What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#301 Posted 05 August 2009 - 12:37 PM
#302 Posted 05 August 2009 - 07:37 PM
Geoffrey, on Aug 6 2009, 03:36 AM, said:
Exactly the kind of thing I'm trying to create... That intense level of immersion, you know? It's actually pretty impressive walking around the trees and such with that massive ship literally hanging over your head. With all the right sound effects and visuals, it sells itself perfectly.
It's kinda eery standing below it, to be honest. I replaced the point light with a spotlight in that shot... Unfortunately for some reason the spotlight's light interacts rather poorly with the tree models I use, causing what looks a lot like z-fighting on the leaves, and occasionally giving them this slightly black outline. Something I'm going to have to look into, damnit.
#303 Posted 05 August 2009 - 08:47 PM
also thanks to some recamendations im looking into dukeplus to see if it can help me design the mod i want to make.
here are some pics from my portfolio
http://viewmorepics.myspace.com/index.cfm?...mageID=34751008
http://viewmorepics.myspace.com/index.cfm?...mageID=34751006
and thank you for letting me share this.
This post has been edited by NerdZilla: 05 August 2009 - 09:11 PM
#304 Posted 05 August 2009 - 11:10 PM
Sobek, on Aug 5 2009, 07:37 PM, said:
I know exactly what you mean. Funny how I don't remember they ever doing that in any of the star trek series, they've been plenty of landings but they never seemed to make a point out of the thing being so damn huge (then again it's more of a star wars thing to show off pretty scenery). It'd be great if you could find some of those hull breach/screetching metal kind of sounds so you'd hear them roaring over the wind at times, but then again that would give the impression that the whole ship's about to collapse (which probably isn't what you're going for). I really wanted to add those sound effects to my own voyager map for borg nukem but never found any
This post has been edited by Geoffrey: 05 August 2009 - 11:10 PM
#305 Posted 05 August 2009 - 11:34 PM
But at no other point did anyone ever walk along underneath the ship on a closeup... We never got any nice "Look at the size of this bloody thing right above us!" shots The great thing is that the model I'm using scales really nicely to almost the correct size, so with some carefull mapping, I can really use it to full effect within the game. Sound however is the next most important thing though. I'm thinking of some vague ambience; a slight engine / thruster rumble, some small 'gas' streams venting down from the thrusters, just little things like that to give that "Just landed" effect.
With regards to the sounds you were looking for, the metal being twisted / buckled, that's something I've had great pains in trying to perfect too. It's surprisingly difficult to find sounds that match what you'd expect from the show, that sound decent enough and varied enough to use often. These are sounds that I want to have occuring sporadically in the background at almost all times during the attack sections while on Voyager. Moreso probably on the Borg ship, but that's a lot easier as just about any techy-tech sounds will do the job.
Ehhhhhh.
#306 Posted 06 August 2009 - 04:11 AM
#307 Posted 06 August 2009 - 07:31 AM
Sobek, on Aug 6 2009, 05:37 AM, said:
[shot]
It's kinda eery standing below it, to be honest. I replaced the point light with a spotlight in that shot... Unfortunately for some reason the spotlight's light interacts rather poorly with the tree models I use, causing what looks a lot like z-fighting on the leaves, and occasionally giving them this slightly black outline. Something I'm going to have to look into, damnit.
I think that standing below the ship would be a lot more impressive if the sky were bright blue and the ship's surface would be dark..
I'd say check out the Harobed Village level of Unreal, at the end you have to cross a pond and walk some terrain, all in the shadow of a huge ship. Your shots looks impressive, but I'm not quite getting the feeling you say you want to achieve from it.
NerdZilla: Find a better imagehost. From what I can tell it does look pretty big, but I'm not sure if it will be the biggest map ever - I'm pretty sure Zaxtor's maps in his Oblivion TC are all much bigger than anything anyone has ever made for Duke.. But personally I think your map does look better than Zaxtor's stuff (which is too bizarre and colourful for my tastes).
Your map seems to be pretty much terrain-only though which would get dull. Have some stuff in there to make it cooler! Have a forest, water, some old buildings..
#308 Posted 06 August 2009 - 07:22 PM
Sangman, on Aug 7 2009, 02:01 AM, said:
I understand what you mean, however the sunset part is very intentional. The 'mission' starts with the landing at sunset and changes to night as you move closer to an outpost, followed by an encampment. I also personally love the golden glow of sunset, and I think that with the right combination of lighting, it'll look great shining through the trees and bathing everything in warm light
Sangman, on Aug 7 2009, 02:01 AM, said:
I remember that! That was so cool back in the day. To be fair, the ship in that case was big and blocky and just built out of basic geometry, something which accomodated for much larger sizes without issue. I'm using a model for Voyager which isn't quite as big, but still scales well. This is only a test map remember, more of a proof of concept, so in what I've shown Voyager is scaled down considerably in a quick throw-together environment - it'll be significantly bigger in the final build, much closer to actual size, which should help to achieve that sense of scale you probably don't get at present.
Sangman, on Aug 7 2009, 02:01 AM, said:
Your map seems to be pretty much terrain-only though which would get dull. Have some stuff in there to make it cooler! Have a forest, water, some old buildings..
I was actually curious if the land below serves a real purpose? It's pretty cool as a quirky backdrop to a deathmatch game, and it would be an interesting mechanic - fall off and you freefall for a while before hitting a 'layer of death' or something (but you might wind up with a littering of ammo and guns on the ground that people could perhaps teleport down to, I don't know).
With some variation and something to do down there, it'd be cool. I would put a nuke in a bunker in the middle of the land below and make it some kind of tricky puzzle to access and activate. Kind of like Crossfire for Half Life 1 multiplayer... You fight your way down there and activate it, then try and defend your little bunker as everyone else attacks, because it's the one safe place in the map.
