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Old 03-19-2008, 04:08 AM   #441
Lightning Hunter

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Re: Enhancing Duke's Spritely Apearance part 3
I'm happy to see that you are still creating textures, Devastator. I was hoping that you would abide by the license, because you are a talented artist. I look forward to seeing more textures from you in the future.
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Old 03-19-2008, 04:19 AM   #442
KaiHanshen
Re: Enhancing Duke's Spritely Apearance part 3
Quote:
Originally Posted by Lightning Hunter View Post
I'm happy to see that you are still creating textures, Devastator. I was hoping that you would abide by the license, because you are a talented artist. I look forward to seeing more textures from you in the future
SECONDED.
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Old 03-19-2008, 07:44 AM   #443
0815Jack
Re: Enhancing Duke's Spritely Apearance part 3
here comes REACTOR2SPARK (580)

DOWNLOAD

its still not 100% as the sprites, but comes very close to it.....i hope the defs are correct this time viewable a E2L2 (in front of the nuke-button room pal21), E2L7 (reactor room ) and E4L9 (ship engine room)

the ps-filter Devastator recommened, doesnt work the way i want it...so if someone voluteers to improve it, send me an email and i will send him my psd's

@NightFright: about the HRP-To-Do list for level 3+4? is there a lot of stuff left?
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Old 03-19-2008, 08:38 AM   #444
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
Looks good, i'd made some of waves strict and sharp, and added some macrowork with 1-3 pixel brush.
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Old 03-19-2008, 01:30 PM   #445
NightFright

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Re: Enhancing Duke's Spritely Apearance part 3
Defs are wrong again. They point to highres folder while tiles are (correctly) placed into highres\sprites\effects.

I will check Ep.3/4 to-do contents soon, probably within the next few days.
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Old 03-19-2008, 02:23 PM   #446
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Re: Enhancing Duke's Spritely Apearance part 3
Hey Devastator, your textures are looking awesome! It's awesome to have someone like you working for the HRP team!

Also, do you take requests? If you do, then tile #1000 and #1001 should be made. They look like one of the easiest textures to make and they havn't even been made yet.

Also, awesome #796. I never really liked the one that was in the HRP.
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Last edited by Radar1013; 03-19-2008 at 07:28 PM.
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Old 03-19-2008, 02:34 PM   #447
0815Jack
Re: Enhancing Duke's Spritely Apearance part 3
@NightFright

opps sorry

was an oversight ...
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Old 03-19-2008, 03:08 PM   #448
NightFright

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Re: Enhancing Duke's Spritely Apearance part 3
No prob. As long as my defs are correct...
BTW: Ep.3 todo list is online: http://hrp.duke4.net/wiki/doku.php?i...xt_hrp_release
Ep.4 list soon.
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Old 03-19-2008, 04:56 PM   #449
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
has 222 been done by anybody?

1000 and 1001:
Attached Images
File Type: jpg 1000.jpg (19.5 KB, 48 views)
File Type: jpg 1001.jpg (16.4 KB, 37 views)
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Old 03-19-2008, 05:49 PM   #450
Radar1013

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Re: Enhancing Duke's Spritely Apearance part 3
Yes, 222 has already been done.

Also, you should also try your hand at 726, another easy texture that hasn't been made.

Also, your 1000 and 1001 look awesome!
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Old 03-19-2008, 06:37 PM   #451
Cipher

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Re: Enhancing Duke's Spritely Apearance part 3
Except that Duke is in LA, so that measurement should be in miles
No big deal, though.

Also, the PNG format preserves the sharp lines in textures like that. It is usually preferable to JPEG in textures with large areas of solid color, simple gradients, or text.
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Last edited by Cipher; 03-19-2008 at 06:42 PM.
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Old 03-19-2008, 07:26 PM   #452
Radar1013

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Re: Enhancing Duke's Spritely Apearance part 3
Actually, i think that he made that texture in PNG, but then the forum software changed it to JPEG. That's happened to me.
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Old 03-20-2008, 01:17 AM   #453
Piterplus

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Re: Enhancing Duke's Spritely Apearance part 3
I have reported about this bug here (http://forums.3drealms.com/vb/showthread.php?t=30939)
Lets see that's answer we'll get.
For a while I propose to use imageshack (or other hosts) to store png files .

