What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5521 Posted 25 February 2014 - 05:16 AM
#5522 Posted 25 February 2014 - 05:22 AM
#5524 Posted 25 February 2014 - 05:08 PM
#5525 Posted 25 February 2014 - 06:03 PM
#5526 Posted 26 February 2014 - 03:13 AM
#5528 Posted 26 February 2014 - 05:00 AM
James, on 26 February 2014 - 03:13 AM, said:
Be careful what you wish for James; Micky C to the rescue just like in the TC itself
If you observe the video carefully, the attention to detail is actually pretty sophisticated. That was just a quick test map I whipped up for the purposes of the video btw.
Btw am I the only one that thinks it's (for a lack of better word) retarded that when trees burn they stay behind as a black, blocking, minimum horizontal panning, shadow casting version of their former selves? They end up as thin black lines basically and IMO it doesn't look very good (sorry James, it's probably the only thing in the TC I disagree with stylistically).
This post has been edited by Micky C: 26 February 2014 - 05:03 AM
#5530 Posted 26 February 2014 - 05:18 AM
#5532 Posted 26 February 2014 - 07:46 AM
I suggest add more fire&smoke particles,expecially on ground, and randomizing their speed and size. I usally do it in my projects and they look amazing to me (despite i released nothing ) ...
The Lil' nuke
...and its Big Brother (with sorta toroidal movement for mushroom particles)
Oh, nevermind the 32bit side of the force...
// EDIT for wrong photo...
This post has been edited by RichardStorm: 26 February 2014 - 07:48 AM
#5534 Posted 26 February 2014 - 01:21 PM
This post has been edited by Fox: 26 February 2014 - 02:07 PM
#5535 Posted 26 February 2014 - 01:34 PM
#5536 Posted 26 February 2014 - 01:45 PM
Quote
#5537 Posted 26 February 2014 - 03:13 PM
James, on 26 February 2014 - 03:13 AM, said:
Does Fraps (or whatever you normally use) not work? Recent EDuke32 synthesis builds (using SDL2) that add support for the Steam Overlay in Classic should allow anything that works in the natively OpenGL modes to work in 8-bit too.
#5538 Posted 26 February 2014 - 04:03 PM
#5539 Posted 26 February 2014 - 04:12 PM
#5541 Posted 26 February 2014 - 09:23 PM
zykov eddy, on 29 January 2014 - 03:54 AM, said:
Just made a tricky garage door. You can use it in your maps if you want.
This is one of the coolest things i've seen done with the engine. Awesome work! You are so creative! I know mapster pretty good and there's no way in hell i'd of ever come up with something like this. Even knowing what the engine is capable of doing, the way you implemented this makes my head spin. I'm still having a tough time figuring out what's really going on there. Nicely done!
It never seizes to amaze me, that after all these years new innovations are still being squeezed out of this engine. So cool!
This post has been edited by Paul B: 26 February 2014 - 09:30 PM
#5542 Posted 27 February 2014 - 03:45 AM
Mblackwell, on 09 April 2012 - 06:26 AM, said:
Trick from the map I showed you in PMs: Group related copies/clusters of sprites/models together as a single object. It's not that the engine has trouble drawing that number of polygons, it has trouble processing that number of objects.
Also in this map/test:
I did the same thing you did (fade objects in the distance) but I changed the statnum to something unused by other objects/actors and this keeps the game from reprocessing every object every frame. Then within the player code once every few tics I run a while loop using headspritestat/nextspritestat (so I'm only worried about the trees/vegetation) which compares distance and fades it out. This ended up being a good way to have thousands of objects without it getting too expensive on fps.
I'd still go with grouping as the first step though.
i m very interested to find some vegetation models like this or better (trees, bushs...) to add them in maps
some links to download these models ?
#5543 Posted 27 February 2014 - 03:48 AM
#5544 Posted 27 February 2014 - 04:40 AM
#5545 Posted 27 February 2014 - 08:28 AM
Micky C, on 27 February 2014 - 03:48 AM, said:
yes I found md3 models on google. The models have 2 files : **.md3 (the structure) and pictures files in tga, jpg for the textures.
The problem is that we must write a code in the duke3d.def to define the
skins and surfaces... how to know what is the skin and surface for the duke3d.def code ?
