04-16-2007, 05:53 PM | #81 |
Re: Enhancing Duke's Spritely Apearance part 3
have L2king been keeping the list uptodate during my absence?
I can see the two bosses have been added so at a minimum it should be preaty uptodate.
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04-18-2007, 11:50 AM | #82 | |
Re: Enhancing Duke's Spritely Apearance part 3
Quote:
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04-18-2007, 12:29 PM | #83 |
Re: Enhancing Duke's Spritely Apearance part 3
Try interlace effect on picture 64x64 pixels size and you'll see why it wasn't used originally.
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04-26-2007, 09:56 AM | #84 |
Re: Enhancing Duke's Spritely Apearance part 3
Yeah, I know. Still, I think we could do without the interlacing.
Made some tiles. Actually most of these are already in the HRP, but I felt like redoing them. Am I late for the party? Alien Elevator (used art from tile 0467) 0465 0466 0468 0474 Sushi Sign 0721 Detour Sign 0984 0985 Marble Tiles 3384 3385 3386 3387 Building Tiles 0734 3405 3406 Episode 4 Tiles 4169 4172 4173 4174 4175 Courtroom Door in Pigsty 4303
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04-26-2007, 10:29 AM | #85 |
Re: Enhancing Duke's Spritely Apearance part 3
Those textures are outstanding! They are all better than the current ones in the hrp.
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04-26-2007, 10:34 AM | #86 |
Re: Enhancing Duke's Spritely Apearance part 3
Heh, I think I'll let someone else handle the detailmaps for these.
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04-26-2007, 11:17 AM | #87 |
Re: Enhancing Duke's Spritely Apearance part 3
Just like the models these are great and definitely an improvement except 046* as I made the old ones (Edit: Turns out I had the textures mixed up and didn't actual do those). Seriously though I'll add these to the HRP tonight as well.
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Last edited by Parkar; 04-26-2007 at 12:16 PM.
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04-26-2007, 02:32 PM | #88 |
Re: Enhancing Duke's Spritely Apearance part 3
Those textures are good, especially 4169-4175. You did really good job, dood!!
But as for 3384-3387 set I believe that old ones was not so bad also. Marble was good enough , but its color was too different from the original. So I mixed old ones (3384,3385,3386) with glass part of of dood!'s texture and tweaked marble's color to match original, here: http://members.lycos.co.uk/piterplus/download/3384.png http://members.lycos.co.uk/piterplus/download/3385.png http://members.lycos.co.uk/piterplus/download/3386.png Also I think that old 3387 should stay in hrp. One more thing - I didn't find 0533-0535 in the textures folder. Did I missed them or they are someplace else?
Last edited by Piterplus; 04-26-2007 at 02:36 PM.
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04-26-2007, 02:50 PM | #89 |
Re: Enhancing Duke's Spritely Apearance part 3
there are no 0533 anywhere, are they supposed to be done?
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04-26-2007, 03:10 PM | #90 |
Re: Enhancing Duke's Spritely Apearance part 3
Yeah, I didn't use actual marble, I tried to create the look of marble from scratch. I suppose it didn't turn out quite as well as I thought. But your right that the old ones weren't quite the right color, which is why I attempted to make new ones.
0533 is one of those holographic screens in E2L3. It's probably ironic that a hi-res version was never made and yet the others were, despite the fact that the ones that were made never appeared in-game, at least I don't think so.
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04-26-2007, 03:11 PM | #91 |
Re: Enhancing Duke's Spritely Apearance part 3
On todo list 0533-0535 marked as done(green). But it is absent in HRP.
