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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   MusicallyInspired 

  • The Sarien Encounter

#7021

Then it should be "Duke's Art" not "Arts".
0

User is offline   Danukem 

  • Duke Plus Developer

#7022

View PostMusicallyInspired, on 06 March 2016 - 08:00 PM, said:

Then it should be "Duke's Art" not "Arts".


If I change it, it will become DukeArts. I like the way the letters match in DukesArts, even though it doesn't make perfect sense.

By the way, last week I did as you suggested and switched the music over to exported midis using good sound fonts. Some tracks were already out there and some I exported myself.
1

User is offline   Micky C 

  • Honored Donor

#7023



Posted Image
11

User is offline   Daedolon 

  • Ancient Blood God

#7024

At least make it round (add .33 to the width).
0

User is offline   Zaxtor 

#7025

Probably one of the most complicated to make boss I've ever made in one of the secret level.
Spent almost 2 days working on it.
3

User is offline   Micky C 

  • Honored Donor

#7026

View PostZaxtor, on 10 March 2016 - 02:15 PM, said:

Probably one of the most complicated to make boss I've ever made in one of the secret level.


You've been saying that with all of your bosses.
1

User is offline   Mike Norvak 

  • Music Producer

#7027

Maybe this is just one of the hardest for a secret level 😂
0

User is offline   CruX 

#7028

Posted Image

Just hacked this place out. Still some details to add, but I'm mostly satisfied with it in terms of the layout. Also, this'll probably be the last screen I post for awhile. There's still a ton of the map that I haven't shown, and a ton more to come probably, but I don't wanna overload it.

This post has been edited by CruX: 10 March 2016 - 07:42 PM

7

User is offline   Zaxtor 

#7029

 Micky C, on 10 March 2016 - 04:48 PM, said:

You've been saying that with all of your bosses.


Well not all but a few.
This one took about 2 days to make.
1.4 days to concode it and 1.4-1.6 days to make its art etc.
Boss is freaken huge tho,
Probably one of the biggest boss in first person shooter's history.
As I know of.

PS
The boss has several weapon features, Uses mindpowers to make most of its attack occurs.
While uses few traditional projectile shooter.

This post has been edited by Zaxtor: 10 March 2016 - 08:07 PM

2

User is offline   Merlijn 

#7030

Looks good Crux! :whistling:

Here's another WIP shot from my city level. Final shot for now, I'll probably post another update when the map is nearly finished.

Attached Image: duke0018.png
12

User is offline   Sanek 

#7031

 Merlijn, on 11 March 2016 - 12:11 PM, said:

Looks good Crux! :whistling:

Here's another WIP shot from my city level. Final shot for now, I'll probably post another update when the map is nearly finished.

duke0018.png


Looks good! I hope you give me a chance to test it. :woot:

P.S. Be sure to check shadows man, or that Finland assassin get on your ass!
0

User is offline   Merlijn 

#7032

How subtle :woot: Don't worry, you're on my list for beta testers.

As for shading: I've already added wall shading everywhere. :whistling: Outdoor sections won't have heavy sector based shading though.
It simply eats up too many resources. Besides, it's cloudy and rainy so no need for big contrasting shadows.

At least not outside. The indoor sections will feature more heavy contrasts and sector based shading.
0

User is offline   Mike Norvak 

  • Music Producer

#7033

...

Attached Image: capt0001.png
7

User is offline   Hendricks266 

  • Weaponized Autism

  #7034

That gives me Rayman 2 vibes.
2

User is offline   Danukem 

  • Duke Plus Developer

#7035



Before anyone asks, there are technical reasons why it doesn't have a shield yet. There were 2 options, neither of which worked the way I wanted due to issues with eduke32.

Option1: Shield as a separate model existing at the same coordinates. Unfortunately, the shield would randomly completely block any view of the Droideka behind the shield, no matter how transparent the shileld model is set. Then sometimes the droid would randomly become visible again. I chalk this up to known recent issues with eduke32 handling transparency and overlapping sprites.

Option2: The shield is a separate surface on the droideka model -- make the shield surface 100% transparent when it is depleted. Unfortunately, surface 1 can only accept one skin. If I tried to define a second skin for the shield (as a different pal), then it would start using the droideka's skin as the shield skin. I don't understand why this limitation in the engine exists -- if you are going to allow specification of skins for multiple surfaces, then why not allow all of them to have different skins for different pals?