But anyway, those two textures (1000, 1001) are not tranparent, so no need to make them png.
I think that edges of the letters is shap just bacause Devastator made them this way.
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Old 03-20-2008, 01:20 AM   #454
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
i uploaded jpeg, and it uploaded correctly, everything is allright
btw, i'd be gratefull if somebody can post or give link to look at #222, that's rather interestiong one.
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Old 03-20-2008, 01:24 AM   #455
Piterplus

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Re: Enhancing Duke's Spritely Apearance part 3
http://members.lycos.co.uk/piterplus/download/0222.png
You can unzip hrp archive and look at all hi-res textures and models youself to check if they was already done (or maybe it is worth to remake it, if it was badly done).
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Last edited by Piterplus; 03-20-2008 at 01:26 AM.
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Old 03-20-2008, 04:08 AM   #456
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
huh wow, detail amount is amazing. Thanks for link Piter. I asked for 222 because i can't download hrp, and have to work in total blindness.
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Old 03-20-2008, 05:32 AM   #457
Piterplus

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Re: Enhancing Duke's Spritely Apearance part 3
In that case check todo list:
http://hrp.duke4.net/wiki/doku.php?i...xt_hrp_release

But anyway you have to download hrp someday.
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Old 03-20-2008, 08:14 AM   #458
NightFright

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Re: Enhancing Duke's Spritely Apearance part 3
Yeah, a little antialiasing on the #1000/1001 letters wouldn't hurt. Otherwise, quite usable.
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Old 03-20-2008, 10:05 AM   #459
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
Thanks for todo list, it will help a lot.

Dislike i this antialiasing.... but here we go.
had to kill some people.. some are still lying and crying in agony...looks like nobody likes being squished..
2300, 1000, 1001
Attached Images
File Type: png 2300.png (88.6 KB, 62 views)
File Type: jpg 1000.jpg (19.0 KB, 32 views)
File Type: jpg 1001.jpg (16.2 KB, 25 views)
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Last edited by Devastator; 03-20-2008 at 11:10 AM.
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Old 03-20-2008, 01:33 PM   #460
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
726 as requested.
Attached Images
File Type: jpg 726.jpg (50.6 KB, 33 views)
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Old 03-20-2008, 02:06 PM   #461
Radar1013

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Re: Enhancing Duke's Spritely Apearance part 3
Awesome Devastator! Your doing a really good job!

It is so awesome how you make such great textures, and you make them so fast! We're happy you are are with us!


401 should be made. Even though it's not used much in the original game, it is used a LOT in the DukeDC maps.

NightFright
658 and 659 should be added in the revisions section in your HRP to-do-list because i have complained twice that these textures were never put in the HRP, little did i know that they WERE in the HRP. They were so low resolution that i couldn't even tell!
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Old 03-20-2008, 02:20 PM   #462
0815Jack
Re: Enhancing Duke's Spritely Apearance part 3
nice work Devastator

one hint ... i believe that 1136 needs a pal 2 version.....

check E2L8 ... the reactor room can you reach by a teleport bridge
Last edited by 0815Jack; 03-20-2008 at 02:25 PM.
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Old 03-20-2008, 02:49 PM   #463
Radar1013

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Re: Enhancing Duke's Spritely Apearance part 3
I'm not sure what pallete it is, but it's the one that's used in the queen.

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Old 03-20-2008, 02:50 PM   #464
NightFright

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Re: Enhancing Duke's Spritely Apearance part 3
@Radar1013
That's pal14 (green). We would also need pal13 (brown) for other door in E4L10.
Last edited by NightFright; 03-20-2008 at 04:01 PM.
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Old 03-20-2008, 03:03 PM   #465
Radar1013

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Re: Enhancing Duke's Spritely Apearance part 3
Aw, that sucks. I don't know how to tint things brown in photoshop.
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Old 03-20-2008, 03:46 PM   #466
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
Radar, try Image - adjustement - Gradient map
or Ctrl+U (Image - adjustement - HUE Saturation).

1136 pal 2
http://img98.imageshack.us/img98/9608/11362bg8.png
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Old 03-20-2008, 03:49 PM   #467
NightFright

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Re: Enhancing Duke's Spritely Apearance part 3
It doesn't rain, but it pours!
Oh, and I have made #4525-4528 pal 0/10 by myself, based on 0815Jack's BOLT1, just turned counter-clockwise by 90 degrees.

I doubt a separate pal 2 version of #1136 makes that much sense. OK, the red tint is better than without having a separate version, but you should rather improve pal 2 tint in the defs. Right now, RGB values for pal2 are 255/128/50. Maybe you can come up with something better (so that it's more like red than orange)?

