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#1201 |
Re: Enhancing Duke's Spritely Appearance part 3
Basically, we should just ask the guy who did the episode finale screens for higher resolutions.
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#1202 |
Re: Enhancing Duke's Spritely Appearance part 3
1024x768 is not hi-res anymore, eh?
I still have the psd files of both screens. Resizing these or their parts might not be an improvement, both should be re-done from scratch. I might do that after I quit the job on March 31st.
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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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#1203 |
Re: Enhancing Duke's Spritely Appearance part 3
Thanks alot for this Mod !
I have now finally dl the v4 Pack and enjoy playing greatly !!! An old DN3d veteran. This is the first mod where the sprite->Model replace actually works ! At least this is the first Mod i can really use the Models and dont dislike em ! Even the babes are able to catch my attention just as the sprites. And this means verrrrry much ! Shotgun still needs some tweaking, because if i cant accept something, its a bad Shotgun Sprite->Model conversion. But everything else is great and this Mod has huge potential ! Good Good Good ![]() I have this texture since a while... Maybe it can be used as base for an Alien style texture.. But don't just use it, ask me, before you use it http://buddhamaster666.googlepages.c...full;init:.jpg What's still missing and important ? I'd love to give a contribution
Last edited by BuddhaMaster; 03-24-2009 at 03:28 AM.
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#1204 |
Re: Enhancing Duke's Spritely Appearance part 3
Ok i think it´s where is it
I can´t upload pal 5 because it exceeds the 195kb limit. I´ll host it somewhere. |
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#1205 |
Re: Enhancing Duke's Spritely Appearance part 3
Didn´t find a way to make the tile smaller.
I think the following jpg version doesnt looses too much quality: |
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#1206 |
Re: Enhancing Duke's Spritely Appearance part 3
Sorry for the triple post but there is no way to edit the attachments
Last attemp, i removed the jpg because i didnt like it but here you can download the lossless version: http://www.megaupload.com/?d=BIEA9DZ3
Last edited by gambini; 03-24-2009 at 07:00 AM.
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#1207 |
Re: Enhancing Duke's Spritely Appearance part 3
You can also use imageshack.us.
The grate texture is pretty close to the model, I doubt we need a direct capture of it. And another hint if you create PNG textures: Use PNG Optimizer before uploading. It removes unused parts of the images that just increase filesize but won't have an impact on image quality at all. Your textures could be brought down to 75-84% of their original sizes that way (i.e. 145-166 KB).
Last edited by NightFright; 03-24-2009 at 07:24 AM.
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#1208 |
Re: Enhancing Duke's Spritely Appearance part 3
A new skybox i did based on the roch island´s one by Numan.
It fits very well the 0094 one, that was the only one missing i guess. |
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#1209 |
Re: Enhancing Duke's Spritely Appearance part 3
Max files per post 5
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#1210 |
Re: Enhancing Duke's Spritely Appearance part 3
Wasn't there discussion on upping the sky boxes to 1024?
Either way, those look nice.
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http://thaunandshad.com |
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#1211 |
Re: Enhancing Duke's Spritely Appearance part 3
But this is not for HRP, I take it...
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#1212 | |
Re: Enhancing Duke's Spritely Appearance part 3
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#1213 |
Re: Enhancing Duke's Spritely Appearance part 3
Well, water is definitely too bright. Does anyone know where #94 is used as a skybox ingame?
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#1214 |
Re: Enhancing Duke's Spritely Appearance part 3
I did a couple of tryes with the water brightness and ended up with the one posted here. It doesnt look bad, althought i could make it darker if you´re not going to use it for that reason.
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#1215 |
Re: Enhancing Duke's Spritely Appearance part 3
Well, unfortunately, there is no place in the official Duke3D campaign where this is actually used as a skybox, just once in E4L9 as a texture.
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#1216 |
Re: Enhancing Duke's Spritely Appearance part 3
btw there are lot of user maps that have this skybox.
And IIRC a map in the episode 4 has it as sky.
Last edited by gambini; 03-24-2009 at 03:43 PM.
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#1217 |
Re: Enhancing Duke's Spritely Appearance part 3
That might be a reason to make the completion of the skybox a low priority, but it is no reason not to include the skybox now that it has been completed. Moreover, user maps are an important part of the game, and have been since 1996. The vast majority of levels that people play are user maps.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#1218 |
Re: Enhancing Duke's Spritely Appearance part 3
Yeah, I guess so. Still, it could need better resolution and darker water to match original version better.