The only option I have left is to make the shielded droideka defined as a separate model with different tile numbers. This means going back and adding kludgy code for that which I'm not eager to do but I will probably do anyway.
6

User is offline   Gambini 

#7036

What about a "bubble" sprite that looks like a shield? It could be slightly behind the robot from the player perspective (so you dont take chances of it cancelling the model) and the tile is done in a way that no visible part of it overlaps with the model.

Something like this but with no details near the center:

Posted Image

I know it´s a workaround but those transparency issues can now drink alcohol and get the driver license of how old they are, so I doubt they could ever be fixed.
2

User is offline   Gambini 

#7037

Just to probe how reliable my idea is, here´s a bubble i just quick made. Hope it works!

(i already embedded an alpha channel)

Attached thumbnail(s)

  • Attached Image: bubble.png


This post has been edited by Trooper Dan: 13 March 2016 - 06:08 PM

2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#7038

View PostGambini, on 13 March 2016 - 05:46 PM, said:

I know it´s a workaround but those transparency issues can now drink alcohol and get the driver license of how old they are, so I doubt they could ever be fixed.

They were fixed recently, then broke again.
0

User is offline   Daedolon 

  • Ancient Blood God

#7039

View PostTrooper Dan, on 13 March 2016 - 05:37 PM, said:

Option2


Materials with alpha levels must be the last material defined, a single model can only have a single one of those.
0

User is offline   Mblackwell 

  • Evil Overlord

#7040

View PostTerminX, on 14 June 2009 - 04:36 PM, said:

what are you guys working on right now?


Some cool shasta
0

User is offline   neoacix 

#7041

I'm out of gum.

6

User is offline   Zaxtor 

#7042

Working on my mod (at peak rate).

"unknown level" I mentioned a short while ago is almost finished.
Making final segment of the unknown level, making some weird fogs, deformed items, deformed enemies in an abnormal place etc.

Then there will be.
about 2.5 levels to go and then testings and then mod releasing.
1

User is offline   brullov 

  • Senior Artist at TGK

#7043

Just started working on my map for Duke. Have not mapped for DN3D one year, I missed so much. Finally I can finish my dark level, I believe it's gonna be soon though.
Spoiler


This post has been edited by Vazovski: 24 March 2016 - 09:18 AM

15

User is offline   Merlijn 

#7044

Looks good and interesting!
1

User is offline   Zaxtor 

#7045

Nice one, must be almost finish since is at ~1577 sectors.
0

User is offline   brullov 

  • Senior Artist at TGK

#7046

View PostMerlijn, on 24 March 2016 - 12:32 PM, said:

Looks good and interesting!


Thanks. Posted Image

View PostZaxtor, on 24 March 2016 - 06:15 PM, said:

Nice one, must be almost finish since is at ~1577 sectors.



Hey! I have 2466 more sectors to use! I think I have got bad relationships with count of walls...
0

User is offline   Zaxtor 

#7047

In most of my levels is rare to reach 3000ish sectors.
I reach 2200 mostly 2400 sectors.
Sometime over 2600.

I have a level in oblivion that reached over 3000 sectors. 3284 sectors and 16383 lines Mostly a cave tunnel. longest cave tunnel in history when not taking the star gate.

In my current mod I am working second highest sectored level is level 2.
Has 3128 sectors (is a mostly outdoor level with some caves) And a fairly big base (launching base's interior)
it's wall count are only 16326
level is moslty redlined type of level.
Which kinda surprise me cus red lined level would consume more walls depending on the level.
Looks like it has way more than 3128 sectors cus the sprite work.

BUT the first level with the most sector is the first secret level.
It has 3245 sectors... Is a fairly sized outdoor level with lots of cave network, my first TROR level with 256 (max tror) plus couple of ROR so makes it feel like it exceed 256 max.
Amount of walls is 16261

This post has been edited by Zaxtor: 25 March 2016 - 04:34 AM

1

User is offline   Sanek 

#7048

View PostVazovski, on 24 March 2016 - 09:18 AM, said:

Vazovski

You change your nicknames faster than I release my maps.
P.S. Also waiting for your new map

This post has been edited by Sanek: 25 March 2016 - 12:59 PM

0

User is offline   Hank 

#7049

for now I am doing tiles, some from photos, some with Genetica
sample

Posted Image
[updated the image] the mip mapping is fixed
Posted Image

This post has been edited by Hank: 28 March 2016 - 08:02 PM

7

User is offline   blizzart 

#7050

View PostHank, on 27 March 2016 - 12:36 PM, said:


Posted Image


It spells "Beschränkter Zutritt"

:whistling:

This post has been edited by blizzart: 29 March 2016 - 03:58 PM

1

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