12-03-2008, 09:21 PM | #481 |
Re: High Resolution Pack discussion thread.
I'm scared now, cause the 8 bit muzzle flashes both look really good already
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12-04-2008, 09:34 AM | #482 |
Re: High Resolution Pack discussion thread.
You should better provide full definitions. I cannot puzzle the whole thing together, at least not so that it is working...
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12-04-2008, 10:51 AM | #483 |
Re: High Resolution Pack discussion thread.
wrong thread, sorry
Last edited by alandog; 12-04-2008 at 10:54 AM.
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12-04-2008, 08:59 PM | #484 |
Re: High Resolution Pack discussion thread.
I don't know if it even has UV mapping.
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12-05-2008, 08:16 AM | #485 |
Re: High Resolution Pack discussion thread.
Well, I think we can live with the old muzzleflashes from the sprite weapons a bit longer. The only issue I really see is with the one for the shotgun, for it contains parts of the sprite muzzle, and since the crappy model we still have is far too narrow on its front end, you can see parts of the old sprite shining through if you look closely enough. But we need a new HUD shotgun, anyway.
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12-12-2008, 05:13 AM | #486 |
Re: High Resolution Pack discussion thread.
I have an issue with putting a speaker in my supermarket. As some pictures explain better my bug, here are the screenshots:
Speaker in Mapster Speaker in EDuke32, latest snapshot If the speaker is flat (R key), I can't see any more that speaker neither in Mapster, neither in EDuke32, and this annoying music keeps playing |
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12-12-2008, 06:15 AM | #487 | |
Re: High Resolution Pack discussion thread.
Quote:
I think that model can only be used vertically and WITH that annoying music. You might consider using Sprite#4398 (broken speaker). Slightly different look but without those issues. BTW, I created that model. If anyone knows a solution, pls. tell me how and I'll be glad to fix it right away. |
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12-12-2008, 06:57 AM | #488 |
Re: High Resolution Pack discussion thread.
There is a way to change the store music...
But it requires CON editing, simple though... look for "STORE_MUSIC" or "muzak028.voc" in USER.CON and change the sound file name to something else. I know it doesnt really help the HRP model though, but thought it might help 240-185 with the anoying music.
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12-12-2008, 07:38 AM | #489 |
Re: High Resolution Pack discussion thread.
Hum sorry, I didn't express myself correctly.
When I was talking about that music, I meant that I couldn't blast the speaker ingame, and I like to blow up every decoration in Duke Nukem Anyway, thanks for the advice, The Commander |
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12-12-2008, 02:06 PM | #490 |
Re: High Resolution Pack discussion thread.
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12-12-2008, 04:34 PM | #491 |
Re: High Resolution Pack discussion thread.
Ceiling-aligned models are quite impossible right now, as it seems. Just look at the ceiling button in the same Ep.4 level. All you can do is create a highres sprite replacement, but no model.
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12-12-2008, 05:03 PM | #492 |
Re: High Resolution Pack discussion thread.
I had that problem with the dome light. I thought someone had fixed it.
Probably just wishfull thinking.
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12-12-2008, 05:36 PM | #493 |
Re: High Resolution Pack discussion thread.
Yes, strangely enough, the domelight does not cause problems. I have not the slightest idea why.
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12-14-2008, 04:31 PM | #494 |
Re: High Resolution Pack discussion thread.
can't you just write a maphack to fix it or is that not possible?
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12-14-2008, 05:17 PM | #495 |
Re: High Resolution Pack discussion thread.
Well, the domelight worked as well without hacks. Maybe now something can be done with the "new" hacks (not just rotation, but also up/down etc), but I am not sure.
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12-14-2008, 06:25 PM | #496 |
Re: High Resolution Pack discussion thread.
The way the bug worked (works?) is that you couldn't adjust the height of the sprite due to the zero point of the model. So sprites wouldn't align normally to the ceiling when you adjusted the zero point of the model to the top of the mesh.
So you had to keep opening Blender, adjusting the model, exporting the MD3, loading build, checking the height or lack therof, then if it was wrong, close build, open blender, adjust the zero point - repeat. It was very frustrating and took about a whole day to get right. And if after that, you noticed that your model was slightly too large and adjusted the size in the def, it would throw out the vertical alignment and you'd have to start the whole process over again.
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12-14-2008, 10:19 PM | #497 |
Re: High Resolution Pack discussion thread.
...
There's a zadd parameter that goes with scale and shade. positive=up, negative=down |
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12-15-2008, 04:21 AM | #498 |
Re: High Resolution Pack discussion thread.
