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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   Jblade 

#5521

This new additive feature allows for some pretty cool stuff :blink:
Posted Image
19

User is online   Lunick 

#5522

I quickly glanced at that image and thought it was Battlefield related :blink:
1

User is offline   DavoX 

  • Honored Donor

#5523

That's epic!!
0

User is offline   Stabs 

#5524

asked about additive blends quite some time ago, great for laser beams / fireballs that kinda stuff, its only for classic tho right?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5525

So far, but I don't think it's a problem for the OpenGL modes to include more blending types.
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User is offline   Jblade 

#5526

Was gonna keep this a secret but I think it's too cool looking to not show people, the Nuke returns from SW but I decided to spice up the explosion a little bit (if I knew how to record a video in classic mode I would make one)
Posted Image
Posted Image
8

User is online   Lunick 

#5527

I do hope you are on god mode :blink:
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User is offline   Micky C 

  • Honored Donor

#5528

View PostJames, on 26 February 2014 - 03:13 AM, said:

(if I knew how to record a video in classic mode I would make one)


Be careful what you wish for James; Micky C to the rescue just like in the TC itself Posted ImagePosted Image

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

3

User is offline   Mike Norvak 

  • Music Producer

#5529

Cooool
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User is offline   Jblade 

#5530

That's the comprimise I made to make all trees burnable, hopefully if I feel motivated enough I'll code it in so that the ashy-pillars blow away in the wind.
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User is offline   MetHy 

#5531

I think it might look a bit TOO good for a 8 bit game.
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#5532

It looks very good!

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 :blink:) ...

The Lil' nuke
Posted Image

...and its Big Brother (with sorta toroidal movement for mushroom particles)
Posted Image

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

4

User is offline   brullov 

  • Senior Artist at TGK

#5533

Awesome work, Richard. I am glad to work with you ;-)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5534

Meanwhile your currently selected weapons is the Masturbator Akimbo.

This post has been edited by Fox: 26 February 2014 - 02:07 PM

4

User is offline   Jblade 

#5535

well now I feel inadequate :blink: Those are amazing, although I kept mine small since most of the levels it features in aren't really big enough to have big ol' explosions for. I do hope to make a bigger explosion though, so now I know what the bar is it'll help me make it even better. Those look amazing!
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#5536

Quote

randomizing their speed and size
it's enough for better results :blink:
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User is offline   Hendricks266 

  • Weaponized Autism

  #5537

View PostJames, on 26 February 2014 - 03:13 AM, said:

(if I knew how to record a video in classic mode I would make one)

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.
0

User is offline   Jblade 

#5538

I haven't tried it in a long time, I had no idea that the Steam overlay works either! guess I'll give it a try tommorow.
0

User is offline   Micky C 

  • Honored Donor

#5539

Just tried it out, Fraps does work in classic, that is too cool Posted Image
0

User is offline   Danukem 

  • Duke Plus Developer

#5540

Now I have nuke envy.
1

User is offline   Paul B 

#5541

View Postzykov eddy, on 29 January 2014 - 03:54 AM, said:

Posted Image

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

2

User is offline   zazo 

#5542

View PostMblackwell, on 09 April 2012 - 06:26 AM, said:

@Diaz

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:

Posted Image Posted Image Posted Image

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 ?
0

User is offline   Micky C 

  • Honored Donor

#5543

Those tree models are kind of crap. There are probably better ones that are free to use on google.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5544

The mods could add imageshack url to the swear word filter.
4

User is offline   zazo 

#5545

View PostMicky C, on 27 February 2014 - 03:48 AM, said:

Those tree models are kind of crap. There are probably better ones that are free to use on google.


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 ?
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User is offline   blizzart 

#5546

View Postzazo, on 27 February 2014 - 08:28 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 ?


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

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User is offline   zazo 

#5547

View Postblizzart, 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 ?
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5548

View PostFox, on 27 February 2014 - 04:40 AM, said:

The mods could add imageshack url to the swear word filter.

imageshack is like the equivalent of rapeshare...

Worst still is that a mod used imageshack in the first place... :blink:
0

User is offline   blizzart 

#5549

View Postzazo, on 27 February 2014 - 12:25 PM, said:

yes, it's ok for the syntax, but in case of multi texture files, how to know what is the good surface number ?

View Postzazo, on 27 February 2014 - 12:25 PM, said:

yes, it's ok for the syntax, but in case of multi texture files, how to know what is the good surface number ?


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.
0

User is offline   zazo 

#5550

View Postblizzart, on 28 February 2014 - 11:39 AM, 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.

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)
0

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