Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 362 Pages +
  • « First
  • 161
  • 162
  • 163
  • 164
  • 165
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   brullov 

  • Senior Artist at TGK

#4861

Amazing
0

User is offline   Marcos 

#4862

View PostHendricks266, on 30 May 2013 - 02:11 PM, said:

Interesting recreation. Please always label it as a recreation.

1. v0.99 did not have the skycar implemented yet. Instead, it is a series of C9 explosions. Use the actual beta maps.

2. Instead of using the Blood diving suit glare, use this. Fox made it.


Actually I won't be working with maps for a while... I want to finish the flamethrower and the spacesuit, and then I'll be working with the maps and the ART.
1

User is offline   pmw 

#4863

View PostFox, on 30 May 2013 - 05:16 PM, said:

Lighting attempt


Is this just a normal duke? No HRP and that TROR stuff?
0

User is offline   Diaz 

#4864

Yet another recognizable area... :lol:

Attached thumbnail(s)

  • Attached Image: duke0000.jpg


This post has been edited by Diaz: 02 June 2013 - 09:07 AM

7

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4865

Nice! I was making my own polymer version of that area. Not as close or as nice as yours, though.

This post has been edited by MusicallyInspired: 02 June 2013 - 12:20 PM

0

User is offline   Diaz 

#4866

I figured I could have done a "modernized" version, but since this mod is about mix and mash, I thought I'd rather make it accurate. Might think about doing a modern version with UDK assets when I'm done, just to see how nice Polymer can get it to look :lol:
0

User is offline   Gambini 

#4867

Haven´t played unreal in like 40 years and still recognized that image from the thumbnail. Great work.
0

User is online   Paul B 

#4868

View PostDiaz, on 02 June 2013 - 08:58 AM, said:

Yet another recognizable area... :lol:



You are so talented! Absolutely Amazing work
0

User is offline   Minigunner 

#4869

Posted Image
Made 128-color gradients out of the color ranges used in colored sectors (and the grey range as well).
And here they are in 256-color palette format.
Each palette still has 128 total colors, but it's stretched out (and the 3 fade-to-white values are moved over to indexes 253-255, as the Duke3D palette's RGB values only go up to 252).

This post has been edited by Minigunner: 14 May 2017 - 02:44 PM

2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4870

I wonder if it would be possible to implement a gradient map for Polymost.

This post has been edited by Fox: 03 June 2013 - 09:49 PM

0

#4871

Posted Image
A very silly idea that I will probably never finish properly, the cars are currently raceable though and you can get and use items like in Mario kart, they just don't do much yet.
3

User is offline   Diaz 

#4872

I already had a generic flickering polymer lighting effect for torches and such. Added a couple new ones yesterday - a "harder" flicker that switches between full RGB and 0,0,0 and a cycler with configurable speed.


2

User is offline   Micky C 

  • Honored Donor

#4873

My god... this whole time I thought that polymer lights looked too modern to imitate the lighting (although it might be the quality of the video that's "dumbing" them down a bit).

Those beds are models right?
0

User is offline   Diaz 

#4874

Well actually when I made my first Polymer tests, I though the lights looked rather similar to those in Unreal, and levels were lit in a very similar fashion (point lights only). It's in fact what pushed me to make an Unreal-inspired full episode :lol:

The beds are models indeed. You can export geometry from UnrealEd to .obj, which you can then open in 3ds max and export to .ASE, .3DS or .MD3 for NPherno's compiler to use.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4875

View PostMinigunner, on 03 June 2013 - 09:03 PM, said:

Posted Image
Made 128-color gradients out of the color ranges used in colored sectors (and the grey range as well).
And here they are in 256-color palette format.

Reminds me of when I made these in January:

Posted Image Posted Image

I just separated the sections into contiguous lines, anywhere from length 3 to length 32 and applied GIMP's cubic resize.

View PostMinigunner, on 03 June 2013 - 09:03 PM, said:

Each palette still has 128 total colors, but it's stretched out (and the 3 fade-to-white values are moved over the indexes 253-255, as the Duke3D palette only goes up to 252).

I used to wonder about the 252/255 discrepancy and how different exporters gave different values for the palette, but then I realized that it was caused by the 0-63 nature of BUILD color palettes, and that 63*4=252. Some were rounding up and some were rounding down, I suppose. I don't know if any applied scaling so that 0 --> 0 yet 63 --> 255.
1

User is offline   Minigunner 

#4876

That is why I did 128 colors instead of 256, because of the color values in the Duke palette being multiples of 4, and, well, 32x4=128.
0

User is offline   brullov 

  • Senior Artist at TGK

#4877

And I'm doing a modification! I haven't been to the seaside yet!Posted Image

Posted Image
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4878

And 50 years in the future we are still gonna see photos like this:

Posted Image
10

User is offline   Diaz 

#4879

3d and 2d view at the same time would be awesome
2

User is offline   Tea Monster 

  • Polymancer

#4880

What are the chances of someone doing a 'Trenchbroom' for map authors?

