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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   Tea Monster 

  • Polymancer

#4411

Posted Image
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User is offline   Forge 

  • Speaker of the Outhouse

#4412

View PostThe Big Cheese, on 24 February 2013 - 02:45 PM, said:

well this shot's been sitting on my computer for a while... it's an intro map for a certain episode which a lot of people should be able to guess.

Posted Image



i like that skybox

This post has been edited by Forge: 24 February 2013 - 05:26 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4413

I am tired of blue / orange contrast in films.
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User is offline   thatguy 

#4414

View PostFox, on 24 February 2013 - 10:07 PM, said:

I am tired of blue / orange contrast in films.


Color theory is for suckers I guess.
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User is offline   Jimmy 

  • Let's go Brandon!

#4415

Purple/Green is sexier.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4416

It's always refreshing to see anything in a film that is not blue or orange. Have you seen Transformers? There is something wrong with the people in it.

Spoiler


This post has been edited by Fox: 24 February 2013 - 11:56 PM

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User is offline   Tea Monster 

  • Polymancer

#4417

You mean apart from the fact that they can't act?
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User is offline   thatguy 

#4418

View PostTea Monster, on 25 February 2013 - 12:32 AM, said:

You mean apart from the fact that they can't act?


Nailed it

View PostFox, on 24 February 2013 - 11:55 PM, said:

It's always refreshing to see anything in a film that is not blue or orange. Have you seen Transformers? There is something wrong with the people in it.



That has nothing to do with warm and cold color theory which you're mistaking with. That is just BAD color correction.

This post has been edited by s.b.Newsom: 25 February 2013 - 12:47 AM

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User is offline   Loke 

#4419

View PostFox, on 24 February 2013 - 10:07 PM, said:

I am tired of blue / orange contrast in films.


http://theabyssgazes...lease-stop.html
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User is offline   Micky C 

  • Honored Donor

#4420

I think you guys are looking a bit too much into it. That scene of blue and orange was more of a coincidence than anything else. Besides, that map will have maybe 3 minutes of gameplay, in fact the bulk of the proper levels are completely devoid of polymer lights to maintain decent framerates in the large open areas (until plagman works his magic at least).

See? Barely a light in sight. Mostly (bad quality) sector shading.

Edit: Just realized there's still a bit of orangey-yellow/blue going on there. Ok I guess you guys win.

Posted Image

This post has been edited by The Big Cheese: 25 February 2013 - 03:24 AM

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User is offline   thatguy 

#4421

I find the Tron bit a bit insulting. That film had a perfectly good reason to have those color schemes. The writer didn't even mention the other realm of color theory, like I said, Warm & Cold colors. Tron made perfect sense. Warm/Red being evil and Cool/Cyans are good. The rest of the films though, yeah I agree....but guess what? Who cares? Films can do whatever they want.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#4422

View PostThe Big Cheese, on 25 February 2013 - 03:24 AM, said:

Edit: Just realized there's still a bit of orangey-yellow/blue going on there. Ok I guess you guys win.


It's Egypt... Egypt is orange-blue.
1

User is offline   Tea Monster 

  • Polymancer

#4423

Should it be brighter as it's supposed to be in Egypt?
Someone needs to clone Plagman and TX and provide the clones with everything they need to get Polymer and the networking up to speed :P

This post has been edited by Tea Monster: 25 February 2013 - 06:52 AM

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User is offline   Player Lin 

#4424

For some reasons, it reminds Serious Sam, but in Duke... :P
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User is offline   Micky C 

  • Honored Donor

#4425

View PostTea Monster, on 25 February 2013 - 06:49 AM, said:

Should it be brighter as it's supposed to be in Egypt?
Someone needs to clone Plagman and TX and provide the clones with everything they need to get Polymer and the networking up to speed :P


And apparently clones only live for a short period of time, which means when polymer and the networking are finished, we can throw Plagman and TX in the bin Posted Image

What do you mean it should be brighter? The ambiant light is already pretty high, and if I make it fullbright then there will be no contrast.
And with dynamic lights, a lot of my maps for that episode are set during the day, so they're not designed to have polymer lights. Even if the lights became very efficient, I'd have to design a level from the ground up to make full use of their visual splendour.
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User is offline   Forge 

  • Speaker of the Outhouse

#4426

View PostThe Big Cheese, on 25 February 2013 - 03:24 AM, said:

Posted Image


i was wondering what was going on with the shading in this pic.

the sides of the obelisks that are casting shadows are lighter than the sides that are "receiving" the light. (they should be lit/shaded the same as the grey structure behind the farthest obelisk)

the shapes of the shadows being cast by the obelisks on the right are different than the shapes of the shadows from the two on the left.

it looks like the corner of the pool on the immediate right is casting shadow on the water, but it's hard to tell if the pool on the far right is doing the same

the obelisks and the grey semi-pyramid behind the farthest obelisk (along with most other structures) are casting their shadows down and to the right, but the structure behind the obelisk to the far left appears to be casting its shadow straight to the right

not going to mention the pyramids in the background - they're too far away to tell what's going on with them, but they look like all the sides have the same shade value.
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User is offline   Tea Monster 

  • Polymancer

#4427

I always think of Egypt, and Serious Sam, as burning sunshine. The map screams SS, but I'm not getting sunshine off it. If it is a design choice, then np, just mho.
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User is offline   Jimmy 

  • Let's go Brandon!

