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

#2611

I made another cutscene, this one rocks. Duke finds himself lost with no places to go in the big steppes. Then a spaceship crashs and duke can keep on exploring. The crash is ofcourse very explosive :(
0

User is offline   Danukem 

  • Duke Plus Developer

#2612

 rasmus thorup, on 16 July 2011 - 11:44 AM, said:

I made another cutscene, this one rocks. Duke finds himself lost with no places to go in the big steppes. Then a spaceship crashs and duke can keep on exploring. The crash is ofcourse very explosive :(


How did you make it and why don't you show it to us?
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#2613

Sorry for double post, here are some pics of map number 2. Don't mind the 3 numbers in the middle, they are just helpnumbers.
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It's still not finished yet. But i can't finish it right now since i need to finish the map completely because i code it myself. It's not really a cutscene, but an event i guess.
When i'm finished with the map i will add more explosions. It's ready in a few minutes.

http://imageshack.us...os/219/d1r.mp4/

This post has been edited by rasmus thorup: 16 July 2011 - 01:21 PM

2

User is offline   Daedolon 

  • Ancient Blood God

#2614

 Muelsa, on 15 July 2011 - 03:41 PM, said:




I don't know how you do it, but your simple concepts are just executed so beautifully. I'm always looking forward to new videos and screenshots of your projects. I just hope one day we'd get to play one ourselves.
0

User is offline   Danukem 

  • Duke Plus Developer

#2615

 Daedolon, on 16 July 2011 - 08:28 PM, said:

I don't know how you do it, but your simple concepts are just executed so beautifully. I'm always looking forward to new videos and screenshots of your projects. I just hope one day we'd get to play one ourselves.


You do realize that two of his projects (the Dukebike, and the Supertrooper) were released, right?
0

User is offline   Daedolon 

  • Ancient Blood God

#2616

I know and they are indeed great.

But I'm still waiting for something whole like the Jurassic Park TC.
0

User is offline   Muelsa 

  • Bad Mother Fucker

#2617

 Daedolon, on 16 July 2011 - 08:44 PM, said:

But I'm still waiting for something whole like the Jurassic Park TC.


Thank you for your interest, it makes me move forward. Do not worry about the mod jurassic park, it still my main project.

I have a question, does anyone have an idea to resize a map ?
Sometings like in dukeplus that double the size of the maps, I need to do this several times and of course i need to save the resized map.

This is Isla Nublar from JP, i want to make it about 20x larger... How ?

Posted Image
By muelsa373 at 2011-07-17

This post has been edited by Muelsa: 17 July 2011 - 03:54 AM

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User is offline   Micky C 

  • Honored Donor

#2618

Craig's LEBuild has a feature to resize sectors amongst many other things, download it here: http://lzg.duke4.net/leb10.htm

You'll have to go into vertex or sector editing mode, then select the vertices or sectors (whichever mode you're in) and resize them with the mouse. Though I'd admit it'd be nice if some of LEBuild's features were added to mapster, which is clearly the dominant editor due to TROR and polymer. Maybe something helixhorned will eventually tackle :(
1

User is offline   Muelsa 

  • Bad Mother Fucker

#2619

 Micky C, on 17 July 2011 - 04:13 AM, said:

Craig's LEBuild has a feature to resize sectors amongst many other things, download it here: http://lzg.duke4.net/leb10.htm

You'll have to go into vertex or sector editing mode, then select the vertices or sectors (whichever mode you're in) and resize them with the mouse. Though I'd admit it'd be nice if some of LEBuild's features were added to mapster, which is clearly the dominant editor due to TROR and polymer. Maybe something helixhorned will eventually tackle :(


hey thanks, this works :(
0

User is offline   Danukem 

  • Duke Plus Developer

#2620

You can also do that in mapster. Select the sectors, and then press 'F

A list of options will come up, and resizing is one of them.
1

User is offline   Micky C 

  • Honored Donor

#2621

How could I not know about these functions? Two or 3 of them will come in handy sooner or later. This is why noob maps aren't as good as veteran maps, it's not just the lack of experience; it's that they don't know all the controls so it takes them at least 10 times longer to make something, and they're unable to polish it by doing things such as automatically aligning wall textures.
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User is online   Mark 

#2622

I had been mapping for more than a year and a half before I heard about automatic wall alignment. Its my own fault for not doing enough research. I'm sure I'm missing out on a whole new world of mapping features. I really should sit down one afternoon and search the web for all the new tricks to learn. Other than the very basics needed to make any map, I think I am limited to knowledge of cut and paste, wall alignment, various global and sector shading techniques, Polymer lighting and making an overhead door.