It's actually why I haven't added the muzak speaker although it's already available for quite some time. I was unable to hack them properly to make them look like they were supposed to. If anyone manages to do that, I will add the model.
BTW, the E4L3 speakers don't show up in Mapster32 even in their original sprite state.
Last edited by NightFright; 12-15-2008 at 04:25 AM.
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12-24-2008, 07:53 PM | #499 |
Re: High Resolution Pack discussion thread.
Happy Holidays to all forum members!
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12-24-2008, 08:44 PM | #500 |
Re: High Resolution Pack discussion thread.
Merry Christmas all you Duke Nukem bum's.
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12-25-2008, 07:08 AM | #501 |
Re: High Resolution Pack discussion thread.
merry christmas to everyone!!
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01-05-2009, 04:39 PM | #502 |
Re: High Resolution Pack discussion thread.
IIRC, in the highres/textures folder, there is a texture that is defined for the portable medkit. It should be removed, as it does not match the original sprite.
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01-05-2009, 05:54 PM | #503 |
Re: High Resolution Pack discussion thread.
No, #53 is used as a wall texture in E2L2 and E2L3. We need that texture version for these two cases.
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01-07-2009, 09:25 AM | #504 |
Re: High Resolution Pack discussion thread.
Ah, OK. I was just curious because I had defined a voxel to the tile, and when I disabled models, it showed this texture instead of the voxel.
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01-07-2009, 09:37 AM | #505 |
Re: High Resolution Pack discussion thread.
Yeah, that can be confusing. You could map the skin for the model to that texture, but the letters would hit the borders of the compartment it's supposed to cover. This one was especially made for that purpose. However, I will probably move it to highres/sprites/pickups folder where modelled #53 is.
Reminder: We are currently waiting for SwissCM's new HUD (and fonts). That's basically all that still prevents HRP v4 from being released. CC is (hopefully) working on some (excellent!) skin revisions for the babes. Likely, we would wait for those to be finished first, too.
Last edited by NightFright; 01-07-2009 at 10:17 AM.
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01-07-2009, 11:01 PM | #506 |
Re: High Resolution Pack discussion thread.
Hello people. I'm fairly new to the Duke nukem editing stuff and this forum. I saw on the Wiki site the latest to do list for graphics. I downloaded and tried out the bastart program and made a couple of quick replacement textures for an audio mixing board and the reel to reel tape deck. This was done quickly and could use a little touching up but I think they look way better than the originals. Check them out here at http://home.rr.com/me123
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01-08-2009, 01:09 PM | #507 |
Re: High Resolution Pack discussion thread.
Not bad at all, as far as I can see, at least. No suggestions what to improve on those. Just release and make more.
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01-09-2009, 06:49 PM | #508 |
Re: High Resolution Pack discussion thread.
I modified a couple more textures and was about to give them to the community when I realised that the first ones I did were not part of the original duke 3d but one of the add-ons.Tile numbers 4292 and 4437 were the first two I replaced. They are from a tileart14 or 15 that I got from somewhere.
I will continue making more new textures just for fun and use in my maps. If I get a decent collection I'll post where you can download and use them if you wish. Sorry for the rookie mistake. EDIT: I'm more confused than I thought. I moved the extra art files out of my Eduke folder and fired up Mapster. I guess my first 2 texture replacements, the mixing board and tape deck are the proper tiles after all. Tiles 4292 and 4437. I'm assuming someone has to resize them to match the original in the game. It that what maphacks do? So feel free to grab the textures from my webpage. There is no easy FTP download feature on these new Roadrunner Home pages so I guess just right click on the pic you want and save.http://home.rr.com/me123 Since I'm new to the editing stuff, the textures I'm messing with are from pics of some electronics stuff I own including audio,test equipment, antique radios. I know there isn't much use for them right now but it's gotten me using a number of new editing tools. I'll re-do a few more from the HRP to-do list this weekend hopefully.
Last edited by marked; 01-10-2009 at 11:18 AM.
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01-10-2009, 04:00 PM | #509 |
Re: High Resolution Pack discussion thread.
Errr... you can't just take photographed textures. I'm pretty much sure this would be against our user license. You have to create stuff from scratch.
Maphacks are for correctly placing modelled sprites in the game so they don't clip into anything, face the player and so on, they usually aren't used for much else, sometimes override models so sprites are used etc. |
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01-10-2009, 04:51 PM | #510 |
Re: High Resolution Pack discussion thread.
OK. My mistake. I'll remove all my stuff from my webpage. Thanks for the reply.
