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#201 |
Re: Enhancing Duke's Spritely Apearance part 3
But in DukeDC it was called BunkerCard because of the bunker under the white house.
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#202 |
Re: Enhancing Duke's Spritely Apearance part 3
All speculation really. The original is so pixalated the best we can do is guess.
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#203 |
Re: Enhancing Duke's Spritely Apearance part 3
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GRPViewer, DN3D/SW Models |
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#204 |
Re: Enhancing Duke's Spritely Apearance part 3
Cool. Extremely close to original version! Your wife surely seems to get a hang on those alien textures. Tell her to keep going.
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#205 |
Re: Enhancing Duke's Spritely Apearance part 3
and another one from me
linky
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GRPViewer, DN3D/SW Models |
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#206 |
Re: Enhancing Duke's Spritely Apearance part 3
Hehe. Perhaps your wife can do #402 and #406 next, they fit #403.
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#207 |
Re: Enhancing Duke's Spritely Apearance part 3
yep. they are on the queue.
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GRPViewer, DN3D/SW Models |
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#208 |
Re: Enhancing Duke's Spritely Apearance part 3
Wow!! Working with Duke has turned into a family business
![]() Well done , both you and your wife , Roma ! |
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#209 |
Re: Enhancing Duke's Spritely Apearance part 3
Great job, Mrs. Roma Loom!
And I hate to bring this up, but I have been gone a while and have no clue as to progress: Are all the sprites from EP1 converted, or do some still remain? And have all of the babes and other NPC type characters (like the pirates, man-slaves, pirate without a limb trying to get the keys, etc.) been modeled?
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Read the Zombie Survival Guide by Max Brooks and prepare yourself for the coming darkness |
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#210 |
Re: Enhancing Duke's Spritely Apearance part 3
That should answer your question regarding Ep.1 remains:
http://hrp.duke4.net/wiki/doku.php?i...xt_hrp_release |
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#211 |
Re: Enhancing Duke's Spritely Apearance part 3
Props #610 #1038 marked in that to-do list are done. plz update.
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GRPViewer, DN3D/SW Models |
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#212 |
Re: Enhancing Duke's Spritely Apearance part 3
Done. I don't even remember that #610 and #1038 actually have been done already. Who made them and when?
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#213 |
Re: Enhancing Duke's Spritely Apearance part 3
I made them recently. In the modelling thread.
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GRPViewer, DN3D/SW Models |
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#214 |
Re: Enhancing Duke's Spritely Apearance part 3
Oh my goodness, of course. I have already added those to upcoming HRP Update build. Must get my memory checked...
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#215 |
Re: Enhancing Duke's Spritely Apearance part 3
[QUOTE=Roma Loom;563901]Another alienish texture by my wife:
Hi Roma, Can you please post a link to the file on either this forum or your website as this "screenshot" can't be integrated in the game? |
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#216 |
Re: Enhancing Duke's Spritely Apearance part 3
I don't quite get you. Just click on the posted thumbnail to get the full image... or use the direct link
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GRPViewer, DN3D/SW Models |
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#217 |
Re: Enhancing Duke's Spritely Apearance part 3
and btw
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GRPViewer, DN3D/SW Models |
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#218 |
Re: Enhancing Duke's Spritely Apearance part 3
Very nice!! Keep them coming!
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#219 |
Re: Enhancing Duke's Spritely Apearance part 3
@NightFright
Texture 1107 marked in the to-do list was already released in this very thread recently.
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#220 |
Re: Enhancing Duke's Spritely Apearance part 3
501 and 1107 removed from todo list
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#221 |
Re: Enhancing Duke's Spritely Apearance part 3
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GRPViewer, DN3D/SW Models |
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#222 |
Re: Enhancing Duke's Spritely Apearance part 3
Something I'm sure will create soundwaves with the diehards but... why not have slightly more realistically coloured water? I realize even with the HRP it's not meant to be totally realistic, but a more grey-blue water scheme would look better than this Berry Blue Kool-Aid I seem to be diving into and drinking everywhere, especially given the advantages of 32 bit colour now.
