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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   Mark 

#2941

Well if your's looks like mine I say to you "keep up the good work, it looks great. :( "
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User is offline   Kyanos 

#2942

View PostPlagman, on 24 October 2011 - 05:09 PM, said:

If you're going for rain, you should totally go for an animated normal map. I'd do it by taking the base normal map as generated from the rock, then adding random noise a dozen of times or so and cycling through them.

Could you please explain this process a bit more for me? And how to define it?
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#2943

Pretty late that i post this. But the new texture for the floor is really nice Marked.
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User is offline   Micky C 

  • Honored Donor

#2944

I've been experimenting with nuclear cooling towers. IMO the vertical bits at the top look too... vertical. Edit: I don't ever recall seeing giant cooling towers in a Duke map before, probably because it's hard to have them and enterable buildings in the same area without TROR.

You know, a slicer tool in mapster would have been really handy creating these Posted Image.

Posted Image

This one's twice as big as the one on the right.
Posted Image

This post has been edited by Micky C: 27 October 2011 - 07:46 PM

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User is offline   Stabs 

#2945

sli-cer? oh one of those, like that nifty thing lebuild has that was coded in fatmans lunch breaker?

huh wut? an amazing engine like eduke with TROR dosn't have a slicer (that could possible remember a first walls orientation *wink wink*) ?

occupy eduke movemnent
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User is offline   Tea Monster 

  • Polymancer

#2946

Some really nice work here.

Marked - a lot of people use modular buildings, they make a few shopfronts, a few dwelling fronts, a few doorways, etc and just mix and match them to get a city. The great thing is that you can cycle textures around with the same models to look like you have a legion of architects at your command. That map of yours is coming along a treat. Bags full of atmosphere and character. You've nailed the whole normal mapping thing as well. Looks brilliant.

Drek - As Plagman said, you can just use a noise texture and animate it. If you are using X-Normal to bake off the texture, you can use some alpha and apply it as a 'detail' texture on top of your regular floor texture. If you cycle them in the def files it will look like the surface is 'boiling' like it does in a heavy rain storm. Not exactly sure how you animate it in the def files to cycle indefinitely through time, but I'm sure on of the regular mappers can point you in the right direction.

EmericaSkater - that has a nice visual 'vibe' to it. Looks good.

This post has been edited by Tea Monster: 28 October 2011 - 06:22 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#2947

That looks cool. The only map I can think of with cooling towers is maybe Edman 2: Nuclear Seas but I haven't played that since I beta-tested it before release.
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#2948

My map has such towers. But you probably won't be able to get into them. They're just background stuff.
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User is offline   Micky C 

  • Honored Donor

#2949

 Captain Awesome, on 28 October 2011 - 10:01 AM, said:

That looks cool. The only map I can think of with cooling towers is maybe Edman 2: Nuclear Seas but I haven't played that since I beta-tested it before release.


I checked it out, and they were nothing more than giant cylinders. For better or worse, standards have risen since 2004.

 rasmus thorup, on 28 October 2011 - 10:03 AM, said:

My map has such towers. But you probably won't be able to get into them. They're just background stuff.


Well I've incorporated these towers into a map, and you can enter them from the top, the bottom, and you can look at them from underground, well, one of them anyway. This'll be part of a long term project I'm working on; the outdoor area is quite large and interconnected and I want to use polymer lights everywhere, so I'm waiting until plagman does that polymer overhaul, which might be a year or two :D
Part of me is also hoping that one TX will one day write a new map format from scratch with larger wall limits, if possible.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2950

 Micky C, on 27 October 2011 - 07:45 PM, said:

You know, a slicer tool in mapster would have been really handy creating these Posted Image.



 DanM, on 28 October 2011 - 04:07 AM, said:

sli-cer? oh one of those, like that nifty thing lebuild has that was coded in fatmans lunch breaker?

huh wut? an amazing engine like eduke with TROR dosn't have a slicer (that could possible remember a first walls orientation *wink wink*) ?


Something on my list, but first there are more pressing issues to be resolved, like the incredibly annoying occasional interruption of playing sounds.
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#2951

View PostMicky C, on 28 October 2011 - 05:05 PM, said:

Well I've incorporated these towers into a map, and you can enter them from the top, the bottom, and you can look at them from underground, well, one of them anyway. This'll be part of a long term project I'm working on; the outdoor area is quite large and interconnected and I want to use polymer lights everywhere, so I'm waiting until plagman does that polymer overhaul, which might be a year or two :D
Part of me is also hoping that one TX will one day write a new map format from scratch with larger wall limits, if possible.


Well. I am looking forward for such a map from you, just so you know.
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User is offline   Jimmy 

  • Let's go Brandon!

#2952

View PostMicky C, on 28 October 2011 - 05:05 PM, said:

I checked it out, and they were nothing more than giant cylinders. For better or worse, standards have risen since 2004.


Heheh, totally, however, Eddy's mapping style (in terms of detail and architecture) was rather mediocre for 2004 even.
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User is offline   Stabs 

#2953



its not really diablo for eduke, i just video edited the music and voices in, all i can say is its turning out really cool and we have some cool shit planned.

made this town in 6 hours so WIP :D

This post has been edited by DanM: 30 October 2011 - 08:14 AM

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User is offline   Mark 

#2954

Yet another cool concept from the master.