#5546 Posted 27 February 2014 - 10:43 AM
zazo, on 27 February 2014 - 08:28 AM, said:
The problem is that we must write a code in the duke3d.def to define the
skins and surfaces... how to know what is the skin and surface for the duke3d.def code ?
model "highres/bf-models/bench/5122_bench.md3" { scale 1 shade 0 skin { pal 0 file "highres/bf-models/bench/5122_bench.jpg" } frame { name "bench" tile 5122 } }
That´s how the def code should look like, if you have only ONE texture file. You see, you don´t have to work with surface here.
If the model uses two ore more texture/skin files, you have to tell the def code, which skin is the first surface, the second surface and so on:
model "highres/bf-models/generator/el_gen.md3" { scale 4 shade 0 skin { pal 0 surface 0 file "highres/bf-models/generator/el_gen.jpg" } skin { pal 0 surface 1 file "highres/bf-models/generator/el_gen_fx.jpg" } skin { pal 0 surface 2 file "highres/bf-models/generator/el_gen_fx2.jpg" } frame { name "generator" tile 5140 } }
This post has been edited by blizzart: 27 February 2014 - 10:43 AM
#5547 Posted 27 February 2014 - 12:25 PM
blizzart, on 27 February 2014 - 10:43 AM, said:
model "highres/bf-models/bench/5122_bench.md3" { scale 1 shade 0 skin { pal 0 file "highres/bf-models/bench/5122_bench.jpg" } frame { name "bench" tile 5122 } }
That´s how the def code should look like, if you have only ONE texture file. You see, you don´t have to work with surface here.
If the model uses two ore more texture/skin files, you have to tell the def code, which skin is the first surface, the second surface and so on:
model "highres/bf-models/generator/el_gen.md3" { scale 4 shade 0 skin { pal 0 surface 0 file "highres/bf-models/generator/el_gen.jpg" } skin { pal 0 surface 1 file "highres/bf-models/generator/el_gen_fx.jpg" } skin { pal 0 surface 2 file "highres/bf-models/generator/el_gen_fx2.jpg" } frame { name "generator" tile 5140 } }
yes, it's ok for the syntax, but in case of multi texture files, how to know what is the good surface number ?
#5548 Posted 27 February 2014 - 02:24 PM
Fox, on 27 February 2014 - 04:40 AM, said:
imageshack is like the equivalent of rapeshare...
Worst still is that a mod used imageshack in the first place...
#5549 Posted 28 February 2014 - 11:39 AM
zazo, on 27 February 2014 - 12:25 PM, said:
zazo, on 27 February 2014 - 12:25 PM, said:
A md3 model can contain two or more objects. Let's say a car has the frame (or how it's called) and the wheels. Both objects refer to different texture files.
EDuke32 can only handle one object, so you have to combine these two or more objects into a single one. Npherno's md3 compile is the program to go here. When you open a md3 file it tells you wether there is only one object or more. If there is more than one object you have to open them all from top to bottom and then save them as one object into a md3 file. It also tells you, which texture file each object uses. So the surfaces in the def code are also the skins used by these objects as you loaded it into the md3 compiler (top to bottom).
Please also note that static (non-animated) models in EDuke32 should only have one frame. Some md3 models, especially those created with Milkshape, have mor than one, even thez are not animated. So you have to delete unnecessary frames with the md3 compiler.
I hope you understand what I meant to say (english is not my native language) and I hope everything mentioned is correct.
#5550 Posted 03 March 2014 - 08:55 AM
blizzart, on 28 February 2014 - 11:39 AM, said:
EDuke32 can only handle one object, so you have to combine these two or more objects into a single one. Npherno's md3 compile is the program to go here. When you open a md3 file it tells you wether there is only one object or more. If there is more than one object you have to open them all from top to bottom and then save them as one object into a md3 file. It also tells you, which texture file each object uses. So the surfaces in the def code are also the skins used by these objects as you loaded it into the md3 compiler (top to bottom).
Please also note that static (non-animated) models in EDuke32 should only have one frame. Some md3 models, especially those created with Milkshape, have mor than one, even thez are not animated. So you have to delete unnecessary frames with the md3 compiler.
I hope you understand what I meant to say (english is not my native language) and I hope everything mentioned is correct.
Thanks you ! Usefull but very tricky...
is there a librairy of models for MAPSTER somewhere?...
I hope you understand my questions.
(French is not my native language)