I'm just shitting out wierd ideas here
This post has been edited by Sobek: 06 August 2009 - 07:29 PM
#310 Posted 08 August 2009 - 05:16 PM
zykov eddy, on Aug 8 2009, 04:50 PM, said:
I think those big words take up too much space on the screen in the HUD. You don't need one for the score, in my opinion. Just have the number with no 'SCORE'. When the player sees the number increasing, he will know what it is. For the time, just put a clock icon next to it instead of the word 'TIME'. And instead of 'RINGS' use a ring icon. You will save a lot of space.
EDIT: For the sake of symmetry, making an icon for the score would be nice.
This post has been edited by DeeperThought: 08 August 2009 - 05:18 PM
#311 Posted 08 August 2009 - 05:40 PM
This post has been edited by Mikko_Sandt: 08 August 2009 - 05:40 PM
#312 Posted 08 August 2009 - 06:05 PM
Mikko_Sandt, on Aug 8 2009, 06:40 PM, said:
I was going to suggest that, but then I realized that having the NUMBERS be big is a good thing (because it takes less time to read them). But if the numbers are big it would look strange to have the words in a smaller font. I guess...
#313 Posted 08 August 2009 - 06:53 PM
id like to share something with you guys,
i found a glich in the game two days ago. i messed around and figgerd out how to do this. this can be done via the mapper... its all duke3d's core it'll even run in software.
This post has been edited by NerdZilla: 08 August 2009 - 06:55 PM
#314 Posted 08 August 2009 - 07:11 PM
NerdZilla, on Aug 8 2009, 07:53 PM, said:
Are you saying that it would work without EDuke32?
#315 Posted 08 August 2009 - 08:07 PM
DeeperThought, on Aug 8 2009, 07:11 PM, said:
yes, it works in software as well. i'm useing mirrors, if that makes sense. i have no idea how to edit con files. but when it comes to map's skeleton. i'm a pro.
im working on a new ground design right now. when it's done? l'll have a fast cut and paste methed of making the ground slope, like in half-life 2.
This post has been edited by NerdZilla: 08 August 2009 - 08:09 PM
#316 Posted 08 August 2009 - 11:19 PM
heres is some more eternity screens, one has the DP quoter being used so i can tell a story.
this is just the pure anarchy & chaos the city is in.
#317 Posted 08 August 2009 - 11:33 PM
#318 Posted 09 August 2009 - 01:37 AM
im hoping i hold some kind of record for it. maybe in size?
also heres a pic of a map i fixed up fast useing my methed of mapping i thought up erlayer today. i took this pic in software to proove its not a 3d add on.
how do i up load my maps to share?
This post has been edited by NerdZilla: 09 August 2009 - 01:40 AM
#319 Posted 09 August 2009 - 01:39 AM
NerdZilla, on Aug 9 2009, 02:37 AM, said:
If so, it's epic impressive. Can't wait to play your map.
and ROR effect looks cool =)
#321 Posted 09 August 2009 - 05:04 AM
Trying to organize my 14 folders and countless zip and rar files of duke stuff on my hard drive. I really should start to remove some older versions of stuff and figure out what all those zip file addons are and if they are still useful.
The same is starting to happen with Shadow Warrior, Blood and Redneck Rampage. Lots of unorganized clutter.
I'm going to guess there are many in the same situation.
Other than that, I'm still continuing the long, slow effort of my Ancient Rome map for duke. I wasn't paying attention until I noticed I was only 10 sectors away from the limit and nowhere near completing. So I searched the map for sectors I could combine and gained back about 30 more. I'll probably need every one of those for interior design such as tables and stuff so it looks as though I might have to scrap some area of the map to gain back some sectors. Or figure out how to hub map
#322 Posted 09 August 2009 - 05:43 AM
And i say because nobody could reach the sectors limit in the eduke32 engine without reaching the walls limit first. Oh, unless you´re a weird mapper that makes only triangles and squares out of sectors
#323 Posted 09 August 2009 - 05:59 AM
About 220 stairs, lots of circles, lots of twists and curves in mountain scenery and rivers. Its my first map ever so I'm sure there are probably more efficient ways I can use next time around. For starters I'll think I'll use more ramps instead of stairs
And no, I did not know of the "second round" of sectors available. Thanks. On the good side, I still have LOTS of sprites to go before reaching that limit.
This post has been edited by Marked: 09 August 2009 - 06:01 AM
#324 Posted 09 August 2009 - 06:11 AM
________Build_______JnfDuke / Eduke32
sectors ___1024_________ 4096
lines______8192________16384
sprites____4096________ 16384*
* should keep in mind that bullet holes and any other sprite effect that spawns playing the level should not overpass that limt.
This post has been edited by Gambini: 09 August 2009 - 06:13 AM
#325 Posted 09 August 2009 - 09:55 AM
Looks interesting though..
#326 Posted 09 August 2009 - 09:59 AM
NerdZilla, on Aug 9 2009, 06:07 AM, said:
Working without EDuke32 is different from working with EDuke32 software mode, though. The common engine code for mirrors is pretty different between EDuke32 and old Duke3D, and EDuke32 allows you to use showview to do pretty much whatever you feel like doing with RoR, software mode or not. What DT asked is if your effect worked when running old duke3d.exe using DosBox.
#328 Posted 09 August 2009 - 10:46 AM
Conclusion: Whatever the result is, the community minus this guy can't lose.
#329 Posted 09 August 2009 - 10:51 AM
Sangman, on Aug 9 2009, 11:46 AM, said:
Conclusion: Whatever the result is, the community minus this guy can't lose.
There's no need to get nasty. He's just excited about what he's been able to accomplish and wants to show everyone. It's not like he's running down other people or their maps.