What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7261 Posted 18 August 2016 - 11:13 AM
Anyway, I can set the properties using a spreadsheet, and this is what I wanted.
I want my map filled with gears so much
One bevel gear without the cone has 1220 triangles.
This post has been edited by Mia Max: 18 August 2016 - 11:22 AM
#7262 Posted 21 August 2016 - 03:17 AM
I own it by myself.
The Body curve design was the most difficult part to make.
It has already about 4000 triangles, so I won't make it detailed too much.
#7263 Posted 21 August 2016 - 03:46 AM
#7264 Posted 21 August 2016 - 06:16 AM
#7265 Posted 21 August 2016 - 08:53 AM
But is it really that important tp keep face count low.
I just tested a map where I've placed like 200 car models from DukePlus and framerate was still at 60 fps.
If every car model had 100 faces, that would be 20.000 faces.
Or does it matter how many faces one model has?
Micky C, on 21 August 2016 - 03:46 AM, said:
I am beginning to learn how to use Blender and FreeCad. So I'm just testing things.
I guess it will take weeks before I can start making something concrete.
This post has been edited by Mia Max: 21 August 2016 - 08:59 AM
#7266 Posted 21 August 2016 - 09:03 AM
#7267 Posted 21 August 2016 - 09:17 AM
#7268 Posted 22 August 2016 - 11:43 AM
Tea Monster, on 21 August 2016 - 09:17 AM, said:
Thank you for mentioning it
Finaly I was able to make a texture shaded.
I guess the best method to make the final texture ist to create one image with the basic texture, one that is gray and shaded and than I combine them into one image file?
#7270 Posted 22 August 2016 - 08:31 PM
Jimmy Gnosis, on 22 August 2016 - 07:01 PM, said:
You're right, but if there's one lying around and there's a "use" button, we could always make him use one. Though he could retort by roasting it with a good one-liner.
#7271 Posted 23 August 2016 - 12:17 AM
Render out an AO map and combine it in a graphics app using multiply.
What renderer are you using?
This post has been edited by Tea Monster: 23 August 2016 - 12:20 AM
#7272 Posted 23 August 2016 - 05:05 AM
About the E-Cigarette thing: Duke would use it if it had a fission battery. That is my plan to add a atomic sign to the side of the accu part.
This post has been edited by Mia Max: 23 August 2016 - 05:08 AM
#7274 Posted 25 August 2016 - 08:09 AM
Also:
Eww, skanky outfit!
This post has been edited by Jolteon: 25 August 2016 - 08:38 AM
#7275 Posted 25 August 2016 - 10:47 AM
I changed that one Big Room Into a more Subway looking Room
Other side of the tracks
Same side with the Exit in view
Inside the Exit
Inside the Exit 2
A small destroyed Room
That's all for now
#7276 Posted 26 August 2016 - 10:05 AM
Drawing with mouse is pain.
This post has been edited by Vazovski: 26 August 2016 - 10:10 AM
#7277 Posted 26 August 2016 - 12:46 PM
It became rather big; I only have about 300 walls left. So it's the right time to wrap things up.
Expected to be released in September.
#7278 Posted 26 August 2016 - 12:51 PM
Vazovski, on 26 August 2016 - 10:05 AM, said:
Drawing with mouse is pain.
Looks really cool, keep it up
#7279 Posted 26 August 2016 - 01:01 PM
Merlijn, on 26 August 2016 - 12:46 PM, said:
It became rather big; I only have about 300 walls left. So it's the right time to wrap things up.
shakegrnd1.png shakegrond7.png
Expected to be released in September.
MY GOD, this map looks beyond awesome, can't wait to play it!
#7280 Posted 26 August 2016 - 06:20 PM
Get back to me when your level spills over into 4 maps
#7281 Posted 26 August 2016 - 06:56 PM
BoowHow, on 25 August 2016 - 10:47 AM, said:
I changed that one Big Room Into a more Subway looking Room
Your map looks good, but I have some minor criticisms that will really spruce your map up and any experienced mapper will agree with me on these two points:
Your textures are repeating a lot. If you look at the stairs and stuff, you see a lot of the same parts of the texture over and over again. Pan the textures around and give your visuals some variation.
Your rooms aren't fully shaded. Your floors, walls, and ceilings are mostly the same shade, this isn't how 3D objects actually work. If you shade them more realistically your rooms will look less flat and more interesting. Look at Levelord's maps, he always had excellent contrasty shading. It can really make things pop.
Either way, I think you show a lot of promise and I can't wait to play your map.
#7282 Posted 27 August 2016 - 07:06 AM
https://youtu.be/ku8M2OVe8zY
Ingame it rotates faster. Framerate is still at about 300 fps and there must be over 20.000 triangles at this place
The bearing isn't textured yet. I also wanted to let the balls rotate on their own axis. But that it too difficult for me to make the animation in Blender yet.
This post has been edited by Mia Max: 27 August 2016 - 07:34 AM
#7283 Posted 27 August 2016 - 04:47 PM
Mia Max, on 27 August 2016 - 07:06 AM, said:
https://youtu.be/ku8M2OVe8zY
Ingame it rotates faster. Framerate is still at about 300 fps and there must be over 20.000 triangles at this place
I'm sure there are over 20 triangles just by looking at it
Yeah polymer handles models pretty well. I wouldn't recommend having too many of those in polymost.
#7284 Posted 28 August 2016 - 06:19 AM
EDIT: It was brought to my attention that TM's son CGPhantom created the high poly version of the model. So Kudos to him for a great job.
This post has been edited by Mark.: 28 August 2016 - 08:16 AM
#7285 Posted 30 August 2016 - 07:24 PM
Yes, this level does take place on a train. It will be called Prison Train. I'll admit it, I'm a sucker for train levels (You can thank Sly Cooper 2 for that )!
#7286 Posted 30 August 2016 - 07:39 PM
Jolteon, on 30 August 2016 - 07:24 PM, said:
capt0051.png capt0052.png
Yes, this level does take place on a train. It will be called Prison Train. I'll admit it, I'm a sucker for train levels (You can thank Sly Cooper 2 for that )!
Sometimes less is more.
#7287 Posted 01 September 2016 - 12:11 PM
Now I will have to think about what the gears will actuate
It's almost done
EDIT: There is a uncorrect animated frame on the connection rod when rendered in Blender. I hope this won't happen when I export it to md3 format.
This post has been edited by Mia Max: 01 September 2016 - 12:23 PM
#7288 Posted 01 September 2016 - 12:34 PM
Mark., on 28 August 2016 - 06:19 AM, said:
[Edit] r5827 is OK, r5830 is not.
This post has been edited by LeoD: 01 September 2016 - 01:07 PM