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#961 | |
Re: High Resolution Pack discussion thread.
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TerminX said he wouldn't add video support unless someone came up with a ready-to-use piece of highres art which justified the feature. Answer #2: Polymer is the name of the new renderer. Once it is issued, you guys will probably forget about Polymost pretty soon... ![]() I also have to admit I have been knowing about this for more than a year. However, I had a "non-disclosure agreement", so I couldn't tell anyone. ![]()
Last edited by NightFright; 04-02-2009 at 01:26 PM.
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#962 |
Re: High Resolution Pack discussion thread.
I must also admit I stumbled across this accidentally when Plagman sent me a picture of something totaly unrelated over a year ago. I only let one person I trusted also know about it, but I think he knew about it any how. But im still surprised how it was able to be kept this quiet and on the low.
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#963 | |
Re: High Resolution Pack discussion thread.
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We all knew it but we just didn't want anyone else know it ![]() |
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#964 |
Re: High Resolution Pack discussion thread.
What surprises me actually is that there seem to be guys who *REALLY* didn't know...!
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#965 |
Re: High Resolution Pack discussion thread.
Hellbound told me about the project, but that was about 18 months ago at least, if not even more.
But that much time had gone by with no notice, I thought that they were either winding him up or that it had died a death like so many other Duke projects.
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#966 |
Re: High Resolution Pack discussion thread.
^ Same here, he told me about 2 years ago. Later I thought it was abandoned
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#967 | |
Re: High Resolution Pack discussion thread.
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#968 |
Re: High Resolution Pack discussion thread.
Yeah. And this proves it is a good one. Because its members are reliable and don't disclose confidential insider information.
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#969 | |
Re: High Resolution Pack discussion thread.
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Sector lighting being turned off or turned down to be replaced by dynamic lights will also turn down the brigthness of sectors thats suposed to be fully lit. It gets even worse though since some of this are light textures that should go from dark to bright as you flip a switch. Making sprites cast light is another issue thats hard to do right. Take the fire sprite for instance. It will always light things up since there is no way for the engine to understand that at this point this wall you can blow up means that the fire should not yet exist and thus not cast light. Muzzle flashes that lights things up won't work without con editing. It goes on and on. Surely you could make a HRP without a mod but for it to really shine you will most definatly need a mod to put in lights and make them behave right in all cases. You could also come up with a way to make a lot of the things work by making the light hacks more advanced etc but I think there is going to be so many special cases that it just ain't feasible. |
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#970 | |
Re: High Resolution Pack discussion thread.
Quote:
Your list reminds me of some of the stuff I wrestled with for my sector based dynamic lighting -- especially the first point about sector lighting. If you nuke all the shading in a map, you get rid of the shadow shading (that's good, because you want the dynamic lights to cast shadows, you don't want shadows hard shaded into the map), but you also destroy information about light sources, since in build shading (or lack thereof) IS light. I don't think there is any good way to extrapolate the light sources from the shading in a map. One reason is the maps are made by human beings with different shading styles, they are not robots following a strict set of rules on how to shade. And even if they had followed strict rules, it would be a very difficult problem. I guess the solution is to wipe out the sector shading when the map loads and then replace it. For the original maps there would be light hacks -- a def file that specifies light sources at various coordinates. Maybe that is what you are already doing. It seems like you are going to have problems in outdoor areas, though (where there is ambient light but no identifiable light source).
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#971 |
Re: High Resolution Pack discussion thread.
So far you can place lights and set their properties up. It's planed to add flags that make their intensity get adjusted based on the sector lighting and making them follow a sector. It should also be possible to specify how much of the sector lighting should affect things.
With these it should at least be possible to get simple stuff like light switches working. Just thought of an idea that might work. adding a light hack that lets you specify a list of walls, floors, ceilings and sprites that should keep their original light behavior. This would at least let you make sure thevisible light source does not go dark. |
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#972 |
Re: High Resolution Pack discussion thread.
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#973 |
Re: High Resolution Pack discussion thread.
I've got a small complaint. I've just played a few levels with the new HRP. Congratulations to all who worked on it. It looks really good!
