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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   Fox 

  • Fraka kaka kaka kaka-kow!

#2791

A lot of thanks! :) I was looking for something like this, I have tried before to simulate the code of the shrinker glowing, but I would never expect it uses sin.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2792

 Fox, on 20 August 2011 - 05:29 PM, said:

A lot of thanks! :)

No problem. I needed the CON conversions anyway, so I decided to hold myself to a higher standard and share it with everyone.

 Fox, on 20 August 2011 - 05:29 PM, said:

I have tried before to simulate the code of the shrinker glowing, but I would never expect it uses sin.

Posted Image

This post has been edited by Hendricks266: 20 August 2011 - 05:59 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2793

Yeah, I know what that is. But I tought it simply increase the value in a linear way.

Anyway, I will keep that file. It will be very helpfull!

This post has been edited by Fox: 20 August 2011 - 07:49 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#2794

 Micky C, on 19 August 2011 - 01:38 PM, said:

What do you mean? If you're referring to the texture choices, they're placeholders, and shading is basically non-existent.
@Zaxtor: That would be much harder because I saved a lot of time doing copy and paste, which I believe only works at right angles. Maybe it can be done in LEbuild.
Edit: that looks nice Muelsa, let's see if Mikko comes back and says that's awful too :)

It's got no shading and it's all copipasta design. Not to mention the textures are fugly. It comes off looking uninspired, bland, and clashy. With some work it could be an interesting area potentially, but it just looks like a reject Serious Sam map.

 Tetsuo, on 20 August 2011 - 08:28 AM, said:

One thing that wasn't in the movies off the top of my head was the jungle river cruise.... or even the jungle river in general. ;)

You can actually ride the jungle river cruise at Universal Studios Orlando. I hate rides and roller coasters, but I checked that one out because the theme is awesome. If you're a JP fan I recommend checking out the JP part of Universal Studios, it's really really cool and very close to the film.
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User is offline   Micky C 

  • Honored Donor

#2795

 Captain Awesome, on 20 August 2011 - 09:32 PM, said:

It's got no shading and it's all copipasta design. Not to mention the textures are fugly. It comes off looking uninspired, bland, and clashy. With some work it could be an interesting area potentially, but it just looks like a reject Serious Sam map.


Quote

Posted Image


I'm not working on it, which makes it kind of ironic that I posted it in the what are you working on now thread. It's just something I quickly threw together to show what can be done with TROR, I'm not actually making a map out of it, at least I'm not planning to.
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User is offline   Jimmy 

  • Let's go Brandon!

#2796

We got that. We were just wondering what the hell Zaxtor was on about, exactly.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2797

I like it for what it's worth: a tech demo of something that could never have been done before in the BUILD engine.
1

User is offline   Micky C 

  • Honored Donor

#2798

Another tech demo. This time of a true 3D ship in outer space. I built upon the map I was previously working on to create this, it's in an early stage so please no one call it ugly. It's 3D because if you were in say the Skycar, you'd be able to fly over and under this thing like it's in a 3D engine. Adding some more slopes, rounded edges and texture variety and you'd have a pretty "realistic" ship.

Unlike my last tech demo, I'll probably make a map out of this thing, as I've recently been heavily inspired by multiple factors; my recent success at utilising TROR in my WIP WGRealms 2 map (in the finishing stages), the high level of detail in the Imperium episode, and the revelation that polymer lights will actually move with sectors in some circumstances (hopefully that'll be more complete by the time I start this map for real.) Now I just have to finish my WGRealms 2 map.

Posted Image

Heh, you probably couldn't even tell it was using TROR if it wasn't for the slope on the bottom of the right side of the ship near the front.

This post has been edited by Micky C: 22 August 2011 - 04:51 AM

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User is offline   Loke 

#2799

Don't know why but it reminds me of DM-HyperBlast from UT99.

Posted Image
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User is offline   Kyanos 

#2800

 Micky C, on 22 August 2011 - 04:34 AM, said:

Another tech demo. This time of a true 3D ship in outer space. I built upon the map I was previously working on to create this, it's in an early stage so please no one call it ugly. It's 3D because if you were in say the Skycar, you'd be able to fly over and under this thing like it's in a 3D engine. Adding some more slopes, rounded edges and texture variety and you'd have a pretty "realistic" ship.


Thank you for showing this. It's beautiful already in it's own way. Great to have somebody prove a complex concept like this. Can you go inside?
IMO it looks like Destiny from SG-U.
Stargate mod resurgence?

This post has been edited by Drek: 25 August 2011 - 06:21 PM

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User is offline   Mikko 

  • Honored Donor

#2801

It's like Valdeez (E4L9) in space!
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User is offline   Micky C 

  • Honored Donor

#2802

 Drek, on 22 August 2011 - 05:35 AM, said:

Thank you for showing this. It's beautiful already in it's own way. Great to have somebody prove a complex concept like this. Can you go inside?
IMO it looks like Destiny from SG-U.
Stargate mod resurgence?


Yes, it was originally very loosly based on the Destiny, and you can go inside it (although there's not much in there at the moment.) It's not part of any kind of mod, were you referring to the abandoned stargate TC that Commander was working on at one time?

 Mikko_Sandt, on 22 August 2011 - 07:11 AM, said:

It's like Valdeez (E4L9) in space!


Haha yeah I also thought that as I was looking at it in mapster.