This post has been edited by Marked: 30 October 2011 - 08:19 AM

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User is offline   Stabs 

#2955

:D

love how much TROR makes you think, you research and think 2 steps ahead, and it just changes the entire way you map
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User is offline   Mblackwell 

  • Evil Overlord

#2956

I actually immediately thought of Nightmare Creatures.
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#2957

That's awesome Danm. Once i actually thought of making a diablo mod. That means i will have to make multiple maps and then the game will load a random one. Probably won't happen.
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User is offline   Jimmy 

  • Let's go Brandon!

#2958

View PostDanM, on 30 October 2011 - 08:13 AM, said:



its not really diablo for eduke, i just video edited the music and voices in, all i can say is its turning out really cool and we have some cool shit planned.

made this town in 6 hours so WIP :D

That's really cool. I've thought about a Diablo mod before, even though this isn't quite it, it looks like it'll be close enough. Can't wait to see some more.
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User is offline   Stabs 

#2959

to say the very least I really want to bring this game experience that is a mash of some very solid and whilst old gameplay, except in the 10 odd years its had to stagnate unfortunately, i intend to breath new life and ideas into it hopefully with DT's genie coding that is just unheard of for a free user mod, you think we put thought into DNE? :D

Iam moving on, forgot the standard construction of episodes and the normal way to play levels, iam back tracking and hubbin' now lads
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User is offline   Daedolon 

  • Ancient Blood God

#2960

It reminded me of Daggerfall even before I saw the sprites, great job. Six hours is pretty fast in getting away from the Duke-feel.
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User is offline   CruX 

#2961

View PostDanM, on 30 October 2011 - 08:13 AM, said:



its not really diablo for eduke, i just video edited the music and voices in, all i can say is its turning out really cool and we have some cool shit planned.

made this town in 6 hours so WIP :D


Dear lord! :)
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User is offline   Forge 

  • Speaker of the Outhouse

#2962

View PostDanM, on 30 October 2011 - 08:13 AM, said:



its not really diablo for eduke, i just video edited the music and voices in, all i can say is its turning out really cool and we have some cool shit planned.

made this town in 6 hours so WIP :D


pretty impressive. especially the outdoor architecture and the effective implementation of the lighting. The music and sounds made me laugh in surprise. Now I want to see a dungeon.
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User is offline   VinsaneOne 

#2963

Looks like Diablo will have shotguns! Great work DanM!

And now for a special announcement...

Posted Image
Proudly Presents...
...Duke Nukem!
He's running out of options as he wages war against this unknown, haunted and possessed entity...
...and he's really pissed off in,

COLA CONUNDRUM
If you don't find it, it will find you!
This Halloween night!!


Just got word that series episode will not be released as previously mentioned. Sorry for the mix up folks.
Think of it as just another Duke delay curse

This post has been edited by VinsaneOne: 31 October 2011 - 01:00 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2964

But it's already the 31st?
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User is offline   Micky C 

  • Honored Donor

#2965

View PostThe Commander, on 30 October 2011 - 10:51 PM, said:

But it's already the 31st?


Sure, rub it in that you're in New Zealand and get newly released iPhones and stuff before the rest of the world.

I'll be looking forward to that Vinsane.

This post has been edited by Micky C: 30 October 2011 - 10:55 PM

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User is offline   VinsaneOne 

#2966

View PostThe Commander, on 30 October 2011 - 10:51 PM, said:

But it's already the 31st?

Ha, yea but here it's am. I know, you can't wait to see it!
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User is offline   Stabs 

#2967

View PostMicky C, on 30 October 2011 - 10:55 PM, said:

Sure, rub it in that you're in New Zealand and get newly released iPhones and stuff before the rest of the world.I'll be looking forward to that Vinsane.


buts soon NZ will fall into the sea :D
:) on your series vinsane, heh hope its some whorehouse of horror like the Simpson story's :)

View PostForge, on 30 October 2011 - 06:34 PM, said:

pretty impressive. especially the outdoor architecture and the effective implementation of the lighting. The music and sounds made me laugh in surprise. Now I want to see a dungeon.


posted this awhile ago in the polymer thread but that's one of the more "hostile" environments planned

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2968

View PostDanM, on 30 October 2011 - 11:05 PM, said:

buts soon NZ will fall into the sea :)

Not a chance.

View PostDanM, on 30 October 2011 - 11:05 PM, said:

posted this awhile ago in the polymer thread but that's one of the more "hostile" environments planned
[Video]

You need to re-record it again in better quality. :D

This post has been edited by The Commander: 30 October 2011 - 11:07 PM

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User is offline   Micky C 

  • Honored Donor

#2969

View PostThe Commander, on 30 October 2011 - 11:07 PM, said:

Not a chance.

You need to re-record it again in better quality. :D


Yeah don't worry everyone will be fine. You'll just be floating on sheep afterwards Posted Image

I don't see why he should re-record it per se; it'll be out in less than a few months and we can see it first hand.
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User is offline   Stabs 

#2970

well hopefully some kind of beta, whole lotta mapping atm and not much else.

and yeh i cant be bothered with high res often, they are large and the upload speeds are so terrible here :D
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