There is updated by me list of missed tiles. There are all missed tiles. Green mean: marked as done but still missed in HRP. EDIT: Jibs are activated in HRP RC2. |
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04-26-2007, 03:56 PM | #92 |
Re: Enhancing Duke's Spritely Apearance part 3
They was done by Algoman (IIRC) ages ago:
http://members.lycos.co.uk/piterplus/download/0533.png http://members.lycos.co.uk/piterplus/download/0534.png http://members.lycos.co.uk/piterplus/download/0535.png |
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04-26-2007, 07:57 PM | #93 |
Re: Enhancing Duke's Spritely Apearance part 3
Hmmm. Good work Dood. Me thinks we need the to do list updated for post v3 HRP. Maybe Night Fright can do us a 'hit list' of most wanted textures/models.
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04-27-2007, 02:48 AM | #94 |
Re: Enhancing Duke's Spritely Apearance part 3
Yeah i might have to spend a few dayes going thre the two to sync it.
I see l2king made a few non existing tiles show up as dones as well
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Last edited by Killd a ton; 04-27-2007 at 02:55 AM.
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04-27-2007, 06:23 AM | #95 | |
Re: Enhancing Duke's Spritely Apearance part 3
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Some of these tiles located in gaps in octabrain images. Maybe these tiles should be added to octabrain. 2. Cannon and annoying mouse are exist in HRP but not for all tiles. 4407 - model of mouse. 4408 - sprite of mouse from ART. |
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04-27-2007, 05:22 PM | #96 |
Re: Enhancing Duke's Spritely Apearance part 3
1? no the errors are around the battel loard.
2 thows are marked as done already.
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hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
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04-27-2007, 10:47 PM | #97 | |
Re: Enhancing Duke's Spritely Apearance part 3
I didn't find the 199 blue texture skybox, so...
Quote:
http://img250.imageshack.us/img250/7...dyblue1fa0.png http://img329.imageshack.us/img329/4...dyblue2so2.png http://img250.imageshack.us/img250/2...dyblue3ts1.png http://img329.imageshack.us/img329/3...dyblue4it5.png http://img329.imageshack.us/img329/9...dyblue5wp9.png (1x1 px) |
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04-27-2007, 10:55 PM | #98 |
Re: Enhancing Duke's Spritely Apearance part 3
Where is that screenshot from? Is that E1L1?!
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04-27-2007, 11:34 PM | #99 |
Re: Enhancing Duke's Spritely Apearance part 3
No, a Hollywood from Nintendo 64 that I remake (unfinished).
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04-28-2007, 01:06 AM | #100 |
Re: Enhancing Duke's Spritely Apearance part 3
Dood! you seem to be very talented at making textures!! could you give it a go at making the explosions sprites??
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04-28-2007, 03:28 PM | #101 |
Re: Enhancing Duke's Spritely Apearance part 3
DavoX, dood!:
I'll just refer you to my past post about the ~RPG explosion. http://forums.3drealms.com/vb/showpo...&postcount=547 The gist of it is that I think it might look good if it were a blend the characteristics of a real RPG blast (particles and debris) and a nuclear explosion (the mushroom cloud). |
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04-29-2007, 01:15 AM | #102 |
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Re: Enhancing Duke's Spritely Apearance part 3
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04-29-2007, 06:47 PM | #103 |
Re: Enhancing Duke's Spritely Apearance part 3
MY GOD, did i just type "dood!"??? wtf i would never write it that way....well.
I think the explosions in Shadow warrior are excellent |
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04-29-2007, 06:50 PM | #104 |
Re: Enhancing Duke's Spritely Apearance part 3
The guy's name is "dood!."
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04-29-2007, 07:22 PM | #105 |
Re: Enhancing Duke's Spritely Apearance part 3
I think his point was concerning the corruption of the English language. However, when one uses a internet handle of such character, it is appropriate to refer to them as their name demands. For example: "Micki!" with the !( ) and "Killd a ton" as well as the other various people here who chose to use names with variants from what would be called traditional English, if there is such a thing.
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04-29-2007, 08:10 PM | #106 |
Re: Enhancing Duke's Spritely Apearance part 3
Holy crap the booze from yesterday is kicking in right now, a little bit late lol.
