What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10771 Posted 15 February 2024 - 12:22 PM
Back to the basics.
This post has been edited by zykov eddy: 15 February 2024 - 12:22 PM
#10772 Posted 15 February 2024 - 08:11 PM
Seb Luca, on 15 February 2024 - 08:12 AM, said:
I like playing with sprites too. Though I run into the same issue as displayed here, in that the floor just looks like a sheer wall connected to the actual sheer wall. Even with shadows it doesn't seem to alleviate the issue when that happens.
Never been able to pin down what makes a floor look like a floor, which is such an odd sentence to say.
zykov eddy, on 15 February 2024 - 12:22 PM, said:
Back to the basics.
ZE coming back? Hell yeah.
#10773 Posted 16 February 2024 - 03:35 AM
Ninety-Six, on 15 February 2024 - 08:11 PM, said:
Never been able to pin down what makes a floor look like a floor, which is such an odd sentence to say.
I suppose a different type of perspective (axonometry) so that the floor plane would be "diagonal" would help alleviate the problem.
#10774 Posted 16 February 2024 - 05:22 AM
#10775 Posted 16 February 2024 - 12:56 PM
#10776 Posted 16 February 2024 - 01:21 PM
#10777 Posted 16 February 2024 - 01:24 PM
Mark, on 16 February 2024 - 05:22 AM, said:
that would work, but squishing the Y axis about 50% would work well too, to simulate kinda looking on it at an angle. because it seems like you are now looking at it at 90 degrees, just like you are with walls you get the "it looks like a wall" effect.
#10778 Posted 16 February 2024 - 01:43 PM
jimbob, on 16 February 2024 - 01:21 PM, said:
E1M1?
#10779 Posted 16 February 2024 - 02:13 PM
zykov eddy, on 16 February 2024 - 01:43 PM, said:
yes, but "from memory" so its not a direct clone
i did a ROTT style secret map in episode 1, so why not doom in the next. hell i might do a duke3d pastiche in a later episode to come full circle
This post has been edited by jimbob: 16 February 2024 - 02:14 PM
#10780 Posted 24 February 2024 - 12:50 PM
#10781 Posted 24 February 2024 - 01:19 PM
lllllllllllllll, on 24 February 2024 - 12:50 PM, said:
Reminds me a bit of the corridor that we have at the end of the 5th map in Ion Jungle.
#10782 Posted 24 February 2024 - 04:11 PM
#10783 Posted 27 February 2024 - 04:37 PM
#10784 Posted 29 February 2024 - 05:19 AM
I was barely active last 2 years, even tho I did play/test some maps here and there, I also still follow what's placed on youtube..pretty awesome people still play or even livestream maps these days, I have to say!
Another Attack Part 3 was actually in the making when lockdown was still there.. but I actually started mapping a little bit again lately
Since it's mostly "basic layout" right now, I choose to share a not-much-saying screenshot, although it shows AAP3 will have a lot of E1L5 inspired stuff.
Cheers!
#10785 Posted 29 February 2024 - 09:43 AM
Maarten, on 29 February 2024 - 05:19 AM, said:
nice shading/pal/texture combo. The ambiance is thick
#10786 Posted 03 March 2024 - 11:29 AM
This post has been edited by Kennardion: 03 March 2024 - 11:30 AM
#10787 Posted 03 March 2024 - 01:02 PM
Only realized after zooming in, please make sure you (auto-)align some of those cliff textures before release (I see breaks around the wall splits, although of the sort that only another mapper with an eye for the patterns can really see), will make for a world of difference. Of course that's assuming the look is unintentional.
This post has been edited by ck3D: 03 March 2024 - 02:18 PM
#10788 Posted 04 March 2024 - 03:05 AM
ck3D, on 03 March 2024 - 01:02 PM, said:
Only realized after zooming in, please make sure you (auto-)align some of those cliff textures before release (I see breaks around the wall splits, although of the sort that only another mapper with an eye for the patterns can really see), will make for a world of difference. Of course that's assuming the look is unintentional.