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#1219 |
Re: Enhancing Duke's Spritely Appearance part 3
Water should be definitely another (darker and another tone balance)
As for size - for user maps 512x512 maybe will be enough, at the same time it takes less space in hi-res pack (better for us) |
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#1220 |
Re: Enhancing Duke's Spritely Appearance part 3
The original parallax texture combines an orange sky with a deep blue water. That´s the first combination with i came up, but it looked so artificial because you know that with an orange dusk the sea turns a little orange too. IMO it doesnt fit the original tile that good but it looks better than what are you asking. Still, if you really want to have a colorfull skybox, i can make it one of these days.
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#1221 |
Re: Enhancing Duke's Spritely Appearance part 3
Well, I guess there should be something like artistic "freedom". If it looks better that way, there's no reason to make it totally like the original tile whatever it takes.
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#1222 |
Re: Enhancing Duke's Spritely Appearance part 3
IMO, what matters is that the water matches the HRP equivalent water texture fairly closely. because often maps use that texture where the horizon meets the water on the edge of the map, so it would look kinda odd if the color/contrast were different where the water meets the skybox.
you could just load the skybox tiles up in Photoshop and adjust the contrast/color of each side to match the original better. |
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#1223 |
Re: Enhancing Duke's Spritely Appearance part 3
Here is my recoloring suggestion for #94 skybox. I know, the water is very dark, but so is the one on the original tile. "Top" part can be used from gambini's original remake, nothing has to be changed there (only sky, no water).
Last edited by NightFright; 03-26-2009 at 12:56 PM.
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#1224 |
Re: Enhancing Duke's Spritely Appearance part 3
looks much better.
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#1225 |
Re: Enhancing Duke's Spritely Appearance part 3
Water looks as an one colour block here. Do you want to me remaking it, using that colours combination?
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#1226 |
Re: Enhancing Duke's Spritely Appearance part 3
yes, why not? I appreciate your efforts gambini, maybe you could enlarge the resolution..
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#1227 |
Re: Enhancing Duke's Spritely Appearance part 3
Yes, the waves lost their profile when recoloring. I think next version will look better, whoever will do it.
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#1228 |
Re: Enhancing Duke's Spritely Appearance part 3
I played around with it a little and added a gradient on the water.
I think it adds a little more depth. Just as an inspiration for you, gambini |
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#1229 |
Re: Enhancing Duke's Spritely Appearance part 3
Very nice. I just wanted to congratulate you for the microscopic ship at the horizon when I noticed it was dirt on my screen...but maybe an additional inspiration for gambini...
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#1230 |
Re: Enhancing Duke's Spritely Appearance part 3
Re the resolution: Terragen has a max render of 1280x960 which means that the maximum possible square image is 960x960. You would need a full registered version to go any bigger.
I'm not sure if a skybox could be somewhere between 512 and 1024 (like 768) without a performance hit of some sort. someone else may know. Anyway, I took a shot at doing my own take of 094 and it is pretty hard to do in Terragen, the sky is supposed to reflect on the water, but with the sky being yellow and the water being deep blue, things get pretty ugly trying to separate the two without losing the reflections or the water looking an ugly yellow. Perhaps the best way would be to do two separate renders and merge them in photoshop. |
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#1231 |
Re: Enhancing Duke's Spritely Appearance part 3
From what I've heard from the devs, EDuke32 does not suffer from OpenGL slowdowns from using non- 1024/2048 etc textures.
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#1232 |
Re: Enhancing Duke's Spritely Appearance part 3
Some hardware might suffer a memory waste but all modern cards suports non power of two textures. Might even be only cards that has problems running the HRP that does not suport them.
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#1233 | |
Re: Enhancing Duke's Spritely Appearance part 3
Quote:
ps. Mainly because i took the work with it by done and deleted all the files i used to create it |
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#1234 |
Re: Enhancing Duke's Spritely Appearance part 3
You should never do that. Rule #1!
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#1235 |
Re: Enhancing Duke's Spritely Appearance part 3
Indeed. I never delete my old music source files (except some in a hard drive crash).
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Roland SC-55 Music Packs Website - MediaFire mirror for Duke3D expansions More SC-55 music packs coming soon... |
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#1236 | |
Re: Enhancing Duke's Spritely Appearance part 3
Quote:
Dude, you've got to keep this stuff, even if only on a CD for your portfolio or something.
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Tea Monster's web portfolio |
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#1237 |
Re: Enhancing Duke's Spritely Appearance part 3
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#1238 |
Re: Enhancing Duke's Spritely Appearance part 3
Hey Chicken, do you still need milk cartons?
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#1239 |
Re: Enhancing Duke's Spritely Appearance part 3
__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#1240 |
Re: Enhancing Duke's Spritely Appearance part 3
Scared to have a picture of Duke Nukem (preferably the picture from Duke Nukem Forever) with the caption "Have you seen me???"
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Tags |
retexturing, sprites |
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