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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   wesley025 

#3991

I am working on a brand new episode full of horror themed levels based on games well known.

Maps like Floating Islands from Tomb raider. But since i don't have other people to work with,I am to make the maps myself which require a lot of time

This post has been edited by wesley025: 14 November 2012 - 01:35 PM

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User is offline   Kyanos 

#3992

I've got this abomination on my hard drive. It's all nine levels from DOOM 1 Episode 1 Knee Deep in the Dead, all rolled up into one map, converted to run with WGR2 Seige Breaker. Have I got your attention? Want to beta test this with me? I just finished a run through the gauntlet and am going to spend another few hours in mapster tonight then it'll be ready for another test run. Post here or PM me if you're interested.
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User is offline   Diaz 

#3993

Working on 'em caves.

I wish EDuke had CON accesible color correction controls (and not only gamma, contrast and brightness, but also color saturation).

Attached thumbnail(s)

  • Attached Image: caves1.jpg

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User is offline   Micky C 

  • Honored Donor

#3994

That is not eduke, no way is that... is that...

HEAD EXPLODES!

Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

(Why does this forum have to limit the number of emoticons... Posted Image )


Edit: The most ironic thing is that it's that 3D quake 2 enemy that stops the scene from looking like really modern.
2nd edit: That is actually eduke right?

This post has been edited by Micky C: 14 November 2012 - 07:10 PM

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User is offline   Diaz 

#3995

It is EDuke of course :P

The image has been desaturated and slightly blurred to illustrate what I mean with color correction controls, but everything else is as is. Models can be used to create interesting rock formations, but collision is tricky... if it wasn't for that, EVERYTHING could be models, and you would get life-like rocks :P

I'm hoping collision will be improved in the future, too.

This post has been edited by Diaz: 14 November 2012 - 07:32 PM

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User is offline   Micky C 

  • Honored Donor

#3996

It's not too bad with clipshapes is it? In WGR2 we're also combining models with rock textures to try to simulate more realistic geometry and the clipping seems ok when the player climbs around.
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User is offline   Diaz 

#3997

The problem is that a correct clipshape for such models needs lots of slopes, and the player is able to walk even on very steep slopes, which makes collision messy. I'm using a combination of clipshapes and invisible wall-aligned clip sprites.
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User is offline   Mblackwell 

  • Evil Overlord

#3998

View PostDiaz, on 14 November 2012 - 06:51 PM, said:

Working on 'em caves.

I wish EDuke had CON accesible color correction controls (and not only gamma, contrast and brightness, but also color saturation).


Unreal 1 texture eh?

Anyway nice architecture.
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User is offline   Plagman 

  • Former VP of Media Operations

#3999

View PostDiaz, on 14 November 2012 - 06:51 PM, said:

I wish EDuke had CON accesible color correction controls (and not only gamma, contrast and brightness, but also color saturation).


Well, it sort of does. With highpal you can do whatever you want with colors.
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User is offline   Diaz 

#4000

Didn't even think of that - you're absolutely right. It's much like HL2's color correction, which is based on lookups.

However, it is applied to the textures only, and then Polymer lights are applied at full saturation - it's hard to get the same kind of desaturation tweaking the RGB values on lights, as that affects their brightness too. Is it possible to apply a highpal to the entire scene after it's been fully rendered?

I thought about using the night vision basepal, which is unused in my mod, but how do I replace it for OpenGL mode?

This post has been edited by Diaz: 15 November 2012 - 06:16 AM

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User is offline   Tea Monster 

  • Polymancer

#4001

Diaz, that is looking sweet! Yeah, you have to do something about the textures.

Drek, you have PM!
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User is offline   Plagman 

  • Former VP of Media Operations

#4002

View PostDiaz, on 15 November 2012 - 03:39 AM, said:

Didn't even think of that - you're absolutely right. It's much like HL2's color correction, which is based on lookups.

However, it is applied to the textures only, and then Polymer lights are applied at full saturation - it's hard to get the same kind of desaturation tweaking the RGB values on lights, as that affects their brightness too. Is it possible to apply a highpal to the entire scene after it's been fully rendered?

I thought about using the night vision basepal, which is unused in my mod, but how do I replace it for OpenGL mode?


You're right that there isn't a way to apply them after lights at this point; this is going to be part of future work with post-processing, but it definitely isn't there right now. Basepal support was kind of lumped in with different lookups, while it should really apply after lights. Now, lights multiply with the inbound (post-highpal) diffuse material to compute their contribution, so in practice I expect applying a desaturating basepal will indeed desaturate the overall light contribution in your scene. It won't be hard-clamped like it would be if it was truly applied as post-processing, however.

