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Old 11-09-2008, 06:04 PM   #441
alandog

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by PimpUigi View Post
He's a beast.

I really like the movie theater textures.
I wish he did a clean version of the same thing pretty much.

Though nothing really replaces the original of that very well : (

yeah, I'm perfectly agree about the theater textures... can he make a clean version? I don't think it would be difficult if he still retained the original images...
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Old 11-09-2008, 08:00 PM   #442
Hendricks266
Re: High Resolution Pack discussion thread.
To all whom it may concern:
Could I have the source models and textures for... *checks list*: the trooper, enforcer, commander, cycloid emperor, octabrain, and mighty foot? It will greatly assist me with the addon HRPs.

Quote:
Originally Posted by Parkar View Post
I don't have any photo shop / gimp files with layers for the Pig Cop but if there is anything else you want like other 3d model formats etc let me know.
Well... that's actually what I was looking for with the Pig Cop. Do you know who made the skin?
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Old 11-10-2008, 07:05 AM   #443
NightFright

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by alandog View Post
yeah, I'm perfectly agree about the theater textures... can he make a clean version? I don't think it would be difficult if he still retained the original images...
With "clean" you probably mean not x-rated? Well, I guess that should be no problem.
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Old 11-10-2008, 11:04 AM   #444
alandog

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Re: High Resolution Pack discussion thread.
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Originally Posted by NightFright View Post
With "clean" you probably mean not x-rated? Well, I guess that should be no problem.
right, that was exactly what I mean to say...
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Old 11-10-2008, 11:07 AM   #445
chicken

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by NightFright View Post
chicken really delivered in that aspect, maybe even more than what was actually needed.
What the...
Wasn't it you who wanted the whole thing a little dirtier?
Huh? Remember 1298?


But seriously: Clean version for the theatre should be no problem.
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Old 11-10-2008, 11:25 AM   #446
NightFright

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Re: High Resolution Pack discussion thread.
Well, the non-x-rated version is probably meant for standard HRP, not XXX Pack.
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Old 11-10-2008, 12:59 PM   #447
chicken

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Re: High Resolution Pack discussion thread.
Yes i know...
I was referring to your quote.
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Old 11-10-2008, 01:14 PM   #448
NightFright

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Re: High Resolution Pack discussion thread.
@PimpUigi:
I have made XXX Pack Lite v1.2 from current full release. Maybe you want to take a look. Personally, I even prefer this one.
[This link is also shown in description box for full XXX Pack.]
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Old 11-10-2008, 01:49 PM   #449
PimpUigi

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Re: High Resolution Pack discussion thread.
I made my own too.

I love all this new content. : )

I wish I knew how to code.
Cause I would continue the work on SD_Duke

Replace the gore in SD_Duke with DukePlus' gore (except no fire jibs)
Take out the new smoke from gun shots, replace them with old smallsmoke.
Replace the SD fire with the standard fire.

Bam, SD_Duke is back! Simple and not overwhelming.

sigh @ my codeless brain
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Old 11-10-2008, 02:29 PM   #450
Hendricks266
Re: High Resolution Pack discussion thread.
What are the general guidelines for the amount of polygons for the different categories of models? Like prop, pickup, HUD, character, enemy, et cetera.
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Old 11-10-2008, 04:29 PM   #451
alandog

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Re: High Resolution Pack discussion thread.
abot the xxx_lite pack:

textures 1281-1282 seems wrong: the first have the bra, the second miss the scratches effect... however, if the clothed version looked like 1281, than it's really good! may I suggest to reduce the scratches effect a little? sharpening the edges of the boa would be great, too...

otherwise, great work
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Old 11-10-2008, 04:53 PM   #452
NightFright

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Re: High Resolution Pack discussion thread.
chicken sent me wrong versions of the files. As soon as he has corrected the issues, I will reupload the file.

*UPDATE*
I have updated the file with correct #1281. Please re-download XXX Pack Lite if you did so before this message. #1282 is supposed to have no film effect, so it's OK.
Last edited by NightFright; 11-10-2008 at 05:21 PM.
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Old 11-11-2008, 03:58 AM   #453
Parkar

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Hendricks266 View Post
What are the general guidelines for the amount of polygons for the different categories of models? Like prop, pickup, HUD, character, enemy, et cetera.
Just be reasonable. Anything under 5000 for an enemy would be alright depending on enemy while a few hundreds for pickups etc. I think the current enemies are around 1000-2000 with bosses possibly around 3000. Just pulling those numbers out of my ass though.

You could probably go way higher and still have decent performance on a modern PC but I don't see the point of it considering the limited animation possibilities. A 10 000 poly enemy animating like a character from the nineties just looks bad in anything but screenshots.

