearance part 3
I won't tell you what to do. Here's just the list.
Code:
================================= DUKE3D HRP EPISODE 1 TO-DO-LIST ------------------------------- February 14, 2007 ================================= Models/Props ------------ 551 (DOMELITE) - work in progress (Tea Monster) 991 (shower) - work in progress (Roma Loom) Characters (babes, monsters) ---------------------------- 679 (Battlelord Holoimage) - work in progress (Tea Monster) 1317-1320 (FEM2/bar dancer) 1325-1330 (FEM4/cave dancer) HUD --- 2576/2577 (TIP) [2581 (SCUBAMASK)] - highres skin available; model needed Textures -------- 1298-1305 (FEMPIC3) - work in progress (Yatta) Effects ------- 634-637 (BOLT1) 1255-1259 (CEILING STEAM) 1360-1379 (Octabrain fire) - work in progress (Yatta -> needs help with animation) 1656-1659 (SHRINKEREXPLOSION) 2271 (FIRE) 2300 (OOZ) 2309 (OOZ2) 2311 (FIRE2) Ep.1 Cutscene ------------- 3260-3268 (VICTORY1) ==================== Optional (E1L7/E1L8) ==================== Optional Characters ------------------- 490 (Emperor Holoimage) - work in progress (Tea Monster) Optional Textures ----------------- 330 1100 1138 1151 1152 3330 (Female Holoframe) 3430-3437 (Developer Heads) 3440/3442-3448 (Developer Portraits) |
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02-14-2007, 11:25 AM | #10 |
Re: Enhancing Duke's Spritely Apearance part 3
Cool stuff. The Emperor Holo Image was released this morning.
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02-14-2007, 03:37 PM | #11 |
Re: Enhancing Duke's Spritely Apearance part 3
Yeah. The most important undone part on this list probably is #1317, the bar dancer. This one really sticks out in E1L2 now.
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02-14-2007, 05:38 PM | #12 |
Re: Enhancing Duke's Spritely Apearance part 3
The original were sprites, right? They turned towards you and so you never see their faces. Can we not just use the breast-flashing strippers already made to model the other bar dancers. The only real difference is that the (currently 'sprited') dancers have black/blonde) hair. Can I suggest we have one with jet black hair and one with blonde hair as the sprites make it difficult for us to work out how the hair should be. Might add a bit of variety as well.
Last edited by sb742; 02-14-2007 at 05:43 PM.
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02-14-2007, 06:09 PM | #13 |
Re: Enhancing Duke's Spritely Apearance part 3
This was the idea behind Parkar's 'Babe SDK'.
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02-14-2007, 06:17 PM | #14 |
Re: Enhancing Duke's Spritely Apearance part 3
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02-14-2007, 06:51 PM | #15 |
Re: Enhancing Duke's Spritely Apearance part 3
also, the 2nd stripper has a pole and a different outfit. because of the babe sdk, the amount of work is less, but not completely trivial. it would require a new UV map, or at least an altered one, and some changes to the mesh, not so little ones at that. the animations are also very different.
is it possible to add a flashing animation since the game didn't have one? I am not exactly sure how that particular sprite reacted to the "use" button.
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02-14-2007, 07:23 PM | #16 |
Re: Enhancing Duke's Spritely Apearance part 3
As long as the game/con files have some sort of reaction to the use command, you should be able to do an animation for it.
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02-14-2007, 07:57 PM | #17 |
Re: Enhancing Duke's Spritely Apearance part 3
The sprite didn't do anything, but Duke would do the handing money animation and one liner like with the prostitute or the other stripper.
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02-14-2007, 08:02 PM | #18 |
Re: Enhancing Duke's Spritely Apearance part 3
So there was basically no interactive animation with this stripper. It's just the cycled dancing animation.
Sorry if I'm just saying what we already know |
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02-14-2007, 08:10 PM | #19 | |
Re: Enhancing Duke's Spritely Apearance part 3
Quote:
I think the problem might be tiles, there is another set of tiles referenced when you "use" the stripper facing you, but there isn't one for the others.
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02-14-2007, 08:27 PM | #20 |
Re: Enhancing Duke's Spritely Apearance part 3
You could theoretically just extend the animation. Instead of 3 frames you use 20 or so and put in the extra actions. It would play all the time though. The flash would probably look silly on stage, but you could get a lot sexier dance out of it that way.
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02-15-2007, 05:56 AM | #21 |
Re: Enhancing Duke's Spritely Apearance part 3
Well all that babe basically has to do is shake her ass! That's not asked too much, don't ya think?
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02-15-2007, 09:36 AM | #22 |
Re: Enhancing Duke's Spritely Apearance part 3
Not too much, but you could get her sliding up and down the pole as well. You could kinda get carried away. But then nobody would pay any attention to the monsters!
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02-15-2007, 12:07 PM | #23 |
Re: Enhancing Duke's Spritely Apearance part 3
No...why...it's dead. Besides it's supposed to be modelled? I have all the latest files and what i see in game looks like shit. and you can get the originals out of editart.