TROR really has opened up a new era in Duke mapping, I can't wait to see what kinds of maps people will make in the next few years.

This post has been edited by Micky C: 23 August 2011 - 12:02 AM

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User is offline   Cage 

#2803

Dmitri Nukem's adventures in the land of (post?) soviet!

Posted Image

Just an aestethic experiment
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User is offline   Danukem 

  • Duke Plus Developer

#2804

 Cage, on 23 August 2011 - 08:48 AM, said:

Just an aestethic experiment


Nice, that reminds me of one of the AMC TC maps.
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User is offline   zykov eddy 

#2805

 Cage, on 23 August 2011 - 08:48 AM, said:

Dmitri Nukem's adventures in the land of (post?) soviet!



I like it! :)
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User is offline   Hendricks266 

  • Weaponized Autism

  #2806

Reminds me of Wanton Destruction for some reason.
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User is offline   DavoX 

  • Honored Donor

#2807

Reminds me of Redneck Rampage :)
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User is offline   Gambini 

#2808

Hell. I was going to say "reminds me of" but it turned to be a joke.

Seriously, looks a lot like Alexander Bak´s project. He´s russian, maybe you can merge projects? :)

Posted Image

Image taken from MSDN
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User is offline   Mark 

#2809

I love that "urban decay" look. It reminds me of one I'm working on. Davox might recognize it. :)

I brightened up the screenshot a little so it shows up better. Its actually darker in game.

This post has been edited by Marked: 23 August 2011 - 07:04 PM

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User is online   Mike Norvak 

  • Music Producer

#2810

 Marked, on 23 August 2011 - 07:01 PM, said:

I love that "urban decay" look. It reminds me of one I'm working on. Davox might recognize it. :)

I brightened up the screenshot a little so it shows up better. Its actually darker in game.


Nice one!
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User is offline   DavoX 

  • Honored Donor

#2811

Hahaha good memories :)
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User is offline   Cage 

#2812

 Marked, on 23 August 2011 - 07:01 PM, said:

I love that "urban decay" look. It reminds me of one I'm working on. Davox might recognize it. ;)


Hey, that's actually my map from Decay :) How did you get the resources?
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User is offline   zykov eddy 

#2813

Are you gonna release Decay someday? I love the theme, wanna play this :)
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#2814

I've been looking at the size of my indoor building. It's supposed to be huge, but it was still heavily wrong-sized. The reason for that is because duke comes from the outside and i wanted to make a huge door. Then i just failed at making the rest small enough. Chairs was as big as duke in f7 mode. So now i want to change everything into the correct size depending on dukes model.
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User is offline   Mark 

#2815

 Cage, on 23 August 2011 - 10:56 PM, said:

Hey, that's actually my map from Decay :) How did you get the resources?


Sorry about that Cage. I saw Davox's name on some other maps and thought that this particular one was also his which is why I mentioned that he might recognize it. I'm working with Mblackwell on this in between other projects. I'm adding new models and textures, Polymer lighting and adding some shading , furniture and other details to all the inside areas. Also added a parking garage building along the street. You did a fantastic job on this one.

This post has been edited by Marked: 24 August 2011 - 02:56 PM

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User is offline   Mblackwell 

  • Evil Overlord

#2816

 zykov eddy, on 24 August 2011 - 03:36 AM, said:

Are you gonna release Decay someday? I love the theme, wanna play this :)


Sure we will. Marked and I and a couple others are working on different projects at the moment but at least Marked is tweaking maps in his spare time. When we get finished though we'll try to wrap up something playable from start to finish for Decay. Should just be some mapping and effects work at this point. Maybe tweaking a couple models here and there.

And yes Cage's map was/is super awesome. Too bad he was never able to finish it before he got involved with paying work. ;)
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User is offline   Jimmy 

  • Let's go Brandon!

#2817

 Micky C, on 22 August 2011 - 04:34 AM, said:

Another tech demo. This time of a true 3D ship in outer space. I built upon the map I was previously working on to create this, it's in an early stage so please no one call it ugly. It's 3D because if you were in say the Skycar, you'd be able to fly over and under this thing like it's in a 3D engine. Adding some more slopes, rounded edges and texture variety and you'd have a pretty "realistic" ship.

Once again, I think you missed the point of the posts and also the point of criticism.
2

#2818

The texture number 1169 doesn't have a detail, while texture number 3381 has the "alien" detail. Is this a mistake? It's basicly the same texture just with some added alien thing.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2819

I updated weapons.con.sample to fix a potential bug. If you've done any work on the file, you need to copy the states G_DrawWeaponTile and G_DrawWeaponTile_crystal from the new one to your copy.
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User is offline   Kyanos 

#2820

I've got a question and didn't want to bump an old thread about modelling.
It's relevant here too. I am currently replacing a set of fence tiles for WGR with models.

 DeeperThought, on 30 August 2011 - 04:30 PM, said:

Also if the model had a normal map, it could make the wires look more 3D, right? But I think the model itself is fine, now.

I completely agree with him on this. I don't know how to go about making a normal map though. I think it's done in blender not on the skin like normals I see for polymer lighting, right? I also noticed Plagman's exporter has textures, and shaders. So I did a google search and found lots and lots on this subject. While I know some Python and have read through md3.py and others, this is eluding me. I am going to stumble around in blender. If anyone can point me in the right direction it would be appreciated.
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