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#1161 | |
Re: Enhancing Duke's Spritely Apearance part 3
Quote:
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#1162 |
Re: Enhancing Duke's Spritely Apearance part 3
Eh? I haven't really gone anywhere... was supposed to move cross country a year ago (and was gone from these forums for a month around that time) but it's taken longer to pan out than expected.
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#1163 |
Re: Enhancing Duke's Spritely Apearance part 3
Thank you!
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#1164 |
Re: Enhancing Duke's Spritely Apearance part 3
Usurper: Here is the tile 128 original and with a brushed metal finish. Either one looks great to me in the game. We can let Nightfright decide which if any to use if no one has any objections.
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#1165 |
Re: Enhancing Duke's Spritely Apearance part 3
I think the right one is more like it.
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#1166 |
Re: Enhancing Duke's Spritely Apearance part 3
Great fix, marked. Thanks.
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#1167 |
Re: Enhancing Duke's Spritely Apearance part 3
Tile 304
Last edited by marked; 03-18-2009 at 09:30 PM.
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#1168 |
Re: Enhancing Duke's Spritely Apearance part 3
Here is tile 278. The original looks like a stone texture to me so thats what I went with. In case I'm wrong I also saved a version with no texture applied yet. This tile is used in 5 or 6 levels but I could only find it in E4L11 so far for testing purposes.
Last edited by marked; 03-19-2009 at 03:53 PM.
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#1169 |
Re: Enhancing Duke's Spritely Apearance part 3
I must admit I haven't been able to find #278 on any Ep.2 maps recently, either, but it has to be somewhere.
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#1170 |
Re: Enhancing Duke's Spritely Apearance part 3
I tried 401 before and failed miserably.
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#1171 |
Re: Enhancing Duke's Spritely Apearance part 3
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#1172 |
Re: Enhancing Duke's Spritely Apearance part 3
Not bad for a first try!
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#1173 |
Re: Enhancing Duke's Spritely Apearance part 3
I see 128 is still on the list. Do I need to fix something on it or did you forget to remove it?
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#1174 |
Re: Enhancing Duke's Spritely Apearance part 3
No, just a mistake on my part. I thought it was a remake. It's removed now.
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#1175 |
Re: Enhancing Duke's Spritely Apearance part 3
278 looks good, but I would have thought from the appearance that it was cast or heavily worn metal. That is as it looks like a tech wall of some sort.
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#1176 |
Re: Enhancing Duke's Spritely Apearance part 3
In all of the levels it is used in I could only find one place to view it in game. If I could have found it in more places I might have chosen a different texture depending on how it was used. I still have a version with no texture at all so it could be modified in the future. Or if someone wants to mess with it now I'll post that one. I have limited filters and still haven't figured out layers and masks to help in making that battered metal look.
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#1177 |
Re: Enhancing Duke's Spritely Appearance part 3
It will probably look best if we use your "bare" texture and apply detail texture onto it, maybe "metal_worn" from HRP. But you are right, the final touch is somewhat still missing.
It would look something like this:
Last edited by NightFright; 03-20-2009 at 03:14 AM.
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#1178 |
Re: Enhancing Duke's Spritely Appearance part 3
Its hard to believe I missed that floor use in the level. The only place I spotted was 2 columns on the wall that faces the space ship. Here is a version with a slight texture so it's not "naked".
![]() Speaking of textures, I'll ask a question which never received an answer the first time around. What mode of filtering do most people use when playing the game. I have mine set to bi-linear filtering. I guess the amount of texture to apply would be partially dependent on the filtering used in game.
Last edited by marked; 03-20-2009 at 06:26 AM.
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#1179 |
Re: Enhancing Duke's Spritely Appearance part 3
Here is my take on 278. I went for a more metallic, but it turned out looking kinda stoney, so I'm not really pleased with it. See what you think. I used Marked's base texture for the shadow map.
![]() Here is the larger version of 2920, which should fix the pixellation issues. ![]()
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Last edited by Tea Monster; 03-20-2009 at 08:36 AM.
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#1180 |
Re: Enhancing Duke's Spritely Appearance part 3
I have to agree, your #278 approach looks "stoned".
![]() @marked: I am using Trilinear Filtering, 8x Anisotropic Filtering, no Antialiasing. *EDIT* This message marks HRP v4 finalization contents. Anything below this message is stuff for following HRP updates.
Last edited by NightFright; 03-20-2009 at 04:54 PM.
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#1181 |
Re: Enhancing Duke's Spritely Appearance part 3
I'm fairly pleased with this version. It looks better in-game than it does alone. I added some extra shading on some edges and inside the seperate panels. And there is more than one type of texturing this time. It goes lengthwise for the long rails on the sides. It doesn't show up very well in the screen capture but looks better in the game. It has a very good 3D depth to it.
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#1182 |
Re: Enhancing Duke's Spritely Appearance part 3
^ lol. Your a little late, Mark.