Pathetic huh? :(

This post has been edited by Marked: 18 July 2011 - 03:45 AM

0

User is offline   Micky C 

  • Honored Donor

#2623

I'm still not competent at the global shading techniques, I tried some kind of automatic gradual shading thing once, and it went and shaded the entire room when I only wanted to shade a column!

The problem with the mapping controls is that a lot of them aren't documented, especially the more recent ones like the smart tagging system, new copy and paste, and now ROR. There are probably a tonne of others that came about before my time (I only became involved with the community about 3 years ago, I hadn't even heard of Duke 3D not long before that. I was into DN 2 though.)

If I get some free time I might try adding some stuff to the wiki, but the last and only time I added something was the polymer lights, and I had to deal with this awful formatting code... no wonder people don't tend to add stuff to the wiki.
1

User is offline   Hank 

#2624

 Micky C, on 18 July 2011 - 04:23 AM, said:

If I get some free time I might try adding some stuff to the wiki, but the last and only time I added something was the polymer lights, and I had to deal with this awful formatting code... no wonder people don't tend to add stuff to the wiki.

Then please do a blog! Honestly. It does not have to be complete run down on everything mpaster32, just put down your knowledge on what you know, and someone else may fill holes here and there. cheers Posted Image

added - wont post another one:
to below, thanks dude, you are helping an old fart re-learning mapster! Posted ImagePosted ImagePosted ImagePosted Image

This post has been edited by Hank: 18 July 2011 - 04:50 AM

0

User is offline   Micky C 

  • Honored Donor

#2625

Alright, new smart tagging system documented, and in bold http://wiki.eduke32....tags_And_Lotags

Edit: Note how I cleverly covered the fact that I didn't remember whether a switch uses a hitag or lotag for its channel Posted Image

2nd Edit: I've now done the new copy and paste into a sector: http://wiki.eduke32....Pasting_Sectors
That was pretty out of date, it didn't even tell you at all how to paste into a sector by creating void space.

3rd Edit: Apparently there was a description of how to 'resize sectors' but all it said was pretty much "drag the vertices one by one", no wonder I didn't know about the 'f thing DT mentioned! Well it's there now.

4th Edit: I've added how to do all the fancy selecting and deselecting of sectors under the copy and paste section.

And I've added a link and brief description of Nukey's mapping guide to the Effects list section: http://wiki.eduke32....ng#Effects_List Because I had a quick look at how to do some of the effects, and it's nothing but a wall'o black text with a white background in the fashion of STEP 1: X, STEP 2: Y, and thought it to be discouraging to new mappers. We all know Nukey's guide is far better, mainly because it's illustrated and uses user friendly colours, but also describes everything well and succinctly.

Maybe these should be moved/copied to other sections of the wiki if appropriate? I've already done all the work by writing it up. I think TROR deserves it's own page in the level editing section because of how new, different, and seemingly complicated it is, with all the new terminology and key combinations.

This post has been edited by Micky C: 18 July 2011 - 05:31 AM

2

User is offline   Mike Norvak 

  • Music Producer

#2626

View PostMicky C, on 18 July 2011 - 04:46 AM, said:

Alright, new smart tagging system documented, and in bold http://wiki.eduke32....tags_And_Lotags

Edit: Note how I cleverly covered the fact that I didn't remember whether a switch uses a hitag or lotag for its channel Posted Image

2nd Edit: I've now done the new copy and paste into a sector: http://wiki.eduke32....Pasting_Sectors
That was pretty out of date, it didn't even tell you at all how to paste into a sector by creating void space.

3rd Edit: Apparently there was a description of how to 'resize sectors' but all it said was pretty much "drag the vertices one by one", no wonder I didn't know about the 'f thing DT mentioned! Well it's there now.

4th Edit: I've added how to do all the fancy selecting and deselecting of sectors under the copy and paste section.

And I've added a link and brief description of Nukey's mapping guide to the Effects list section: http://wiki.eduke32....ng#Effects_List Because I had a quick look at how to do some of the effects, and it's nothing but a wall'o black text with a white background in the fashion of STEP 1: X, STEP 2: Y, and thought it to be discouraging to new mappers. We all know Nukey's guide is far better, mainly because it's illustrated and uses user friendly colours, but also describes everything well and succinctly.

Maybe these should be moved/copied to other sections of the wiki if appropriate? I've already done all the work by writing it up. I think TROR deserves it's own page in the level editing section because of how new, different, and seemingly complicated it is, with all the new terminology and key combinations.