I suggest starting from the regular set of highpals from the HRP, applying your filters to them, and defining them in place of the nightvision basepal like there:

http://svn.eduke32.c...l%2Fhighpal.def

Now, pal 0 was omitted because it's a simple passthrough but it seems like it's really what you want to start from. You can generate a new one with a script like this:

http://svn.eduke32.c...alookupmaker.py
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User is offline   Diaz 

#4003

Thank you. I've had success desaturating the scene with highpals, but the results aren't what I was expecting; lights are still overly saturated, and I would need to remake lighting in all the maps I've already done - not practical. However, you've said post-processing is included in your future plans, which is great to hear. It probably won't be ready for my current project but that's not important :P
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User is offline   Plagman 

  • Former VP of Media Operations

#4004

In practice it doesn't have to wait for the whole post-processing pipeline, it should be pretty easy to add today. How to expose it is another issue, though.
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User is offline   Kyanos 

#4005

Attached Image: phi_2012.png
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User is offline   Mark 

#4006

The hint is lost on me. My first thought was the Chrysler logo :P

Attached thumbnail(s)

  • Attached Image: logo.jpg

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User is offline   Kyanos 

#4007

LOL, it's just a recent obsession with pentagons, pentacles, and phi. It all started with that Damned Doom Map. It was pretty difficult to draw that star. Try it.



1.618033
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User is offline   Hendricks266 

  • Weaponized Autism

  #4008

View PostDrek, on 16 November 2012 - 04:26 PM, said:


(1+√5)/2
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User is offline   Hank 

#4009

View PostDrek, on 16 November 2012 - 04:26 PM, said:

LOL, it's just a recent obsession with pentagons, pentacles, and phi. It all started with that Damned Doom Map. It was pretty difficult to draw that star. Try it.

It loks simple but isn't - as for obsession, here is mine with old astronomy (like when we only had seven known planets), astrology about Saturn etc.




the images shows actually a secret area. - Map no longer functions, and - maybe when I am like super old will release the fixed version.

This post has been edited by Hank: 17 November 2012 - 05:48 AM

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User is offline   Diaz 

#4010

Dude, where's my post?! :P :P

Alright, I deleted the pic I last posted from my hard drive, so let's post a new one instead...

Attached thumbnail(s)

  • Attached Image: vegetation.jpg


This post has been edited by Diaz: 18 November 2012 - 08:12 AM

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User is offline   Hank 

#4011

^ ... for as long as your work does not get deleted Posted Image jk

the new image is also fist class work

This post has been edited by Hank: 18 November 2012 - 08:14 AM

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User is offline   Mark 

#4012

That pic looks fantastic. Reminds me of something I might have made. :P ( I wish )

This post has been edited by Mark.: 18 November 2012 - 08:23 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#4013

Tx purposely deleted the last twelve hours of posts to get rid of incriminating evidence that referred to the secret location of his Farm Animal Fight Club. "Ever want to punch a llama in the face? Here's your chance. Kissing and making up afterwards costs extra."

The offending party has been dealt with accordingly and the FBI was diverted to Yatta's grandmother's house.
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User is offline   Hank 

#4014

^ aha - FBI and Grandmother, that says a lot - Posted Image
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User is offline   Gambini 

#4015

View PostDiaz, on 18 November 2012 - 08:04 AM, said:

Dude, where's my post?! :P :P

Alright, I deleted the pic I last posted from my hard drive, so let's post a new one instead...


The fuck!
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User is offline   Mblackwell 

  • Evil Overlord

#4016

Are you grouping models for performance or are you rendering them in narrow corridors where you can get away with larger numbers (due to less overall visibility)? Though it looks like the landscape in general is closed enough that Polymer should be able to handle it without much trouble as long as they are non-actors.

I've done lots of tests over wide open spaces and Polymer is pretty good at handling a large volume of models as long as you fade them out in the distance, but if you can group them in various ways you'll exponentially increase performance.
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User is offline   Forge 

  • Speaker of the Outhouse

#4017

View PostHank, on 18 November 2012 - 09:46 AM, said:

^ aha - FBI and Grandmother, that says a lot - Posted Image


Yea, poor Grandma Yatta. Had her chihuahua, Senior Guano Cucaracha, confiscated as evidence. Poor beast was probed, allegedly for being a drug mule. FBI misplaced their animal identification cards (a fisher price animal farm see-and say spin toy).
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User is offline   Mark 

#4018

The poor beast was probed. Do mean grandma or the dog?
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User is offline   Forge 

  • Speaker of the Outhouse

#4019

lmao!
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User is offline   blizzart 

#4020

View PostDiaz, on 18 November 2012 - 08:04 AM, said:

Dude, where's my post?! :P :P

Alright, I deleted the pic I last posted from my hard drive, so let's post a new one instead...


This screenshot is one of the best looking work I´ve ever seen with EDuke/Mapster. It absolutely looks like a different game/engine. Awesome!
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