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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   Micky C 

  • Honored Donor

#2281

I've been working on my alien spaceship level pretty solidly for the past 3 days or so. It's doubled in size, gameplay, and looks really good and atmospheric imo. Edit: I won't post any pictures because I've already spoiled too much with previous screenshots. I've been tinkering around with LEbuild for the past week and I've gotten the hang of most of the controls and features (although editing in z-mode is beyond me for the moment), and it's got functions that I could have only dreamed of being in mapster! While mapster32 is generally easier (and quite faster) for the normal stuff, finer editing and sector modelling in LEbuild is a blessing and I've started utilizing it for certain things in my map.

So Craigfatman if you're reading this, good on ya for writing the program! It's a shame that the project has been on hiatus for the past few years, as Helixhorned has added some great new features to mapster in that time (smart tags and easy copy-paste comes to mind, rotating child sectors in LEbuild leaves void space), but as it stands it's a solid program and very useful :dukegoof:

This post has been edited by Micky C: 23 April 2011 - 05:59 AM

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#2282

View PostMicky C, on 23 April 2011 - 05:52 AM, said:

So Craigfatman if you're reading this, good on ya for writing the program! It's a shame that the project has been on hiatus for the past few years, as Helixhorned has added some great new features to mapster in that time (smart tags and easy copy-paste comes to mind, rotating child sectors in LEbuild leaves void space), but as it stands it's a solid program and very useful :dukegoof:


Thank you for your feedback. :D Glad to know that somebody actually makes use of the project. In fact, LEBuild was my first big application, which helped me gain some programming skill. I think that after writing it and getting both praise and criticism I've learned how to make programs not just useful, but also usable. Unfortunately, I don't have enough time to carry on both the Duke mods and the map editor, so I've stopped developing it in late 2008; but now its source code is out and everybody is free to continue it.

Small tip: the behavior of transformations (move/rotate/scale) in LEBuild depends on which selection mode is being used. For instance, rotating vertices instead of sectors works fine for child sectors (hold CTRL to rotate around the point under the cursor), and it makes sense because a simple child sector actually consists of a loop of the inner sector itself and one counter-loop belonging to the outer sector.
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User is offline   Mblackwell 

  • Evil Overlord

#2283

View PostForge, on 23 April 2011 - 05:38 AM, said:

I got to look at a few of the maps before it crashed on me. Very interesting terrain and characters. You might have other things on your plate, but I believe this is still worth your spare time to tinker with just for the fun of it. Even if you have no intentions of finishing or releasing it.


Thanks. Actually that comment inspired me to go back and work a little bit more. Now I've got slightly better placement of objects (although I should probably work on a set of map flags to increase or decrease the foliage density as desired at some point) and I've also got objects fading out in the distance which (along with some other changes) means some pretty big fps increases.

One problem I noticed though is that the maps get pretty large pretty fast. Poor grid!
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User is offline   Hank 

#2284

View PostVinsaneOne, on 22 April 2011 - 07:25 PM, said:

Thank you! I hold 50% of the rights.


Glad you like it "old school" style!

If you can get the group together long enough for an EP (four songs) - I've got the studio to remaster it and maybe even tinker a bit in marketing, either way, most Studios underestimate the Baby Boomer. It still IS their music. Deaf Leppard, Van Halen etc. You should have seen thelast concert here in Toronto + their kids too, in the 20s!!!
It's not really 'old school', it is just one specific class of Rock, and it get's played on our largeRadio Station, over and over and over, and one smaller station plays it 24/7. Hell, my beloved Bach is super old, and still has 'fans'. Posted Image

This post has been edited by Hank: 23 April 2011 - 12:19 PM

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User is offline   Mblackwell 

  • Evil Overlord

#2285

I forgot how much time it takes to make landscapes. All day spent and I'm not that much farther.

Anyway, just to share my (slight) progress so far before I abandon things again for awhile:

Posted Image Posted Image Posted Image Posted Image Posted Image
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User is offline   blizzart 

#2286

View PostMblackwell, on 23 April 2011 - 03:45 PM, said:

I forgot how much time it takes to make landscapes. All day spent and I'm not that much farther.

