What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2611 Posted 16 July 2011 - 11:44 AM
#2612 Posted 16 July 2011 - 11:54 AM
rasmus thorup, on 16 July 2011 - 11:44 AM, said:
How did you make it and why don't you show it to us?
#2613 Posted 16 July 2011 - 12:06 PM
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
#2614 Posted 16 July 2011 - 08:28 PM
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.
#2615 Posted 16 July 2011 - 08:37 PM
Daedolon, on 16 July 2011 - 08:28 PM, said:
You do realize that two of his projects (the Dukebike, and the Supertrooper) were released, right?
#2616 Posted 16 July 2011 - 08:44 PM
But I'm still waiting for something whole like the Jurassic Park TC.
#2617 Posted 17 July 2011 - 03:48 AM
Daedolon, on 16 July 2011 - 08:44 PM, said:
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 ?
By muelsa373 at 2011-07-17
This post has been edited by Muelsa: 17 July 2011 - 03:54 AM
#2618 Posted 17 July 2011 - 04:13 AM
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
#2619 Posted 17 July 2011 - 04:34 AM
Micky C, on 17 July 2011 - 04:13 AM, said:
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
#2620 Posted 17 July 2011 - 09:03 AM
A list of options will come up, and resizing is one of them.
#2621 Posted 17 July 2011 - 04:57 PM
#2622 Posted 18 July 2011 - 03:44 AM
Pathetic huh?
This post has been edited by Marked: 18 July 2011 - 03:45 AM
#2623 Posted 18 July 2011 - 04:23 AM
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.
#2624 Posted 18 July 2011 - 04:36 AM
Micky C, on 18 July 2011 - 04:23 AM, said:
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
added - wont post another one:
to below, thanks dude, you are helping an old fart re-learning mapster!
This post has been edited by Hank: 18 July 2011 - 04:50 AM
#2625 Posted 18 July 2011 - 04:46 AM
Edit: Note how I cleverly covered the fact that I didn't remember whether a switch uses a hitag or lotag for its channel
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
#2626 Posted 18 July 2011 - 08:07 AM
Micky C, on 18 July 2011 - 04:46 AM, said:
Edit: Note how I cleverly covered the fact that I didn't remember whether a switch uses a hitag or lotag for its channel
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
#2627 Posted 18 July 2011 - 02:34 PM
#2628 Posted 18 July 2011 - 03:08 PM
#2629 Posted 18 July 2011 - 04:09 PM
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
#2630 Posted 18 July 2011 - 04:13 PM
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
#2631 Posted 18 July 2011 - 04:31 PM
#2632 Posted 18 July 2011 - 04:33 PM
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.
#2633 Posted 18 July 2011 - 11:35 PM
#2634 Posted 19 July 2011 - 12:13 AM
#2635 Posted 24 July 2011 - 04:41 AM
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
#2636 Posted 24 July 2011 - 08:17 AM
This post has been edited by Marked: 24 July 2011 - 08:18 AM
#2637 Posted 24 July 2011 - 08:33 AM
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:
This post has been edited by WedgeBob: 24 July 2011 - 12:57 PM