
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3091 Posted 17 January 2012 - 08:37 PM
Just out of curiosity, is that whole elevated highway made of voxels? Does it slow down your PC any?
#3092 Posted 17 January 2012 - 08:54 PM
ReaperMan, on 17 January 2012 - 08:37 PM, said:
Just out of curiosity, is that whole elevated highway made of voxels? Does it slow down your PC any?
Yes the highway is made of voxels. Seperated into modular pieces. No slow down at all, no fps drop at all. The power lines (minus the power cables) are also voxels.
#3093 Posted 19 January 2012 - 08:05 AM

#3094 Posted 19 January 2012 - 11:00 AM
#3095 Posted 19 January 2012 - 12:15 PM
Edit: There, the basic arcitechture is just about done, this room is going to remain mostly empty for several reasons, one of which is that it is the 'hub area' for the mansion.

For the time being, I've spammed the hell out of lighting and I stuck some disused pure white lights into white walls here as I still want them handy for mapping, so don't think I'm ignoring the red FPS counter. It'd be cool if I could have the camera in Mapster emit light, but no such feature, not a big deal, oh, and I know I need to align some textures properly, I'll get on that tomorror, for the time being I have had enough of yelling at TROR for one day.
This post has been edited by High Treason: 19 January 2012 - 01:08 PM
#3096 Posted 22 January 2012 - 08:12 PM
High Treason, on 19 January 2012 - 12:15 PM, said:
If I were you I'd make those shadows out of sectors to improve FPS, just try to copy the SE shadow pattern by putting a random sprite on every vertex so you can match all the marked points on 2D editing mode.
On other topic, experimenting with slopes:



This post has been edited by Norvak: 22 January 2012 - 08:12 PM
#3097 Posted 23 January 2012 - 01:32 PM

#3098 Posted 23 January 2012 - 07:13 PM
City level probably has more con coding than any known level of my mod or Oblivion.
City alone has about 1/6 of the whole game.con file.
#3099 Posted 24 January 2012 - 01:07 AM
High Treason, on 19 January 2012 - 12:15 PM, said:
http://img807.images...ntrancehall.png
This looks pretty nice actually, but I do have a few suggestions even if you might already be aware of them.. I did a quick edit in photoshop and added a bit of annotation, you'll find below both a clean and annotated version.


#3100 Posted 24 January 2012 - 06:35 AM
Light maps (sprites) and sector lights are basically free, which is why I suggested them as a start rather than shadow casting lights.
#3101 Posted 26 January 2012 - 12:03 PM

This post has been edited by Fox: 26 January 2012 - 12:03 PM
#3102 Posted 26 January 2012 - 12:19 PM

#3104 Posted 26 January 2012 - 01:39 PM
Muelsa, on 26 January 2012 - 01:04 PM, said:

Looks great!
#3105 Posted 26 January 2012 - 01:41 PM
#3106 Posted 26 January 2012 - 01:51 PM
Fox, on 26 January 2012 - 01:41 PM, said:
Same for me. Dang those copyright taliban. Other download option available?
This post has been edited by LeoD: 29 June 2012 - 02:28 PM
#3107 Posted 26 January 2012 - 01:52 PM
This post has been edited by Muelsa: 26 January 2012 - 02:04 PM
#3108 Posted 26 January 2012 - 02:05 PM
Muelsa, on 26 January 2012 - 01:52 PM, said:
Well, at least in my case it's usually due to a German organisation called GEMA which forces Youtube to block stuff. I tried to circumvent that but my download was crippled. I could see that there is some John Williams music contained which should indeed be the reason for the blockage.
[EDIT:]
Works now. Thanks a lot. Great stuff as always.

I wish I'd have a better look at the waterfall...
This post has been edited by LeoD: 26 January 2012 - 02:16 PM
#3109 Posted 26 January 2012 - 02:51 PM
Muelsa, on 26 January 2012 - 01:04 PM, said:

Really rad. Takes me back to playing Trespasser but this time the game will be even more rad! Can't wait to get to play it someday. ^^
This post has been edited by Jinroh: 26 January 2012 - 02:53 PM
#3110 Posted 26 January 2012 - 04:22 PM
#3111 Posted 26 January 2012 - 11:17 PM
Fox, on 26 January 2012 - 04:22 PM, said:
Yeah, it is an animated skybox, I tried to make the same effect without using skybox (with only one pic) but not looking good. If the skybox's pics are too large, they are a little freeze when pics are load, I resized the pics and this run pretty well.
This post has been edited by Muelsa: 26 January 2012 - 11:22 PM
#3112 Posted 27 January 2012 - 05:54 AM
Muelsa, on 26 January 2012 - 01:04 PM, said:

Wow, that is rather amazing, as expected!
#3116 Posted 29 January 2012 - 12:46 PM

This post has been edited by The Mighty Bison: 29 January 2012 - 12:47 PM
#3118 Posted 29 January 2012 - 01:08 PM
Zaxtor, on 29 January 2012 - 12:59 PM, said:
It's just a wall texture, unless I am missing something?
#3120 Posted 29 January 2012 - 02:25 PM
Cody, on 29 January 2012 - 01:08 PM, said:
It definitly looks more 3D than a wall texture - I imagine he used alot of walls and sectors to give it a 3D feel.
Great stuff in anycase