Anyway, just to share my (slight) progress so far before I abandon things again for awhile:



Looks great, MBlackwell! I hope I get the time to have a look at the files you´ve sent me.

Here are screenshots from the map I´m working on. Basically the same as above, but with more details. Lighting is still missing, because I´m not sure, if I´m using "classic" lighting or dynamic lights.
Attached Image: capt0001.jpg Attached Image: capt0002.jpg Attached Image: capt0003.jpg Attached Image: capt0004.jpg Attached Image: capt0005.jpg Attached Image: capt0006.jpg

This post has been edited by blizzart: 23 April 2011 - 04:53 PM

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User is offline   Micky C 

  • Honored Donor

#2287

That is definitely starting to look detailed. At the moment the walls and some sections of the floor look a bit bland but when you put the lighting in that'll fix it right up.
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User is offline   Forge 

  • Speaker of the Outhouse

#2288

View PostMblackwell, on 23 April 2011 - 03:45 PM, said:

I forgot how much time it takes to make landscapes. All day spent and I'm not that much farther.

Anyway, just to share my (slight) progress so far before I abandon things again for awhile:

They look pretty good from my perspective.

Still believe it's worth keeping near the top of your directory to tinker with when you get inspired. I wouldn't suggest spending a whole day on it though, you'll end up getting burned out.
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User is offline   Tea Monster 

  • Polymancer

#2289

Remember we have model support. The first version of Terragen is free. Even if you were a complete tyro, you could make a hill in Blender or GMax pretty quickly.
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User is offline   Mblackwell 

  • Evil Overlord

#2290

View PostTea Monster, on 23 April 2011 - 11:40 PM, said:

Remember we have model support. The first version of Terragen is free. Even if you were a complete tyro, you could make a hill in Blender or GMax pretty quickly.


Context?
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User is offline   Micky C 

  • Honored Donor

#2291

I think he's just reminding us that eduke32 can create sector-like clipping for models, so that it could be easier/more realistic to make hills out of models, and be able to walk on them as though they are sectors.
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User is offline   Mblackwell 

  • Evil Overlord

#2292

View PostMicky C, on 24 April 2011 - 01:34 AM, said:

I think he's just reminding us that eduke32 can create sector-like clipping for models, so that it could be easier/more realistic to make hills out of models, and be able to walk on them as though they are sectors.


For what I'm doing though that would really be twice as much work.
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User is offline   CruX 

#2293

Posted Image

Another somewhat unrevealing shot. Honestly, this sector's been a bit of a disappointment for me. I had a lot more planned for it than what's pictured, but none of it panned out on the 3+ attempts I made to build it. Eventually I just gave up and started flying by the seat of my pants. It's not bad I guess, but the whole area feels kinda forced in hindsight.
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User is offline   Micky C 

  • Honored Donor

#2294

Yep, it's not bad. It's certainly more detailed than my map is going to be.
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User is offline   Mark 

#2295

View PostMicky C, on 24 April 2011 - 01:34 AM, said:

I think he's just reminding us that eduke32 can create sector-like clipping for models, so that it could be easier/more realistic to make hills out of models, and be able to walk on them as though they are sectors.


Even without the sector-like clipping you could still make a cool looking area that is fenced off so the player does not actually go into the area and "sink". Just nice "eye candy" to spice up the edges of a map.

In the example in the pic, it took only a few minutes to make the model and slap a generic grass texture on it. A more detailed texture would enhance it even more.

EMERIKASKATER: I would not call that screenshot disappointing at all.

This post has been edited by Marked: 24 April 2011 - 07:02 AM

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User is offline   Mblackwell 

  • Evil Overlord

#2296

Yep, tis cool. :dukegoof:

The difference being that in my case you can go over all of the hills and through the valleys (except where I cut the map access.., *gasp... invisible walls!*) so I'd have to make a clipshape that was complicated enough that I may as well have just done it with sectors in the first place. It also wouldn't work with the material definitions (which work per-sector).