Just a thought! |
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#223 |
Re: Enhancing Duke's Spritely Apearance part 3
Well Blood or Shadow Warrior with slightly enhanced Build code had transluscent water, but I am sure it has been discussed a lot that it is just impossible for Duke3D, at least not without altering/patching the maps themselves which is problematic. I think one could write a patch which Duke3D owners had to apply on the maps by themselves, and with appropriate modifications to the port it may work. However I think it has been tried b4, and if it had worked out, we would have it in the game already by now.
As for re-coloring the water, I don't think it would change that much. Water surfaces never had been quite the strength in Duke3D or Build games in general. Just consider their age. |
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#224 |
Re: Enhancing Duke's Spritely Apearance part 3
That's not my point though... you have the opportunity to make them not look like Kool-Aid with 32 bit colour here.
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#225 |
Re: Enhancing Duke's Spritely Apearance part 3
Exactly, i don't see a part on Jovan's post that could be referred to translucent water.
I do think that the water and the slime need a touch up or a complete redo. |
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#226 |
Re: Enhancing Duke's Spritely Apearance part 3
Well I guess first goal was to just reproduce original Duke textures as true to the original ones as possible which has been accomplished regarding the water stuff. If someone feels up to the task of improving those, I think it cannot hurt.
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#227 |
Re: Enhancing Duke's Spritely Apearance part 3
Thing I have to ask is... when are the explosions going to get a once-over?
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#228 |
Re: Enhancing Duke's Spritely Apearance part 3
They have been given a once over and time after time they have been thrown away because they look like crap.
It seems that 3DR did a damn good job on those explosions.
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#229 |
Re: Enhancing Duke's Spritely Apearance part 3
Yep. And don't mention modelling the explosions, this has already been tried and looked like crap.
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#230 |
Re: Enhancing Duke's Spritely Apearance part 3
Can't you guys just take some universal texture package from explosions and include it? i did the same for my mod.
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#231 |
Re: Enhancing Duke's Spritely Apearance part 3
Licensing is an issue, especially since the HRP license is not used anywhere else in its exact form outside of the Duke, SW, and addon HRPs.
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#232 |
Re: Enhancing Duke's Spritely Apearance part 3
Surely there must be some free use explosion videos somewhere.
... or one of you can MAKE your own. ![]() |
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#233 |
Re: Enhancing Duke's Spritely Apearance part 3
Well especially the explosions seem very hard to do. I dunno who did the highres versions we currently use in HRP, but they are at least a start.
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#234 |
Re: Enhancing Duke's Spritely Apearance part 3
In the to-do list there should be a warning for someone who wants to make the explosions, explaining that they shouldn't be cut on the lower part.
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#235 |
Re: Enhancing Duke's Spritely Apearance part 3
killd a ton is the creator of the current HRP explosion. If it were 100% legal, I would look into ripping the N64 model (and the Cycloid Emperor while we're at it).
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#236 |
Re: Enhancing Duke's Spritely Apearance part 3
Oh god you're totally right. Why didn't we think of that earlier? Let's illegally rip the cool Cycloid Emperor model from Duke Nukem 64:
![]() To replace the crappy Cycloid Emperor model we already got! That's pure genius! ![]()
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#237 |
Re: Enhancing Duke's Spritely Apearance part 3
I've never seen the N64 Cycloid Emperor myself.
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#238 |
Re: Enhancing Duke's Spritely Apearance part 3
OMG yes! YESSSSSSSSSS!!!! That´s just it!!! It´s so obvious to see that the Duke64 Emperor is far, far superior to "our" version! *LOL*
I hope you guys see the irony. |
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#239 |
Re: Enhancing Duke's Spritely Apearance part 3
Is it really that necesary to be such a jerk? Given that it's pretty obvious that there's an irony an all this, you just don't go out there and make such a stupid comment.
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#240 |
Re: Enhancing Duke's Spritely Apearance part 3
I wouldn't say “irony”. I'd say “sarcasm”.
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retexturing, sprites |
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