#4428

View PostAchenar, on 25 February 2013 - 05:36 AM, said:

It's Egypt... Egypt is orange-blue.

I always think yellow/blue. Although, I'm a huge Iron Maiden fan.
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User is offline   Micky C 

  • Honored Donor

#4429

View PostForge, on 25 February 2013 - 03:43 PM, said:

i was wondering what was going on with the shading in this pic.

the sides of the obelisks that are casting shadows are lighter than the sides that are "receiving" the light. (they should be lit/shaded the same as the grey structure behind the farthest obelisk)

the shapes of the shadows being cast by the obelisks on the right are different than the shapes of the shadows from the two on the left.

it looks like the corner of the pool on the immediate right is casting shadow on the water, but it's hard to tell if the pool on the far right is doing the same

the obelisks and the grey semi-pyramid behind the farthest obelisk (along with most other structures) are casting their shadows down and to the right, but the structure behind the obelisk to the far left appears to be casting its shadow straight to the right

not going to mention the pyramids in the background - they're too far away to tell what's going on with them, but they look like all the sides have the same shade value.


Way to critisize an old, WIP screenshot, when I need your beta testing services I'll let you know :P
That area underwent a lot of changes since it was innitially created, and I had to pull some shade sectors back to do other work and haven't put them back in their proper place yet. Other stuff like shade being on the wrong side is a result of copy-pasting. As for the pyramids, they're actually models (they're faster to map with, and ought to yield higher performance in polymer, which this episode uses). I'll see if the skins can be modified slightly to include some minor shading.
That "shadow" on the water is actually a TROR glitch. This shot was taken in polymost to show the size of the map, since only half of what you see would be cut off by the draw distance if in polymer.

Essentially everything you mentioned has been fixed or will be fixed before the final release. I might suck at manual shading, but I don't suck that much! If not, I hope you'll still be around to point out the error in my ways :D

View PostTea Monster, on 25 February 2013 - 04:04 PM, said:

I always think of Egypt, and Serious Sam, as burning sunshine. The map screams SS, but I'm not getting sunshine off it. If it is a design choice, then np, just mho.


Not so much a design choice, but I simply have no way of making it appear bright and sunny like in TFE. Ideally what would be nice is that polymer lighting is optimised, lighting can be accessed and controlled via con, then the sky would actually project a uniform field of light diagonally downwards to imitate the sun being at an infinite distance. This will create very easy, yet hyper realistic uniform coloured dynamic shading throughout the entire map, and make my job a hell of a lot easier.
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User is offline   Forge 

  • Speaker of the Outhouse

#4430

View PostThe Big Cheese, on 25 February 2013 - 04:39 PM, said:

Way to critisize an old, WIP screenshot, when I need your beta testing services I'll let you know :P


i just like to poke at your work with sharp pointy stick

you take the criticism well and you usually have something colorful to reply back with
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User is offline   Mblackwell 

  • Evil Overlord

#4431

Just make everything really bright (including increasing the visibility), and then use really extreme lighting. Always shadow the same side(s) of an object and give everything a dark harsh/blocky shadow.

Posted Image

Probably not the best example but it was the one I had easiest access to.
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User is online   Mark 

#4432

After a rough day at work I couldn't get motivated to do any mapping. So after sitting and staring at the monitor for a while I found something to do to pass the time. This is just for fun. No release or anything. I basically wanted to see if the shotgun could be replaced with the rpg without a lot of hassle. It fits pretty good without having to modify the new Duke model.

Attached thumbnail(s)

  • Attached Image: rpg.jpg

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User is offline   Tea Monster 

  • Polymancer

#4433

I'm ironing out the last kinks with the Duke model with Spiker. Once we've done that, I'm going to upload the source files. If someone wants to, they can then add whatever weapon they wish (or add different animations for all of them and get one of the coders to enable a vwep system).

Also, all you 8 bit guys can set up a lighting rig in Blender (or import to Max, your preference) and kick out some high-res sprites.
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User is offline   LeoD 

  • Duke4.net topic/3513

#4434

View PostBruno, on 18 February 2013 - 11:31 AM, said:

Hello ! I'm working on a remake of Hollywood Holocaust with Mapster32 with Dukeplus & Polymer. It isn't really good but I have fun to build this.
You could add a cycloid miniboss to please us with the new model. Just a thought.
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User is offline   Loke 

#4435

Editor screenshot of my new map.

Posted Image

It's wonderful.
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User is offline   Daedolon 

  • Ancient Blood God

#4436

View PostLoke, on 04 March 2013 - 04:48 AM, said:

Editor screenshot of my new map.


I have all kinds of questions...
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User is offline   Lunick 

#4437

I think I am going to be sick after looking at that :|
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User is offline   Mikko 

  • Honored Donor

#4438

I think I see Waldo somewhere there...
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User is offline   Jinroh 

#4439

View PostLoke, on 04 March 2013 - 04:48 AM, said:

Editor screenshot of my new map.

<snip>

It's wonderful.


Haha wicked, I can't wait to see what it turns out to be. :angry:

This post has been edited by Jinroh: 04 March 2013 - 05:53 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4440

Cool side-view of a factory.
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