@Seb Luca: Your project looks awesome!
Okay, without explaining to much. I figured out a neat way to make player skins without editing the game's code. This method uses the color palette and some of the EDuke32 features meant for 3d sprite work. But there might be a glitch when walking into areas that are assigned to that palette. I'm hoping that's only on the palette with the same number. Because then, it wouldn't glitch out.
Well, I'm working on this, I leave you guys with a screenshot of an apple made in the Build engine, using TROR. If all goes right, my mod should be the first Duke Nukem multiplayer mod with multipliable player skins.
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10831 Posted 14 July 2024 - 04:58 PM
This post has been edited by Graphics: 14 July 2024 - 05:02 PM
#10832 Posted 14 July 2024 - 11:20 PM
It works, the multiplayer skin trick for my mod. Needless to say, there are only two player skins so far, and that's Duke Nukem and a Pigcop. I hope to add more later. But for this next update, it's a good start.
#10833 Posted 16 July 2024 - 01:54 PM
Thank you very much
@juvenite : I think XP is the best version. It allows so much freedom, as long as we immerse ourselves in the code. Good luck too for your project. I hope we will see samples.
@Graphics : Superb apple, which although simple, it defies the constraints of build. And the menu is very refreshed. Well done !
So ! I return to the construction of my project
@juvenite : I think XP is the best version. It allows so much freedom, as long as we immerse ourselves in the code. Good luck too for your project. I hope we will see samples.
@Graphics : Superb apple, which although simple, it defies the constraints of build. And the menu is very refreshed. Well done !
So ! I return to the construction of my project
This post has been edited by Seb Luca: 16 July 2024 - 02:07 PM
#10834 Posted 19 July 2024 - 10:39 PM
They say never give up on a good thing. To think, I was considering ditching this map. But, after fixing and updating the landscape pieces. I got back to work on this one. I expanded the terrain, added more textures and fixed up the areas that were eyesores. Here's a screenshot of the work I've done.
#10835 Posted 22 July 2024 - 08:49 AM
Sorry if I'm over posting here. But I just wanted to share the progress on this map. Expanded the map more and added a small island, I always seem to add to my landscape maps. Here are some detailed screenshots. The size of the map is bigger than the default grid map and covers just about 35% the maxed-out grid map.
Correct specs.
1146/4096 sec. 5448/16384 wal. 532/16384 spr.
With some simple modifications, I could probably run this on DOS. Also, I figured out something neat about TROR (from EDuke32) lakes with see through water... I'm only going to need 1 TROR divide to make the see through water with beach beds (curved hills under water). Meaning, I could go nuts on TROR with this map and still have a see through lake. Like the Goose Island graphics test a few years ago.
Correct specs.
1146/4096 sec. 5448/16384 wal. 532/16384 spr.
With some simple modifications, I could probably run this on DOS. Also, I figured out something neat about TROR (from EDuke32) lakes with see through water... I'm only going to need 1 TROR divide to make the see through water with beach beds (curved hills under water). Meaning, I could go nuts on TROR with this map and still have a see through lake. Like the Goose Island graphics test a few years ago.
This post has been edited by Graphics: 22 July 2024 - 08:58 AM
#10836 Posted 03 August 2024 - 11:48 AM
I think that TROR is underestimated in use as a reflected floor effect. Made a simple rain script and graphics to test the concept:
#10837 Posted 04 August 2024 - 09:29 AM
Hey there guys i am just gonna drop this here. This was my last update of resident evil mod. Its a unreleased project. Do whatever you want with it. And this is my exit from the community.
https://www.mediafir...4%2529.rar/file
https://www.mediafir...4%2529.rar/file
This post has been edited by darkcaleb: 04 August 2024 - 09:34 AM
#10838 Posted 07 August 2024 - 05:37 AM
I love those reflections. I believe you're on to something. I remember doing something similar, but it wasn't a good as what you've done. I hope you don't mind if I borrow that on some my maps.
As for me, I had fun working on the Link to the past map last night. Here's how it's currently looking. I might also update my mod soon with all this work I've done. And good morning, everyone.
As for me, I had fun working on the Link to the past map last night. Here's how it's currently looking. I might also update my mod soon with all this work I've done. And good morning, everyone.
This post has been edited by Graphics: 07 August 2024 - 06:49 AM
#10840 Posted 14 September 2024 - 07:08 PM
Hey guys, I just finished porting over ToiletDuck64's recreation of Wet Dry World from Mario 64. What I did was add the textures from Mario 64, replaced all the Duke3d textures and fixed the skybox. It was set to pal 1 and was a little tricky to resolve, but I did it. Here are two screenshots, running in OpenGL and Software Mode. I'm going to update my mod soon.
#10841 Posted 04 October 2024 - 09:18 AM
Anyone know if the Developers of Eduke32 are still working on commits to the game? I haven't seen much activity on Github or Eduke32 synthesis for a couple of months and I'm just curious what's up.
#10843 Posted 10 October 2024 - 12:40 PM
workin on a crowd
for now they only randomly look left or right. but they will interact with the.. act..
making it the most elaborate, labor intensive, completely missable secret in the game so far.
for now they only randomly look left or right. but they will interact with the.. act..
making it the most elaborate, labor intensive, completely missable secret in the game so far.
This post has been edited by jimbob: 10 October 2024 - 12:42 PM