One small thing. By default, under the video options, the textures are set by default to be at half quality. This really babs up the sky boxes and makes everything generally look very 8 bit and horribly pixellated. I was wondering around the level at first thinking something was wrong with my installation. A quick check revealed what was really wrong. I think at first boot with the HRP, people should see it with the textures at full quality. I don't know if this is a decided policy or just an oversight. I doubt that many will know to look in that menu to change the settings when they fire up the HRP. Maybe this is why some of the HRP havers out there don't like it?
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#974 |
Re: High Resolution Pack discussion thread.
Thats the default setting of Eduke32. You could make it start on High if you included a .cfg file with the HRP, but im not to sure if people would be happy with that.
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#975 | |
Re: High Resolution Pack discussion thread.
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Like I said in the other thread, there is a variety of reasons why some people don't use the HRP. In my opinion, the HRP has been improving steadily and the current version is quite good. Of course, there is plenty of room for improvement. For example...No offense to whoever made these models, because I'm sure it is very difficult and I know I couldn't do it myself, but the faces on these (apparently steroid enhanced) "babes" (the ones on the bed) are kind of frightening. The bed textures are nothing to cheer about either, imo: http://hrpupdate.duke4.net/images/hrp4_e4l7.jpg
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#976 |
Re: High Resolution Pack discussion thread.
After downloading the HRP4 I must say it looks fantastic and well done to all involved.
I play at least one user map every day of my life and immediately noticed the difference. I must however I agree with DT about the babes, Duke is all about the babes and considering such an excellent job was done with Duke himself, the same professionalism should be applied to the babes. Otherwise an excellent job ![]() Regarding the reason why people dont use the HRP is because many people today use only a laptop and in many instances the graphics card is somewhat something to be desired. I used to have a LRP on my site but now it comes inside a complete Duke3dw Shareware installation and I have more downloads of this file than any other file on my site. Its all the laptop users that want this LRP (50 megs) which I'm now gonna update with the new stuff. I've recently moved my site because I was being charged heavily for exceeding my bandwidth each month and a lot of it was due to this file. Unfortuneately my new site I have no control panel access (cheap) hence cannot monitor downloads, but at the time of moving (last week) this file topped over 17000 downloads since October 2008, so someone somewhere out there finds the LRP very interesting, and I do get a number of emails regarding it. We have a Shadow Warrior HRP which is in a .RAR format and its staggering the number of people I get emails from that ask me how to unzip it as they have never heard of a .rar file. I think the problem is we here have become so complacent with all the technicalities and expertise available amongst us that we have forgotten about the real people and the real gamers out there.
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#977 |
Re: High Resolution Pack discussion thread.
As mentioned, that's the default settings of EDuke32 and while I did consider adding a cfg with turned up graphics I thought it would be better to keep default the eduke32 default. Maybe an option in the installer should be added to the next version that turns up the settings to what is recommended for the HRP.
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#978 |
Re: High Resolution Pack discussion thread.
When you start Eduke, it automatically opens a window where you can define things like preferred screen resolution, polymost and custom mod directory.
Why not add a module where the player can select their preferred graphics quality settings in minimal, medium and high. Because I doubt that most people know what each setting in the graphic options menu does, let alone what they have to turn of and on to have optimal speed or graphics. |
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#979 |
Re: High Resolution Pack discussion thread.
@ - ProAsm - 17K? Wow!!
@Parkar - I think thats a good idea. I didn't know that the graphics were set to .5 quality out of the starting gate. I bet a lot of others don't either. A button on the start-up screen for the graphics quality would be great. Thanks!
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#980 | |
Re: High Resolution Pack discussion thread.
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#981 | |
Re: High Resolution Pack discussion thread.
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traB pu kcip |
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#982 |
Re: High Resolution Pack discussion thread.
I didn't know
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#983 |
Re: High Resolution Pack discussion thread.
MusicallyInspired - I was praising your work, and NOT faintly!
"In physics, a quantum leap or quantum jump is a change of an electron from one quantum state to another within an atom. It is discontinuous; the electron jumps from one energy level to another instantaneously." (my italics) What I was saying is that you have very measurably changed the Duke experience.
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#984 |
Re: High Resolution Pack discussion thread.