BTW the to-do list is now complete, at least it should show anything that's visibly undone in the official episodes.
Last edited by NightFright; 03-20-2008 at 04:57 PM.
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Old 03-20-2008, 06:07 PM   #468
0815Jack
Re: Enhancing Duke's Spritely Apearance part 3
hey i didnt noticed #4525-4528

doensnt altering the tint mean, that all pal textures have to be redone? i always thought tint defs were the orignals values.....

i will post reactorspark (1092) soon.....
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Old 03-21-2008, 02:05 AM   #469
Piterplus

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Re: Enhancing Duke's Spritely Apearance part 3
Quote:
Originally Posted by Devastator View Post
Maybe it will be cooler if you don't make all image completely red, but leave metal parts untouched, or just less red.
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Old 03-21-2008, 02:56 AM   #470
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
hmm. i think pal 2 stands for overall red lighting, no exclusions.
See pal 19, just like you say - metal parts untouched, other- red.

About tint. Actually it was good idea to create separate texture for palette 2. I tried out many possible tinting values, but all sucked. With gradient map i could fit colors to look like original one, and in game modified texture looks much more better than just tinted. Thats because in original duke palettes color varies.
simple tinting is no good...
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Old 03-21-2008, 04:45 AM   #471
Piterplus

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Re: Enhancing Duke's Spritely Apearance part 3
Quote:
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hmm. i think pal 2 stands for overall red lighting, no exclusions.
See pal 19, just like you say - metal parts untouched, other- red.
That was bacause of engine and resources limitations. If you used tint, as a result all texture's color was changed no matter of what material it consists.
In real life some of materials reflect colored lights (metals, class) , some not (fabric etc).
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Old 03-21-2008, 07:55 AM   #472
Devastator

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Re: Enhancing Duke's Spritely Apearance part 3
well, but if there is only red lightning, where'd white come from? I don't know if there are materials which can change light's wavelength, therefore changing light's color.
Nevertheless it did looks better - i made metal less saturated and more shiny
not noticeable at first glance, but makes difference.
http://img170.imageshack.us/my.php?image=11362rp2.png
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Last edited by Devastator; 03-21-2008 at 07:59 AM.
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Old 03-21-2008, 08:21 AM   #473
NightFright

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Re: Enhancing Duke's Spritely Apearance part 3
We will work on the pal.2 tint issue, this also caused problems with Expander crystal.

Thanks to Hunter_rus, the to-do list is now REALLY completed. It appears I forgot to add quite some models and textures. Hunter's program found all remaining ones.
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Old 03-21-2008, 09:07 AM   #474
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Re: Enhancing Duke's Spritely Apearance part 3
1. I think the crystal(for expander) should have a glowmap and the pal2 should be more red.
[EDIT]It doesn't work. I have to do a change to EDuke32 first.[/EDIT]

2. The to-do list isn't completed yet. There are is a bunch of internally used tiles.
Spoiler:
Last edited by Hunter_rus; 03-21-2008 at 12:36 PM.
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Old 03-21-2008, 11:09 AM   #475
Hunter_rus

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Re: Enhancing Duke's Spritely Apearance part 3
Quote:
Originally Posted by Piterplus View Post
Quote:
Originally Posted by Devastator
Maybe it will be cooler if you don't make all image completely red, but leave metal parts untouched, or just less red.
Pal2 is supposed to change all colors to red. It would look weird, if a red room had some metal parts that weren't red at all.

Why do we have pal2 textures?
We had to have these textures because the tint for pal2 was orange instead of red.
We had to have the orange tint for proper expander colorization.

But we actually do not need any pal2 textures since the expander issue will be solved. See the solution above. [EDIT]It will be solved.[/EDIT]
Last edited by Hunter_rus; 03-21-2008 at 12:37 PM.
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Old 03-21-2008, 12:53 PM   #476
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Re: Enhancing Duke's Spritely Apearance part 3
I have uploaded the series of steam images here in this thread, but it's not usable due to the engine limitations.
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Old 03-21-2008, 02:02 PM   #477
NightFright

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Re: Enhancing Duke's Spritely Apearance part 3
I really don't know why especially the smoke stuff won't work. We have lots of similar tiles that don't cause any problems.
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Old 03-21-2008, 02:23 PM   #478
0815Jack
Re: Enhancing Duke's Spritely Apearance part 3
ok here is reactorspark (1092)

DOWNLOAD

can be viewed in E2L4 / EL28 and E4L11 (pal 10)

during testing my images i noticed this:



is this a misalignment (the earth sprite) in the level itself or can this be fixed? and what about the fliped sprites in the whole other levels. can they be fixed too? its not a big thing....but it would be nice if possible...
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Old 03-21-2008, 02:44 PM   #479
NightFright

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Re: Enhancing Duke's Spritely Apearance part 3
We have several of these, e.g. the E1L5 San Andreas Vault sign. I doubt anything can be done, you would have to change the original tiles in the group file as far as I have been told. Some items might be related to aspect ratio, however, I cannot tell for sure.
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Old 03-21-2008, 02:47 PM   #480
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Re: Enhancing Duke's Spritely Apearance part 3
1144 Pal 13

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