Yeah, there's gonna be mines and a canyon, also a couple of other things . Thanks for the feedback, I'm trying my best to the map as fun as possible. Can you tell me more about this auto-align? I never knew about that.
#10789 Posted 04 March 2024 - 03:49 AM
Kennardion, on 04 March 2024 - 03:05 AM, said:
https://wiki.eduke32...yboard_Commands
Quote
+SHIFT: auto-align at most one wall
+ALT: (since r4361: don't) copy over texel width in world units (i.e. "how much the wall is stretched")
+' (quote): align immediate upper and lower TROR neighbors
It's actually good you learned the manual way, since I find overreliance on automatic texture aligning/panning can become a thing if one lets it. It's too powerful to ignore though. The key by default will align every next wall that's connected to the one you're currently pointing at in 3D mode, if it shares the same texture. Automatic alignment will behave differently depending on whether the selected wall is floor- or ceiling-oriented so if you have 'holes in walls' here and there and get undesired results then that's probably what to check.
This post has been edited by ck3D: 04 March 2024 - 03:50 AM
#10790 Posted 07 March 2024 - 08:31 AM
ck3D, on 04 March 2024 - 03:49 AM, said:
I'm lazy. I hit 'O' on the 1st wall, align it, then hit . or ,
60% of the time it works every time
#10792 Posted 07 March 2024 - 10:51 AM
Forge, on 07 March 2024 - 08:31 AM, said:
60% of the time it works every time
Yes in practice that is the quickest thing to do, that and keeping an eye on the repeat values (to understand the patterns that then start emerging, this in particular also applies to ceilings/floors) is all one needs in most cases. I remember DOS Build handled automatic texture alignment and repeat values differently, one still had a lot more to manually adjust that's by default taken care of now in Mapster32 which really is convenient. I think throughout the mid-10's the current system was implemented and even that I feel like behaved a bit differently for a bit, but I really like how it progressed eventually. The current way the feature functions I personally find impeccable. I do find myself checking the alignment of 'first' walls a lot, whether it's top or bottom but if it's wrong you instantly know and it's basically the only thing left to check anymore, unless working with one of the few weird dimension textures that just won't align correctly anyway regardless of what you do.
This post has been edited by ck3D: 07 March 2024 - 10:52 AM
#10794 Posted 11 March 2024 - 11:44 AM
This scene is, of course, a reference to a classic fight from the original Hollywood Holocaust, which happened to take place in a storage area with wooden boxes. It always reminded me of E2M2 from Doom, which also was a personal favorite from my childhood. The classic crate texture alone brings up memories. It's absolutely one of the most iconic DN3D moments, along with the nightclub from E1L2, pool room from E3L6, and level structure of E2L11
The level I'm currently working on will be based on that nostalgic, childhood feeling. I can't even describe it. Either way, get ready for tons of references to original episodes, especially Hollywood Holocaust!
Nostalgia for Duke Nukem 3D really makes me wanna go back.
Expect it to be released in four weeks, or maybe a month.
This post has been edited by zykov eddy: 11 March 2024 - 11:48 AM
#10795 Posted 12 March 2024 - 02:09 AM
#10796 Posted 12 March 2024 - 02:39 AM
Also glad to see Mister Sinister here, it's been a while.
I, on the other hand, haven’t even tried to do anything for a long time now...glad that some us still have enough interest and willpower to be creative and make something new.
#10797 Posted 17 March 2024 - 01:37 AM
#10798 Posted 12 April 2024 - 04:40 AM
#10799 Posted 28 April 2024 - 01:48 PM
Number of downloads: 138Ladies and Gents....and everyone else too
may I present the Duke Nukem advance Deagle restored and refurbished to fit in with duke 3d
This post has been edited by manhackney_ARCADE: 28 April 2024 - 01:49 PM
#10800 Posted 03 May 2024 - 05:09 PM
Look forward to it. Set your expectations at zero.
I'll post it by June at worst.