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01-10-2009, 06:07 PM | #511 | |
Re: High Resolution Pack discussion thread.
Quote:
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01-11-2009, 10:00 AM | #512 |
Re: High Resolution Pack discussion thread.
It's no big deal. I had fun messing around with the textures for my own amusement. I went back into the achives and read a couple hours worth of old posts and realised my photographed textures were not in the spirit of everyone elses hard work created from scratch.
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01-11-2009, 11:16 AM | #513 |
Re: High Resolution Pack discussion thread.
The main problems with photo-textures is that unless you treat them in photoshop or gimp they always look like photo textures and they stand out like a sore thumb against the artwork tiles.
The other problem is copyright. Others before have got hold of copyright images and dumped them into game packs. After release a copyright holder contacts the pack maintainer and raises hell. Thats why they tend to shy away. It's nothing against your talents or anything. If you took the photos yourself and you make them match in so they don't look out of place, I don't personally see any problems, but you'd have to ask the maintainers. I can't see your textures as the machine I'm on at the moment won't load your website (Needs a later version of Flash). But don't give up on making stuff. We are always looking for new texture and model artists.
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01-11-2009, 11:56 AM | #514 |
Re: High Resolution Pack discussion thread.
I removed the textures from the website so as not to put any projects in jepordy. As far as copyright, those antique radios I own and took pics of are from the 1920's and 30's. The pics of the reel to reel tape deck and mixing board I also own and are still low rez enough that you can't make out the manufacturer's name. Some other music instruments I found on a royalty free website. As far as looks go I decreased color count and faded the pics somewhat to try and remove the "photographed" look to them. I just placed them in the middle of a map to show you how they looked. In a proper room I think they would fit in. But again, I respect the wishes of the moderators on this issue and will keep them out of the HRP offerings.
Last edited by marked; 01-11-2009 at 11:58 AM.
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01-11-2009, 12:10 PM | #515 |
Re: High Resolution Pack discussion thread.
Well, generally, photographed textures are not really totally illegal, but Parkar once said regarding art with real people (i.e. women) shown that we do not want to see such things in the HRP. It looks bad and doesn't fit into the game. I just think this also applies to textures.
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01-11-2009, 12:15 PM | #516 |
Re: High Resolution Pack discussion thread.
Not a problem. Besides after reading through hundreds of earlier posts I'm not ready to contribute anything quite yet. Creating defs and or palette compatibility changes to make them work is beyond me. My stuff works as stand alone but not in original episodes.
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01-11-2009, 12:21 PM | #517 |
Re: High Resolution Pack discussion thread.
Yeah, just take your time to get into this stuff properly. You will see when looking at all the contributions the HRP contains that the quality level is quite high and not easy to be achieved. There is a lot work for Ep.4 to do yet, so maybe something among those tiles is what you might get interested in. On the other hand, missing stuff for any other episode (or really good revisions) is/are always welcome, too.
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01-11-2009, 03:31 PM | #518 | |
Re: High Resolution Pack discussion thread.
Quote:
A lot (actually most of) natural environment textures in games made from digital photos of real objects (like rightly noted Tea Monster, they are may be "photoshoped" lately). Otherwise we all was without grass textures, brick walls etc. As for the using photos of real women in HRP - it is also the matter of legality of using her (or his) photo without model's approvement. All photo banks use that rule, just try to post human photo in Shutterstock and you'll see . As for textures provided by marked - judging by low-res pictures (still, nobody seen them in full size), they are looks good, maybe with a little retouch (I think) thay may be used in HRP. And, there is no need to make them low-res just to mask manufacturer's name - it may be done in any paint program.
Last edited by Piterplus; 01-11-2009 at 03:47 PM.
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01-11-2009, 04:53 PM | #519 |
Re: High Resolution Pack discussion thread.
Well in the interest of trying my very meager talents at creating from scratch here is my first try at the "HOLDING CELLS" sign tile number 4447. The original was 64 x 32. It still looked a little pixelated at 256 x 120 so I doubled it to 512 x 240. I don't know where it is located in the game so I could not try it out. If it's any good, use it. Critisism likely and welcomed.
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01-11-2009, 06:01 PM | #520 |
Re: High Resolution Pack discussion thread.
The radios don't look bad at all. I think you need to make the lighting look a little more 'generic', but they are not far off. I can't remember what the sprite for the tape recorder looked like, but your's looks good in its place pretty much as is.
The holding cells looks good. I would suggest applying a bit more of the cone of light that is very visible on the backdrop to the letters thenselves. You might want to change the material of the letters so they pop off the background a bit more. Looks good though.
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