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#1183 |
Re: Enhancing Duke's Spritely Appearance part 3
Then I guess this tile alone will keep people on the edge of their seat waiting for the next HRP update.
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#1184 | |
Re: Enhancing Duke's Spritely Appearance part 3
Quote:
![]() ![]() ![]() It's not perfect match, but I hope you got the idea.
Last edited by Piterplus; 03-21-2009 at 05:18 AM.
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#1185 |
Re: Enhancing Duke's Spritely Appearance part 3
Well, it's a nice idea in general, but look at it in original lowres mode, it looks exactly as in your first screenshot. Additionally, one cannot tell how your modified texture would look like elsewhere in custom maps or the like. We will have to stick to your previous version.
And marked: We squeezed your #278 revision into the HRP as a last-minute update. But this is really it, now. No new entries till first v4 update. |
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#1186 |
Re: Enhancing Duke's Spritely Appearance part 3
I'm totaly disagree. We don't have to copy all mistakes of the game just because they are "original". I think we have to correct them, if possible. And we did it many times - not only textures and models, but code, maphacks, defs, and, btw Eduke32 itself is good example of it.
And , I remember you recently told in your post that our main priority is main Duke3D maps, and custom maps is second goal.
Last edited by Piterplus; 03-21-2009 at 05:39 AM.
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#1187 |
Re: Enhancing Duke's Spritely Appearance part 3
Let me explain a bit why I will insist on my opinion. For example, let's start with just the opposite side of the very same ship on that map.
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#1188 |
Re: Enhancing Duke's Spritely Appearance part 3
Agree. Nevertheless we have to figure out how to solve that problem.
Maybe we have to vote, which way we choose....
Last edited by Piterplus; 03-21-2009 at 09:33 AM.
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#1189 |
Re: Enhancing Duke's Spritely Appearance part 3
Was it not agreed that distributing modified maps was legal? cant the .map just be modified and included in the HRP?
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#1190 |
Re: Enhancing Duke's Spritely Appearance part 3
I think the main question is. Is it the textures that are missaligned or a problem with the map?
If it's the aligment thats in the map then we should not fix one instance by making the art correct it. It should be solved by a maphack or similar if at all. If the textures simply don't tile correctly then the texture could be tweaked to make it tile. |
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#1191 |
Re: Enhancing Duke's Spritely Appearance part 3
There are many places in the game where the textures are clearly misaligned. Unless we get hacks that somehow tell the textures how to be moved/placed/whatever, I doubt there can actually be a solution. I absolutely agree we should fix whatever is possible to do, but in such cases, I hardly see a way without referring to hacking, code manipulation or whatever. Of course, anything besides directly altering the maps.
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#1192 |
Re: Enhancing Duke's Spritely Appearance part 3
maybe we should modify the 2921 to match 2920, and not the opposite...
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#1193 |
Re: Enhancing Duke's Spritely Appearance part 3
Hardly possible. What you see on top of #2921 *HAS* to be there, and you may not move this to anywhere else.
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#1194 |
Re: Enhancing Duke's Spritely Appearance part 3
@ Piterplus - that is what I assumed you meant by tile as I tried fudging the tile to match 2921 directly and got what Nightfright posted in post 1187.
When I started the tile, I was under the impression that the front of the ship was a third tile, exactly like 2921, but without the gunport. I thought you had discovered this before I found out. Apart from babbing up the front of the ship, the back looks strange with railing running across the middle of it.
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#1195 |
Re: Enhancing Duke's Spritely Appearance part 3
No problem, remove the railing. My point is - make it look natural as much as possible.
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#1196 |
Re: Enhancing Duke's Spritely Appearance part 3
deleted
EDIT: I am looking for a hi-res pic of duke from this position to re-make this screen in a higher resolution. I have the rough draft made but an internet search came up empty for this over the shoulder view I need. I'm hoping someone has a homemade pic or rendering of a model.
Last edited by marked; 03-21-2009 at 07:28 PM.
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#1197 |
Re: Enhancing Duke's Spritely Appearance part 3
Wasn't that one done?
Using the Duke Model and the Pod woman from the game it shouldn't be hard.
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#1198 |
Re: Enhancing Duke's Spritely Appearance part 3
I don't have a program for loading and displaying models with the skins on and rendering a still photo output. Thats why I need the help. The screen is about 95 percent done and waiting to cut and paste in Duke.
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#1199 |
Re: Enhancing Duke's Spritely Appearance part 3
What about recreating the scene in Build and taking a screenshot in-game?
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#1200 |
Re: Enhancing Duke's Spritely Appearance part 3
That is what I did. In Mapster I created the console with all the electronics textures applied. Then I ran the game at very high resolution and took screen shots. I then touched up the screen shots in my graphics program. When you hit the F7 key to go into 3rd person mode, the Duke model is semi-transparent and not quite positioned for what I needed. Thanks for the suggestion anyway.
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retexturing, sprites |
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