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02-15-2007, 04:56 PM | #24 |
Update Textures
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02-15-2007, 05:47 PM | #25 |
Re: Enhancing Duke's Spritely Apearance part 3
Will you update these for Nuclear Winter HRP too, please?
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02-15-2007, 06:08 PM | #26 |
Red Neon Signboards
To gt1750: If you do not have time, you can give me the original 1007 in PSD. And on the basis of it I shall make all other red neon signboards. Thus, they will be all in one style.
Send yours to 1007 me on mail: [email protected]
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Last edited by Alexander Filippov; 02-17-2007 at 04:38 PM.
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02-17-2007, 04:37 PM | #27 |
Re: Enhancing Duke's Spritely Apearance part 3
gt1750, i regret, but red neon signboards, you will make better me. They at me badly turn out. Your creation will understand only you.
It is silly - I ask to send me the following your work. But I so also have not made anything. I shall make tiles which will turn out so it is more correct! Success to you with neon tiles! I shall be better to move ahead further...
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02-17-2007, 04:52 PM | #28 |
Re: Enhancing Duke's Spritely Apearance part 3
It looks like the only neon stuff to do is the Motel, Alley Cat Lounge and XXX-Stacy signs... I might do that when I have time (probably in a week or so)
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[\\\]=>My automotive art & design gallery on DeviantArt<=[///] "There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
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02-18-2007, 08:01 AM | #29 |
Re: Enhancing Duke's Spritely Apearance part 3
Here comes tile 602 (solar panel). Also posted all my current work (as .blend files) in Duke Nukem 3D Modelling Project part 3
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02-27-2007, 06:53 PM | #30 |
Re: Enhancing Duke's Spritely Apearance part 3
Regarding #1298... no comment (only that Yatta did this):
http://aycu27.webshots.com/image/109...4486108_rs.jpg If anyone of you thinks he can improve this or make a new one from scratch, go right ahead. I can give you the images if necessary. |
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02-27-2007, 07:52 PM | #31 |
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Re: Enhancing Duke's Spritely Apearance part 3
If I remember well, Rellik66 (or however it's spelled) did all screen babes with Poser... what about this one ?
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02-28-2007, 06:32 AM | #32 |
Re: Enhancing Duke's Spritely Apearance part 3
Very well. Just see to it the styles look similar.
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02-28-2007, 09:13 AM | #33 |
Re: Enhancing Duke's Spritely Apearance part 3
If you haven't got poser, there is always 'Make Human'.
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02-28-2007, 11:56 AM | #34 |
Re: Enhancing Duke's Spritely Apearance part 3
Not an good idea,
this is an screen of an woman's face up close, the model has to be extremely well done for it to look not weird. |
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02-28-2007, 12:20 PM | #35 |
Re: Enhancing Duke's Spritely Apearance part 3
Yeah, I did most of the fem posters with Poser, but I don't have access to poser anymore.
That one would have been really complicated for me considering the complicated expressions, movement and what not. I don't think there was a "orgasmic expression" anywhere in the morphs . |
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02-28-2007, 01:23 PM | #36 |
Re: Enhancing Duke's Spritely Apearance part 3
Well, if you used MakeHuman, you could do it with a high detail mesh, focus on the face entirely, as nothing else is seen in the original. Add a hair background. Once again, this isn't real time so the poly count can be as high as you want/need. you also don't need UVs or anything like that. If you don't want to spend the time rendering it, my new machine is pretty much built for rendering CGI. I have only used it for games and setting up linux since I got it last week, but I did some test renders of scenes and they are done almost 3 times as fast as before. An idea of how fast: 300,000+ faces in 17~30 seconds at 640*480 with raytracing and particles. Before it took a minute per frame.
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02-28-2007, 05:41 PM | #37 |
Re: Enhancing Duke's Spritely Apearance part 3
The Octabrain mindblast (1360-1379) is done!
Download it here! Sample frame (1373): Enjoy EDIT: Just realized I didn't choose the best looking one. Please comment after you've tried it in game. Don't be surprised you get a laggy/choppy animation the first few times when Octabrain fires at you - it's smoother when all of the frames are cached.
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[\\\]=>My automotive art & design gallery on DeviantArt<=[///] "There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta
Last edited by gt1750; 02-28-2007 at 05:47 PM.
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02-28-2007, 05:45 PM | #38 |
Re: Enhancing Duke's Spritely Apearance part 3
This image is cut on the buttom... it's not like that in the actual final Animation is it..? (is it an animation..? i'm guessing yes)
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02-28-2007, 05:50 PM | #39 |
Re: Enhancing Duke's Spritely Apearance part 3
Of course it's animated, just download the zip file with all frames and def.
You won't notice that stupid bottom cut-off in the game.
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[\\\]=>My automotive art & design gallery on DeviantArt<=[///] "There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
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02-28-2007, 06:23 PM | #40 |
Re: Enhancing Duke's Spritely Apearance part 3
Very good job on the mental blast, gt. Very close to original. Looks good as texture as seen on E1L5, too.
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retexturing, sprites |
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