11-09-2008, 06:04 PM | #441 | |
Re: High Resolution Pack discussion thread.
Quote:
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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11-09-2008, 08:00 PM | #442 |
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. Well... that's actually what I was looking for with the Pig Cop. Do you know who made the skin? |
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11-10-2008, 07:05 AM | #443 |
Re: High Resolution Pack discussion thread.
With "clean" you probably mean not x-rated? Well, I guess that should be no problem.
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11-10-2008, 11:04 AM | #444 |
Re: High Resolution Pack discussion thread.
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11-10-2008, 11:07 AM | #445 |
Re: High Resolution Pack discussion thread.
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11-10-2008, 11:25 AM | #446 |
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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11-10-2008, 12:59 PM | #447 |
Re: High Resolution Pack discussion thread.
Yes i know...
I was referring to your quote. |
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11-10-2008, 01:14 PM | #448 |
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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11-10-2008, 01:49 PM | #449 |
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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11-10-2008, 02:29 PM | #450 |
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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11-10-2008, 04:29 PM | #451 |
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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11-10-2008, 04:53 PM | #452 |
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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11-11-2008, 03:58 AM | #453 | |
Re: High Resolution Pack discussion thread.
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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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11-12-2008, 03:46 PM | #454 | |
Re: High Resolution Pack discussion thread.
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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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11-13-2008, 07:28 AM | #455 |
Re: High Resolution Pack discussion thread.
That's crazy. Did he get the job at EA?! |
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11-14-2008, 05:55 PM | #456 |
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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11-20-2008, 08:04 AM | #457 |
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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Hopeless Encounters Succesfully Won Thedutchjelle |
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11-20-2008, 08:40 AM | #458 |
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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11-20-2008, 03:07 PM | #459 |
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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11-20-2008, 05:05 PM | #460 |
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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11-21-2008, 08:31 AM | #461 |
Re: High Resolution Pack discussion thread.
This is a good idea. We are still missing the md2 -> md3 conversion.
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11-23-2008, 07:17 AM | #462 |
Re: High Resolution Pack discussion thread.
I don't see the point in this since you can't retrieve any lost quality anyway.
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11-24-2008, 03:29 AM | #463 |
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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11-28-2008, 02:20 AM | #464 |
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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11-28-2008, 03:14 AM | #465 |
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.
Last edited by Piterplus; 11-28-2008 at 03:18 AM.
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11-28-2008, 09:12 AM | #467 |
Re: High Resolution Pack discussion thread.
Otherwise, this is looking very good! A big improvement compared to the current version.
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11-28-2008, 09:20 AM | #468 |
Re: High Resolution Pack discussion thread.
excellent, I say!
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11-28-2008, 05:09 PM | #469 | |
Re: High Resolution Pack discussion thread.
Quote:
Can't beat a batch. |
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12-03-2008, 08:16 AM | #470 |
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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12-03-2008, 03:29 PM | #471 |
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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12-03-2008, 04:23 PM | #472 |
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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12-03-2008, 04:33 PM | #473 |
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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12-03-2008, 04:46 PM | #474 |
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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12-03-2008, 05:38 PM | #475 |
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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12-03-2008, 05:53 PM | #476 |
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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12-03-2008, 06:05 PM | #477 |
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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12-03-2008, 06:14 PM | #478 |
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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12-03-2008, 06:21 PM | #479 | |
Re: High Resolution Pack discussion thread.
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12-03-2008, 09:16 PM | #480 | |
Re: High Resolution Pack discussion thread.
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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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