What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2911 Posted 04 October 2011 - 03:49 PM
#2912 Posted 04 October 2011 - 04:09 PM
Captain Awesome, on 04 October 2011 - 03:49 PM, said:
.....And then he changed his name to MSleeper and i took his old name. Muhahaha
#2913 Posted 07 October 2011 - 08:20 PM
skybox cutout grid.zip (8.4K)
Number of downloads: 373
#2914 Posted 08 October 2011 - 09:33 AM
DanM, on 04 October 2011 - 05:13 AM, said:
http://www.moddb.com...t-danmed-church
That looks awesome!
#2915 Posted 08 October 2011 - 04:00 PM
#2916 Posted 08 October 2011 - 04:33 PM
Marked, on 08 October 2011 - 04:00 PM, said:
Is that seriously in game? It looks almost real.
#2917 Posted 08 October 2011 - 04:57 PM
#2918 Posted 09 October 2011 - 08:01 AM
#2919 Posted 09 October 2011 - 11:40 AM
Tell me what you think of it
Attached File(s)
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GrabbagOpus.mp3 (4.27MB)
Number of downloads: 398
#2920 Posted 09 October 2011 - 01:37 PM
#2921 Posted 09 October 2011 - 02:10 PM
#2922 Posted 13 October 2011 - 11:39 AM
Marked, on 09 October 2011 - 08:01 AM, said:
The hill that that building's sitting on could use a few extra slopes to make it look a bit more natural, but other than that it looks awesome!
Here's some stuff I've been working on since uploading the last version of CrackDown...
Discovering CyClones was like opening up a treasure chest of awesome (at least, in terms of resources. The game itself is kind of a bore...). It's looking like this might be stand-alone as the number of enemies and other changes would definitely warrant it, but it still makes me kind of iffy. Do I seriously have to do away with ALL of DN3D's stock textures? As you might be able to tell from the screens, I'm having a helluva time reconciling myself with that.
#2923 Posted 13 October 2011 - 12:24 PM
Marked, on 09 October 2011 - 08:01 AM, said:
Looks great, love the style.
#2924 Posted 13 October 2011 - 01:24 PM
#2925 Posted 13 October 2011 - 02:05 PM
#2926 Posted 13 October 2011 - 06:07 PM
#2927 Posted 14 October 2011 - 12:29 AM
Micky C, on 13 October 2011 - 01:24 PM, said:
These are my thoughts exactly. There's nothing in this project that's 100% original, it's pretty much all ripped stuff that I'm doing my best to put to some kind of tasteful use. That being said, if I'm already in that 'grey' area James mentioned, it seems kind of silly to worry about the use of a few of DN3D's textures. To clarify on why this is even an issue in the first place, DN3D is the only game I know how to mod/map for (and apart from Doom and Daggerfall, it's the only game I even have any interest in these days). Even with most of the game's content being changed, there's a number of textures that I usually have at my disposal, like that lift tile on the floor in the second screen, and I can't really imagine being able to work without them. Mapping is challenging enough when you consider the time, finesse and attention to detail that goes into producing something worth playing, but it's that much harder when you don't have the stuff you're used to working with.
Captain Awesome, on 13 October 2011 - 06:07 PM, said:
This was pretty much the idea I had with CrackDown, and I don't regret having gone through with that, but this next project is looking like it's going to be a completely different animal. Even if I don't make it stand-alone, by the time I'm done with all of the changes I plan on making, there's going to be barely anything relating it to DN3D to begin with. Even if I keep a few textures, the vast majority of them are being taken out, I don't plan on keeping any of the sounds (not even the more generic stuff like the wind and fan ambiance, explosions, thuds, etc.), the enemies are all being replaced and the original code for them in the CON files has already been blanked out (and most of the rest of it is going to go as well), I don't even plan on hanging on to any of the fonts. When the change from the original game is that stark, I think it's best to just make it to where anybody can pick it up and play it, and it feels sort of pointless/counterproductive to exclude even that minority of people that don't own the game.
#2928 Posted 19 October 2011 - 01:13 AM
Behold simple 20 minute office with placeholder textures.
Using only 1 extension, objects such as table surfaces and barriers can be made to float for decor, meaning details which previously required sprites can now be made without a sprite in sight, and tables can now have extra details such as computers and other sector based decor.
I touched upon this in the bathroom in my Let's Rork demo, but this is more widescale. It could open up the possibility to peak underneath to see what enemies are around you and so on.
#2929 Posted 19 October 2011 - 04:56 PM
Here is the beginning of an idea I recently had. Make the building insides with regulars sectors but have fancy outsides to them using models. The pic shows a very simple example. All sorts of cool looking details can be added. Windows, doors, signs, pillars,suspended porches etc... But then the pressure is on to make the insides look as good as the outside.
I'm guessing a talented mapper using TROR could accomplish a lot of same thing, but that's not me. But my main reason for trying this is because its very tough for me to map broken down and crumbling "urban decay" buildings in Mapster which is where I eventually want to go with this.
This post has been edited by Marked: 19 October 2011 - 05:03 PM
#2930 Posted 19 October 2011 - 11:45 PM
#2931 Posted 21 October 2011 - 05:21 PM
OOPS. Sorry about the large file sizes. I forgot to compress them a little more.
#2933 Posted 24 October 2011 - 10:55 AM
Those textures looks very good, and fit very good with the polymer lights on. Aside from that, they also fit in very good with the atmosphere of the level. The only thing that looks a little bit odd to me, is the floor texture in the last picture. Too bad i can't play with polymer, and especially all those 3d models :S
#2934 Posted 24 October 2011 - 03:00 PM
I hope I'm not boring a lot of people with all these pics, but I'm still so impressed with Polymer's rendering of normal and specular maps I just had to share them.
This post has been edited by Marked: 24 October 2011 - 04:12 PM
#2936 Posted 24 October 2011 - 04:27 PM
#2937 Posted 24 October 2011 - 04:32 PM
Even if I leave out the rain, I will still have the thunder and lightning in the backround so I could get away with a damp look.
This post has been edited by Marked: 24 October 2011 - 04:35 PM