In the wrong thread, I think, but thank you, Tea Monster
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#985 |
Re: High Resolution Pack discussion thread.
Is it a coincidence HRP contributions have come to a complete halt after Polymer announcement? The texture/model threads are pretty much dead right now. Of course, there may be other reasons as well, season-related and all that. Not that I had anything against some cooldown time after the revisions speedrace right before latest HRP release...
Last edited by NightFright; 04-25-2009 at 06:41 AM.
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#986 |
Re: High Resolution Pack discussion thread.
Nope.
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#987 |
Re: High Resolution Pack discussion thread.
Right before the latest HRP release I turned in all of the textures I felt I was capable of making from the Wiki list. The rest are beyond my skills. So I have been quietly creating a few for SW and Blood just in case those games start to get activity again. Also I'm taking time to learn map making.
I did submit one this month. The April Fools joke milk carton with Obama on it. |
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#988 |
Re: High Resolution Pack discussion thread.
Fair enough. However, this means there will be no HRP update for May 1. Not enough contents. Anyway, I had planned normal maps for the first update pack, so it will be postponed until further notice.
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#989 | |
Re: High Resolution Pack discussion thread.
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#990 |
Re: High Resolution Pack discussion thread.
For those of you who don't know what a normal map is and/or how to make them, check out this site. Kats Bits is a gold-mine of info on next-gen game techniques. The site has info on how to bake normal maps off of models and how to construct normal maps from previously done textures, so we can get some stuff going for the Polymer renderer.
Unfortunately, without a copy of the renderer, we can't test anything.
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#991 |
Re: High Resolution Pack discussion thread.
And my video card won't support it so I couldn't test out the textures even if I started modifying them.
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#992 |
Re: High Resolution Pack discussion thread.
That sucks. Can't you pick up an old GeForce 6000 series or something? Its not cutting edge, but it will at least run it.
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#993 |
Re: High Resolution Pack discussion thread.
I'm pretty limited with my AGP 8X slot for a video card. I'll take a look to see what is the best I can slap in there. I have a Geforce 4 TI-4200 in there now. For now I'll just have to enjoy the occasional screenshot or youtube video.
I already have the money set aside for a whole new setup, but this one has been running fast and problem free on its original install of XP for over 6 years now. I am hesitant to replace something that is running so well.
Last edited by marked; 04-25-2009 at 08:02 PM.
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#994 |
Re: High Resolution Pack discussion thread.
I've got an aging motherboard with an AGP 4x slot myself (currently sporting an ATI X1650 Pro). I'm missing out on all this PCI-E stuff. That plus the fact that I'm only running on 768 MB of RAM. Really need to get a new machine...
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#995 |
Re: High Resolution Pack discussion thread.
I haven't tested my X1650 Pro, but my HD3650 works pretty good with the new render apart from mirrors and portals. (this is a known ATI issue) The only problem I could see it having on your end is if their are to many spot lights being used in any given scene.
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#996 | |
Re: High Resolution Pack discussion thread.
Quote:
a few weeks ago burglars broke into my house and got away with my cash, valuables and my computer. (Man! I REALLY felt like ripping someone's head off and $h1TT1nG down their neck.) i'm using my kids' crummy old computer now to visit the forums and it may take awhile before I'll be all set up again. ![]() but just as well, looks like i'll need some time first to study them polymer, normal maps, etc. anyways. ![]() |
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#997 |
Re: High Resolution Pack discussion thread.
Holy crap, I'm sorry Escapist. Did they get the guys?
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#998 |
Re: High Resolution Pack discussion thread.
sorry to hear escapist... hope you'll get some refund by assurance...
however, I think that is because of the recent release of hrp 4.0 that work has slowed down... personally, I don't want to push anyone but I hope that soon we'll see some new model, especially the girls need to be finished... |
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#999 |
Re: High Resolution Pack discussion thread.
Heh, I'm hoping everyone's secretly working on Million poly models of everything to create the ingame models off of
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#1000 |
Re: High Resolution Pack discussion thread.
Sorry for your loss. Did you have important stuff backed up on CDs or external drive stashed away or is it a 100 percent loss?
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high resolution pack, hrp |
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