Edit: As for source models, I'll get the ones I have uploaded comming weekend.
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Old 11-12-2008, 03:46 PM   #454
Tea Monster

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Hendricks266 View Post
To all whom it may concern:
Could I have the source models and textures for... *checks list*: the trooper, enforcer, commander, cycloid emperor, octabrain, and mighty foot? It will greatly assist me with the addon HRPs.
I'm kinda gun-shy about handing out blend files since a member of this forum took one and applied for a job at EA with it.

Interesting comments on the poly count. You could do some good work with 5K polys. I used to aim for 3K polys with the Cycloid and the Queen.

That brings us back to normal mapping and all that jazz. Having a 10K poly boss that looks good is great, but why not have a 5K boss that looks like a 20K boss with normal maps? The engine is showing its age, even with the wonderful improvements we have. Working with Next gen models is a transformational experience and just piling polys on to get the effect of modern games is kinda couter-productive.
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Last edited by Tea Monster; 11-12-2008 at 03:50 PM.
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Old 11-13-2008, 07:28 AM   #455
PimpUigi

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Re: High Resolution Pack discussion thread.

That's crazy.

Did he get the job at EA?!
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Old 11-14-2008, 05:55 PM   #456
Hendricks266
Re: High Resolution Pack discussion thread.
I forgot a few models. Could I please have the source for the scuba gear pickup, shotgun ammo, chaingun ammo, rpg ammo, devastator ammo, pipebomb box, and keycard?

@Tea Monster:
You could always PM or email me.
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Old 11-20-2008, 08:04 AM   #457
Thedutchjelle
Re: High Resolution Pack discussion thread.
Thanks for the updates The more HR stuff the better

I combined the Lite and Normal XXX versions to create a version of my own liking. It's awesome that that was so easy to do.
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Old 11-20-2008, 08:40 AM   #458
NightFright

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Re: High Resolution Pack discussion thread.
That was the idea behind it. I would create a "filthy" XXX pack first, then a minor offensive one. Mixing them is easy because there are no def files, just textures/skins - which are even named identically. You just have to overwrite those you want to change with the versions from the other pack.

Thanks again to chicken for his *really* amazing effort. Without him, there would not have been a new XXX Pack for ages, probably.
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Old 11-20-2008, 03:07 PM   #459
chicken

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Re: High Resolution Pack discussion thread.
Glad i could help
Now i'm looking forward to the release of the main HRP
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Old 11-20-2008, 05:05 PM   #460
Hendricks266
Re: High Resolution Pack discussion thread.
I have a five-day vacation next week (Wednesday-Sunday), so I might be able to convert all of the MD2s to MD3s.
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Old 11-21-2008, 08:31 AM   #461
NightFright

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Re: High Resolution Pack discussion thread.
This is a good idea. We are still missing the md2 -> md3 conversion.
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Old 11-23-2008, 07:17 AM   #462
Parkar

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Hendricks266 View Post
I have a five-day vacation next week (Wednesday-Sunday), so I might be able to convert all of the MD2s to MD3s.
I don't see the point in this since you can't retrieve any lost quality anyway.
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Old 11-24-2008, 03:29 AM   #463
NightFright

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Re: High Resolution Pack discussion thread.
Well, I think/hope the guys know no quality can be gained of this. It's just because we said we wanted to get rid of any remaining MD2 models. Of course, it would be better if we had improved ones instead...
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Old 11-28-2008, 02:20 AM   #464
SwissCM

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Re: High Resolution Pack discussion thread.
I've been working on the HUD a little more and completed the tiny blue font, along with the pal colours that go with it. Unfortunately theres a problem that didn't make itself apparent until I redid the small text :


Above is in-game, below is a mockup (excuse the colours for not being correct). As you can see from the in-game one, the text is badly sized and has it's right side chopped off. If you look closely, this is true with all rotatesprite (HUD) elements. Supposedly it's a bug in the polymost code.

It's pretty ugly, and I'll probably wait until it is fixed before I release my pack. I will continue work on it though, I want to redo the rest of the fonts as well and create lower case versions of the small and medium fonts.

