What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5133 Posted 24 October 2013 - 04:47 PM
#5134 Posted 24 October 2013 - 10:44 PM
After spending like 12 hours finding the right programs etc to extract the resources from the original game.
I will slowly spend time working on this and probably end up just releasing all the resources from it.
The only thing I haven't been able to rip/extract are:
Maps: Maps appear to have been made in a special editor and almost have a model/mesh feeling to them.
Models: Items/Weapons etc. are displayed as models.
This post has been edited by The Commander: 24 October 2013 - 10:47 PM
#5137 Posted 25 October 2013 - 02:10 PM
The Commander, on 24 October 2013 - 10:44 PM, said:
I will slowly spend time working on this and probably end up just releasing all the resources from it.
The only thing I haven't been able to rip/extract are:
Maps: Maps appear to have been made in a special editor and almost have a model/mesh feeling to them.
Models: Items/Weapons etc. are displayed as models.
Hot damn, you were able to get ALL the sprites? Even the androids?
This post has been edited by Emerica: 25 October 2013 - 02:16 PM
#5138 Posted 27 October 2013 - 10:35 PM
I did this based on this image:
This is still just a remasterization, it would require a lot of adjustments to make it a working HUD.
#5140 Posted 28 October 2013 - 08:03 AM
Lunick, on 27 October 2013 - 10:44 PM, said:
http://waltersgamebo...ig/DOOM0000.gif
#5142 Posted 28 October 2013 - 09:05 AM
But mabye, you should consider TROR before it's to late!
#5143 Posted 28 October 2013 - 09:06 AM
dpax, on 28 October 2013 - 09:05 AM, said:
But mabye, you should consider TROR before it's to late!
Thanks but no thanks..I'm never gonna use TROR. I think it's cheating. I'm making old school maps, not new stuff.
#5144 Posted 28 October 2013 - 10:05 AM
Using hundrets of sprites to get almost the same effect is more cheating to me then, because old school PCs were not capable to render them with a good fps count.
TROR would be fine on older machines I think. ^^
But hey, it's your choice.
#5145 Posted 28 October 2013 - 10:25 AM
dpax, on 28 October 2013 - 10:05 AM, said:
System requirements.
#5146 Posted 28 October 2013 - 10:32 AM
Those are my 2 cents.
(Call me backward thinker if you want, but I still think that TROR shouldnt be used all the time for "heck of it", but only when neccesary to achieve effects that are impossible to achieve without it.)
This post has been edited by t800: 28 October 2013 - 10:32 AM
#5147 Posted 28 October 2013 - 10:42 AM
Thanks for your replies, I learned something again.
#5148 Posted 28 October 2013 - 10:43 AM
t800, on 28 October 2013 - 10:32 AM, said:
Those are my 2 cents.
(Call me backward thinker if you want, but I still think that TROR shouldnt be used all the time for "heck of it", but only when neccesary to achieve effects that are impossible to achieve without it.)
I don't think there is a computer that can handle large, complex maps in polymer...
#5149 Posted 28 October 2013 - 10:47 AM
necroslut, on 28 October 2013 - 10:43 AM, said:
Actually, I'm building one atm.
Frames dropes down to 12 on some places, but it's still playable with the 64bit build.
I just hope for later optimizations in polymer.
#5150 Posted 28 October 2013 - 10:55 AM
#5151 Posted 28 October 2013 - 11:24 AM
I just want to make maps, not modding duke. Just simple, old fashion maps with no polymers, polymosts, polybla, polyblbo, nothing. Just plain duke, and fun maps.
#5152 Posted 28 October 2013 - 11:27 AM
I thought about the exits, doors and having more then 1 stock in a building.
But your right, Helixhorned, I'll think in large maps a good mix of both, sprites and TROR is the right way.
That's why I was posting my issue.
In my map, I started building things without TROR and using sprites for roofs and ceilings, because I want to give the player the ability to fly over every building.
As TROR needs a clear setup (same ceiling or ground heights), before it's applied, it was no longer an option for me.
But I realized that this was not such a bad thing, because TROR hits the wall count realy high.
And on large maps, you have to watch that...
But if you want slopes, some SE which only works with floor and ceiling, buildings with more then 1 stock ... TROR is the right thing.
It's like polymer light and standard shading... I keep on mixing them for the best performance.
But hey, I went offtopic, sorry. ^^
Edit:
pmw, I'm with you, but I don't wan't to have back the bugs of build.
This post has been edited by dpax: 28 October 2013 - 11:29 AM
#5153 Posted 29 October 2013 - 06:34 AM
pmw, on 28 October 2013 - 08:39 AM, said:
..and tested those:
This looks cool but it could use a lot of shading. Those buildings could be made much better as well: trimming, different size, high and shape, different textures combos... As they are, they feel very 1996-ish.
The road texture gives the map a West-Europe centertown feel while the building look very USA as they are. Improving the buildings would also fix that.
#5154 Posted 29 October 2013 - 02:00 PM
I know, there could be more detail on buildings etc, but I'm too lazy to edit it anymore,and...wall usage 16384/16384.
This map and this road are located in Finland, this whole map is based on real location.
#5155 Posted 31 October 2013 - 09:09 PM
At the time I tought it would be cool to have some marines helping you, but I tought it would suck if they showed a rifle but fired other weapons. So I made this sprite for it.
#5156 Posted 01 November 2013 - 06:48 PM
Otherwise I've made a bunch of street signs, with a few more left to come. Not shown, cow crossing. Still to make, Caution, people crossing, left/right turn only and no parking.