That's great Micky, may i could make a vid or vids showing all the new stuff and non well known functions in mapster, i'm in the mood for doing it :(
1

User is offline   Hendricks266 

  • Weaponized Autism

  #2627

View PostMarked, on 18 July 2011 - 03:44 AM, said:

automatic wall alignment

What. How?
0

User is online   Mark 

#2628

If you have connected walls with the same texture, adjust the left most wall the way you want it and then hit the . key The remaining walls will align to it.
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#2629

Actually there are 3 different ways to auto-align walls. This link says so. I don't see the difference :S I have been mapping for about 2 years, and today i found out how to pan/set ceiling z/ set repeat, with the mouse. pretty useful >.> The wiki's key guide is far better than the one in mapster32.
Today i have changed a lot of things in my 2 steppe maps. I forgot why lol. I "framed" both levels with outer sectors, so there is actually space behind the walls instead of... nothing. Damn it took me hours and now i don't know why i did it. But at least i know that there is now more room for mountains and cool stuff :(

This post has been edited by rasmus thorup: 18 July 2011 - 04:11 PM

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User is offline   Micky C 

  • Honored Donor

#2630

The '.' key only alligns the wall immediately to the right, to allign all the walls you need to press and hold 'ctrl' and '.'. That only aligns the textures vertically, so I'm guessing the 'alt' also adjusts them horizontally as well. I have no idea what the shift is for, because it's already the case that only the immediate neighbor is changed if you press '.'.

Edit: I updated the wiki again with additional ways to search tiles, and I noted at the top that some new mapster32 feature descriptions were added as of 2011, because at a quick scan, I could not see anything that was out of date.

This post has been edited by Micky C: 18 July 2011 - 04:30 PM

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#2631

Wait, i thought that if you only press '.' Then it align walls to the right depending on some situations. Like for example if the texture on the wall to the right if different, then it won't auto-align.
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User is offline   Micky C 

  • Honored Donor

#2632

That's true, the wall alligning only works if the walls have the same texture, and as soon as there's a wall with a different texture, it 'breaks the link' and it and all the walls to the right of it will not be aligned.

It used to be so that that '.' aligned all the textures, but recently that was changed, and it's now how I described it in my last post.
1

User is offline   Micky C 

  • Honored Donor

#2633

I've been working on my 3 layer TROR village in my WGRealms 2 map. Shit gets complicated fast; this is one of the buildings in side-view mode, with maybe another building in the background. It's looks pretty unreadable now, but you can get a much better spacial awareness of what's going on if you rotate the image.

Posted Image
0

User is offline   Daedolon 

  • Ancient Blood God

#2634

Oh wait, we can have several ror layer's stacked together now? I didn't follow the news too closely and I thought it's just one layer per sector.
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User is offline   WedgeBob 

#2635

Trying to think of how to get this model into a level, I have yet to UV map and texture this, and add barbed wire, etc... But this is going to be good for when Duke tries to escape from jail. Just have to build the prison building within this somehow...hmm.

Posted Image

Uploaded with ImageShack.us

EDIT: The 3D App used to make this was Hexagon 2.5 from DAZ 3D, by the way. Might have to export this into an OBJ and send it into Blender to re-export as an MD3. We'll see how that works.

This post has been edited by WedgeBob: 24 July 2011 - 04:44 AM

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User is online   Mark 

#2636

Before you go through more detailing of the model, do the minimum to be able to get it in your map. A while back I tried to do what you are planning. The problem I encountered was the model flickering in and out when the player is inside. It seemed to happen a lot when a large model overlaps multiple sectors. I think it has to do with the fact that the sector that the model is actually placed into is not always in the player's view, thus the model does not get rendered. At least that's what I guessed the problem to be.

This post has been edited by Marked: 24 July 2011 - 08:18 AM

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User is offline   WedgeBob 

#2637

Hmm...yeah, that's true. The least I could do is have the tower caps from thse turrets, and have everything else be sectors. We'll see what gets imported into Mapster and what gets left out...just need to know where to cut before I go to UV map, texture, and normal map the stuff.

LATE EDIT: Anywho, here's where I am right now with that model, added in some barbed wire, and cut out an opening with a gate slab running through. Although, like stated, I might have to figure out what parts of this would work best mixed with sectors:

Posted Image

This post has been edited by WedgeBob: 24 July 2011 - 12:57 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#2638

Yes, in order to save resources, models/sprites are not rendered when the center of the model/sprite are out of the players view.
0

User is offline   Danukem 

  • Duke Plus Developer

#2639



Easiest monster I ever coded.
4

User is offline   Jimmy 

  • Let's go Brandon!

#2640

Realm667 Armory, nice.
0

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