Also I just noticed that the colours are a bit duller in-game too. Not that much of a problem but it is something of note.
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Old 11-28-2008, 03:14 AM   #465
Piterplus

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Re: High Resolution Pack discussion thread.
As a temporary solution try to add one pixel wide vertical tranparent line to the right side of font. Not neccessary to remake all files, to see if it works enough one file - zero, for example.
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Last edited by Piterplus; 11-28-2008 at 03:18 AM.
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Old 11-28-2008, 05:08 AM   #466
Plagman

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Re: High Resolution Pack discussion thread.
If you're gonna work around the alignment problem, make sure you keep a "proper" copy of the tiles as well so that they can be used after the bug is fixed.
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Old 11-28-2008, 09:12 AM   #467
NightFright

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Re: High Resolution Pack discussion thread.
Otherwise, this is looking very good! A big improvement compared to the current version.
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Old 11-28-2008, 09:20 AM   #468
alandog

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Re: High Resolution Pack discussion thread.
excellent, I say!
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Old 11-28-2008, 05:09 PM   #469
Sobek

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Piterplus View Post
As a temporary solution try to add one pixel wide vertical tranparent line to the right side of font. Not neccessary to remake all files, to see if it works enough one file - zero, for example.
If SwissCM has Photoshop, a simple batch script could be setup to do everything needed in a matter of seconds - assuming adding the additional line works to begin with.

Can't beat a batch.
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Old 12-03-2008, 08:16 AM   #470
NightFright

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Re: High Resolution Pack discussion thread.
We are still calling out for someone to provide the last two missing highres textures for Ep.1, which are #740 and #1120. It would be great if those could be finished for the upcoming full release.

As soon as
- those two textures are finished,
- escapist and alandog are done with #1317 and
- the new statusbar/HUD fonts by SwissCM are ready,
I will tell Parkar to let the whole thing go finally public.
Last edited by NightFright; 12-03-2008 at 08:22 AM.
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Old 12-03-2008, 03:29 PM   #471
PimpUigi

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Re: High Resolution Pack discussion thread.
Did you add in the Shotgun cfg changes yet?

Can't wait for the new content.

: )
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Old 12-03-2008, 04:23 PM   #472
NightFright

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Re: High Resolution Pack discussion thread.
Your changed defs are included in current SVNs, but they suffer from the same problem my own modification had back in HRP Update v2.x - during walking animation, you see the end of the model (trigger) part occasionally. Apart from that, it looks better. Currently, I see no other solution (apart from doing a new model, of course), so your new defs will likely find their way into final HRP.
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Old 12-03-2008, 04:33 PM   #473
Tea Monster

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Re: High Resolution Pack discussion thread.
Can't you just reposition the defs so that the bottom of the model dosen't clip the viewport? Or change the scale slightly?
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Old 12-03-2008, 04:46 PM   #474
NightFright

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Re: High Resolution Pack discussion thread.
Dunno, I think it's difficult. That's why I didn't manage to make it fully acceptable, too. To avoid clipping, you would have to move the model so much towards the player that it would look like it did before.
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Old 12-03-2008, 05:38 PM   #475
PimpUigi

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Re: High Resolution Pack discussion thread.
It's pretty good right now though, you can barely see the trigger area, and not quite enough to tell his finger is missing.
If it was one millimeter more, it'd be too much though I think.

When I started getting into the HRP, it was during the time where the Shotgun was elevated really high, had no muzzle flash, and you could see this huge area below the trigger.
This is initially when I came up with this.
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Old 12-03-2008, 05:53 PM   #476
NightFright

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Re: High Resolution Pack discussion thread.
Yeah, that must have been my pitiful approach. I admit yours is better. Mine sucked. Hard.
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Old 12-03-2008, 06:05 PM   #477
PimpUigi

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Re: High Resolution Pack discussion thread.
Though it did have the affect you intended, someone doing something to fix it.

It just took me a while to get it to the point I liked it enough to talk about it.
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Old 12-03-2008, 06:14 PM   #478
Radar1013

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Re: High Resolution Pack discussion thread.
why can't TerminX just code it so that if there is a model that replaces the HUD that it will delete the normal 8-bit sprite and we won't have this problem anymore.

I'm guessing that since this hasn't yet been put it in to EDuke32 that it's a little bit more difficult then the way i make it sound....
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Old 12-03-2008, 06:21 PM   #479
Parkar

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Radar1013 View Post
why can't TerminX just code it so that if there is a model that replaces the HUD that it will delete the normal 8-bit sprite and we won't have this problem anymore.

I'm guessing that since this hasn't yet been put it in to EDuke32 that it's a little bit more difficult then the way i make it sound....
Removing the 8-Bit art is not the problem though.
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Old 12-03-2008, 09:16 PM   #480
Hendricks266
Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Radar1013 View Post
why can't TerminX just code it so that if there is a model that replaces the HUD that it will delete the normal 8-bit sprite and we won't have this problem anymore.
It does this already. The only thing 8-bit that remains is the muzzle flashes.

For the hell of it, here's the chaingun and shotgun muzzleflash models I made last year.

mflashes.7z

frame name "idle"
scale ~100
skins included

I don't know if the UV mapping will work or not.
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