This post has been edited by Tea Monster: 06 June 2013 - 02:23 AM

0

#4881

That looks incredibly hard to use... Not that the regular Quake editor isn't.
0

User is offline   MetHy 

#4882

Wow that's funny, I was just thinking about how cool it would be to have something like this for Duke! Wouldn't it make TROR much better to use to?
0

User is offline   Tea Monster 

  • Polymancer

#4883

Hell yeah. Also, if you check out the first video, they have a way of creating 'noisey' shapes, which are great for creating cliffs, undulating terrain, and other similar stuff.

Also, one thing I've always thought could be possible, would be if you could create map geometry like tunnel walls, generators, control consoles and such in Max or Blender, then import them into the editor. The editor could then save the inserted models out as map geometry. This is how editors like radiant do things. So you could have the ease of use of Build and the ability to make cool levels like you can in modern editors.
1

User is offline   Micky C 

  • Honored Donor

#4884

View PostTea Monster, on 06 June 2013 - 04:11 AM, said:

Hell yeah. Also, if you check out the first video, they have a way of creating 'noisey' shapes, which are great for creating cliffs, undulating terrain, and other similar stuff.

Also, one thing I've always thought could be possible, would be if you could create map geometry like tunnel walls, generators, control consoles and such in Max or Blender, then import them into the editor. The editor could then save the inserted models out as map geometry. This is how editors like radiant do things. So you could have the ease of use of Build and the ability to make cool levels like you can in modern editors.


I imagine it would be a lot more difficult doing something like that for a 2.5D engine like build. Especially when you can't just have random triangles at arbitrary slopes, but must instead slope perpendicular to a wall.
Besides, for all the effort that would go into modelling geometry then importing it, you might as well just build it in mapster from scratch. Copy-pasting is very good for repeating complex geometry.

You can also do things like tunnel walls in LEBuild. I'd wish some of those geometry generator features were ported over to mapster one day...
0

User is offline   Diaz 

#4885

View PostTea Monster, on 06 June 2013 - 04:11 AM, said:

Hell yeah. Also, if you check out the first video, they have a way of creating 'noisey' shapes, which are great for creating cliffs, undulating terrain, and other similar stuff.

Also, one thing I've always thought could be possible, would be if you could create map geometry like tunnel walls, generators, control consoles and such in Max or Blender, then import them into the editor. The editor could then save the inserted models out as map geometry. This is how editors like radiant do things. So you could have the ease of use of Build and the ability to make cool levels like you can in modern editors.


Why would you want to convert your cheap to render, efficient model geometry to expensive sector geometry?

Just use the models as static meshes defined for sprites and use clipshapes for collision.

This post has been edited by Diaz: 06 June 2013 - 04:48 AM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #4886

View PostTea Monster, on 06 June 2013 - 02:22 AM, said:

What are the chances of someone doing a 'Trenchbroom' for map authors?

A full mouse-and-GUI driven editor would be interesting, considering Mapster32 shows signs of being a DOS app in modern packaging. I could design a similar GUI, cross-platform, using phoenix. I'm probably far from capable of the actual 3D viewport. To be effective, such an editor would require Polymer because Classic and Polymost cannot draw from any angle.

View PostDiaz, on 06 June 2013 - 04:47 AM, said:

Just use the models as static meshes defined for sprites and use clipshapes for collision.

Has the problem with models disappearing when the sprite center is off-screen been fixed?
0

User is offline   Diaz 

#4887

View PostHendricks266, on 06 June 2013 - 07:40 AM, said:

Has the problem with models disappearing when the sprite center is off-screen been fixed?


No, but it's still workable. If you use smaller meshes to build stuff (like most maps in Unreal engine games) it's not that noticeable, if at all. And for bigger models with no collision you can hack it with CON by changing the sprite's sectnum to the sector the player is looking at.

Plus, if most of your map is made of meshes, you don't really need to subdivide sectors that much, so it's likely that models disappearing won't be a huge issue.

This post has been edited by Diaz: 06 June 2013 - 08:44 AM

1

User is offline   Tea Monster 

  • Polymancer

#4888

What I'd really like to build is something that people would initially mistake for a shot from Doom 3. I imagine that placing the sprites (models) would be a real pain, especially getting things like pillars to join to walls convincingly.
0

User is offline   Diaz 

#4889

not really. If you use actual doom 3 assets it wouldn't be hard at all to recreate any scene. Models in doom were placed as entities, which is pretty much the same as placing sprites :lol:
0

User is offline   DavoX 

  • Honored Donor

#4890

If you only want to build a few rooms I could do that with you if you want :lol: (not something fully playable as I'm busy with another map. But I could make a few rooms for you if you want to experiment)

This post has been edited by DavoX: 06 June 2013 - 12:24 PM

1

Share this topic:


  • 362 Pages +
  • « First
  • 161
  • 162
  • 163
  • 164
  • 165
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options