Honestly the easiest thing to have done would have been to make multiple "generic" landscape maps that all connected together at the edges so I could just copy and paste them around as I chose.

But now I've done gone and started already.
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User is offline   Muelsa 

  • Bad Mother Fucker

#2297

Posted Image
By muelsa373 at 2011-04-27

:D testing polymer light on T-Rex using Hires texture + normal :dukegoof:
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User is offline   blizzart 

#2298

View PostMuelsa, on 27 April 2011 - 01:04 PM, said:

Posted Image
By muelsa373 at 2011-04-27

:D testing polymer light on T-Rex using Hires texture + normal :dukegoof:


Awesome work, Muelsa. I´m glad to see that this project isn´t cancelled.
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User is offline   zykov eddy 

#2299

Some news about my Quake TC.

1.Since every Duke 3D content (art, con code etc) has been replaced or removed, this TC is now considered to be standalone (Like STH3D TC)
2.I almost completed TC's base. Soon I'll begin to work on the first episode. After that, maybe I'll release the first version of the TC.
3.Soon this TC will support models from original Quake.

Some screenshots from test level. Having fun with new weapons and monsters.

Posted Image
Posted Image
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User is offline   chicken 

  • Fashionable Modeler

#2300

zykov eddy, will you rebuild the original quake levels or invent your own?
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User is offline   zykov eddy 

#2301

View Postchicken, on 28 April 2011 - 02:05 AM, said:

zykov eddy, will you rebuild the original quake levels or invent your own?


I'm gonna make my own. Rebuilding original Quake levels is boring and useless. Maybe I'll include some pieces of original Quake as a secrets.
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User is offline   Micky C 

  • Honored Donor

#2302

The palate looks a bit strange, the original quade textures were a much richer brown. But good luck with the project, it sounds interesting :dukegoof:
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User is offline   Daedolon 

  • Ancient Blood God

#2303

View PostMblackwell, on 23 April 2011 - 03:45 PM, said:

Anyway, just to share my (slight) progress so far before I abandon things again for awhile:


Does this use the pop-up grass code that you (iirc) wrote?
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User is offline   Mblackwell 

  • Evil Overlord

#2304

View PostDaedolon, on 29 April 2011 - 03:59 AM, said:

Does this use the pop-up grass code that you (iirc) wrote?


Yessir.
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User is offline   Stabs 

#2305



using Mellenia's hand and some very cool animation from Muelesa I am working on some hud animations seen in modern games, been doing tons of custom ones for a variety of things, but here is one at the start of the game I've been working in, this one shows duke getting up after the skycar crash, and the alien bastard who did it.

damn these things are hard to make, will probably see if i can smooth things out a little bit more in this vid.

but big thanks to Muelesa for giving me a hand with this stuff :dukegoof:
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#2306

View PostMuelsa, on 27 April 2011 - 01:04 PM, said:

Posted Image
By muelsa373 at 2011-04-27

:D testing polymer light on T-Rex using Hires texture + normal :dukegoof:


Seriously... when is a demo coming for this?
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User is offline   Mikko 

  • Honored Donor

#2307

View Postzykov eddy, on 28 April 2011 - 01:52 AM, said:

Some news about my Quake TC.



So what's going on with Sonic?
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User is offline   Mark 

#2308

Still progressing on my Graveyard project. I added a broken bridge model for a nice touch to part of the underground portion of the map.
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User is offline   Muelsa 

  • Bad Mother Fucker

#2309

View Postwayskobfssae, on 30 April 2011 - 10:02 PM, said:

Seriously... when is a demo coming for this?


a playable demo ? I dont now, is a lot of work.
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User is offline   Micky C 

  • Honored Donor

#2310

"Remarkable, faster than light but not in hyperspace."
Posted Image



Edit: anyone know where this is from?

This post has been edited by Micky C: 02 May 2011 - 01:12 AM

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