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04-30-2007, 07:00 AM | #107 |
Re: Enhancing Duke's Spritely Apearance part 3
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04-30-2007, 07:46 AM | #108 |
Re: Enhancing Duke's Spritely Apearance part 3
well then we cant use it as that would be a violation of that games copy right.
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hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
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05-01-2007, 05:03 AM | #109 |
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Re: Enhancing Duke's Spritely Apearance part 3
hmmm... obviously, I AM the Predictum Otium!
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05-11-2007, 01:59 AM | #110 |
Re: Enhancing Duke's Spritely Apearance part 3
texture 224 { pal 0 { file "highres/textures/0224.png" } }
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Last edited by Roma Loom; 05-11-2007 at 02:39 AM.
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05-11-2007, 03:04 AM | #111 |
Re: Enhancing Duke's Spritely Apearance part 3
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05-11-2007, 03:33 AM | #112 |
Re: Enhancing Duke's Spritely Apearance part 3
zomg, teh lycos is teh haxxors hideout! I'll create an imageshack account then for the textures Also I have created a normal map for this texture but I think I'll get grey hair by the time the engine will have support for this •_•
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05-11-2007, 09:44 AM | #113 |
Re: Enhancing Duke's Spritely Apearance part 3
Would be appreciated if new textures that gets posted has detail mapping applied rather then having me add it later in the HRP. This one probably looks good width the regular metal detail map in the HRP for instance.
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05-11-2007, 02:29 PM | #114 |
Re: Enhancing Duke's Spritely Apearance part 3
Hi, Roma,
You did really nice texture, but it should be alike 223, because they are belong to one set. I mean they partly share same metal details and have same color tint. Yours is too reddish. |
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05-12-2007, 11:25 AM | #115 |
Re: Enhancing Duke's Spritely Apearance part 3
I think, can leave the previous Hi-Res versions of these tiles? 3387 especially.
Effect of reflections of a marble surface it will be possible to achieve, if someone will try to add shaders... ?
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05-12-2007, 11:59 AM | #116 |
Re: Enhancing Duke's Spritely Apearance part 3
Speaking of marble tiles, there is a horrible tile clash with the HRP black marble tile and the map "Derelict" On that map 3D realms used the black marble tile to represent oil in one of the 2 fuel tanks.
The classic version of the tile worked here as it didn't look too marbley but with the new tile it doesn't look right - jumping into a solid yet watery marble floor. This isn't a problem with the tile itself but more of a problem with how its used on some maps. Perhaps a new maphack trick could get added which allows us to change the tile used? |
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05-13-2007, 05:49 AM | #117 |
Re: Enhancing Duke's Spritely Apearance part 3
Speaking of the marble tiles, they look terribly low-res in the game. Play E3L8 (Hotel Hell) to see what I mean.
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05-13-2007, 08:58 AM | #118 |
Re: Enhancing Duke's Spritely Apearance part 3
That because they (3386,3387) there resized from 512x512 to 256x256 in official hrp (again, overoptimization!). Replace 3386 with one I posted here page back, and here is 512x512 3387:
http://members.lycos.co.uk/piterplus/download/3387.png (That texture is not mine, I just hold it here for a while) |
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05-13-2007, 09:50 AM | #119 |
Re: Enhancing Duke's Spritely Apearance part 3
Excellent!
Thanks, Piterplus.
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05-13-2007, 02:03 PM | #120 |
Re: Enhancing Duke's Spritely Apearance part 3
ouch. I've missed that #223 texture... looks like I have to remake it rather than altering #224...
on another note - why the hell are some textures in the latest HRP just 2x sized instead of 4x? like #4173 one... I've tried playing the latest HRP on a GF4200Ti and it runs pretty fine... never got the fps below 50... another bad thing about resizing 4x textures to 2x even with bicubic sharper filter still makes them blurry. Imagine such blurred textures blurred further with trilinear or anizotropic filter ingame... •_•
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