I separated the tower and hull. how is it?
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5641 Posted 13 April 2014 - 04:21 AM
#5642 Posted 13 April 2014 - 04:49 AM
The "texture" still seems pretty pastel-like. Have you tried experimenting around with slightly randomizing the paint colour to give it a more gritty look to fit in with the rest of the textures? Or perhaps Gambini's suggestion of baking on some light in slab6 to give it some more depth.
Does the tank appear flawless in classic? With the original sprite-based tank, you would see some minor glitches from some angles.
Does the tank appear flawless in classic? With the original sprite-based tank, you would see some minor glitches from some angles.
#5643 Posted 13 April 2014 - 05:13 AM
Micky C, on 13 April 2014 - 04:49 AM, said:
The "texture" still seems pretty pastel-like. Have you tried experimenting around with slightly randomizing the paint colour to give it a more gritty look to fit in with the rest of the textures? Or perhaps Gambini's suggestion of baking on some light in slab6 to give it some more depth.
Does the tank appear flawless in classic? With the original sprite-based tank, you would see some minor glitches from some angles.
Does the tank appear flawless in classic? With the original sprite-based tank, you would see some minor glitches from some angles.
well, yes there are some glitchs wich i have no idea how to fix. in 8-bit the parts are normal but in 32-bit they just hange in the sky.
what about the 'texture', i am trying to to fix it, but have not got to anything yet
#5644 Posted 13 April 2014 - 07:40 AM
I think the problem is that the different coloured paint is shown as "blobs", no real camouflage appears as such.
#5645 Posted 13 April 2014 - 08:11 AM
You probably have it the other way around. I'm guessing it's working fine in 32 bit, but it's got that hanging problem in 8 bit. Unfortunately the TC is designed for 8-bit (you're bound to get some visual bugs and/or loss of quality in anything else), and I'm not sure if there's a way around that particular problem in 8-bit.
#5646 Posted 13 April 2014 - 08:31 AM
Micky C, on 13 April 2014 - 08:11 AM, said:
You probably have it the other way around. I'm guessing it's working fine in 32 bit, but it's got that hanging problem in 8 bit. Unfortunately the TC is designed for 8-bit (you're bound to get some visual bugs and/or loss of quality in anything else), and I'm not sure if there's a way around that particular problem in 8-bit.
in 8-bit it is normal, the problem in in 32-bit
#5650 Posted 19 April 2014 - 02:09 AM
OH MY GOD I HAVE SO MUCH FUN PLAYING THIS WORDS CAN'T DESCRIBE IT
#5651 Posted 19 April 2014 - 02:19 AM
Fox, on 19 April 2014 - 02:09 AM, said:
OH MY GOD I HAVE SO MUCH FUN PLAYING THIS WORDS CAN'T DESCRIBE IT
Hahaha is that map supposed to be based on a racing track? It looks like a mediocre map from 1997/1998 that has nothing to do with racing.
#5653 Posted 19 April 2014 - 02:23 AM
Those underwater drones should have been in the final game. They are hilarious
#5654 Posted 19 April 2014 - 02:32 AM
Fox, on 19 April 2014 - 02:22 AM, said:
It's based on Wipeout series
It seems to me most of the map is a series of bland corridors instead of the racetrack. The racetrack looks fine, but the rest of the map looks pretty boring.
#5656 Posted 19 April 2014 - 02:41 AM
MYHOUSE.MAP, on 19 April 2014 - 02:32 AM, said:
It seems to me most of the map is a series of bland corridors instead of the racetrack. The racetrack looks fine, but the rest of the map looks pretty boring.
No, most of the map is the race, but I died as soon as I got in it.
#5657 Posted 19 April 2014 - 02:43 AM
I was just thinking this episode looked better than I thought.
#5658 Posted 19 April 2014 - 02:43 AM
Fox, on 19 April 2014 - 02:41 AM, said:
No, most of the map is the race, but I died as soon as I got in it.
Oooh ok. Now I'm a lot more interested.
#5659 Posted 19 April 2014 - 02:48 AM
You mean those underwater drones weren't in total metldown? (I've never played it) They look like they have too much hp to me, that fight dragged on forever compared to any duke3D enemy
This post has been edited by MetHy: 19 April 2014 - 02:48 AM
#5660 Posted 19 April 2014 - 02:52 AM
I meant that I wish they were in the Atomic Edition of the game
#5663 Posted 19 April 2014 - 06:20 AM
Nice Fox, those are some awesome vids of the TM mod. I noticed something in Gates Motel about the REDRUM sprite. I don't know if it matters or not but it's too high, it was originally leveled with Duke's head to where you could walk up right against it. Just pointing it out in case you wanted to fix it or not.
Another thing, I noticed that the Zombie Pigs have a roar sound when they've spotted Duke. Does this mean that those sounds were in the original but weren't played by the Zombie Pigs?
Another thing, I noticed that the Zombie Pigs have a roar sound when they've spotted Duke. Does this mean that those sounds were in the original but weren't played by the Zombie Pigs?
This post has been edited by Mav3r1ck: 19 April 2014 - 06:21 AM
#5664 Posted 19 April 2014 - 01:47 PM
Yes, like the Newbeast the new enemies have a "recog" sound that is not used.
#5665 Posted 19 April 2014 - 06:32 PM
Fox, on 19 April 2014 - 01:47 PM, said:
Yes, like the Newbeast the new enemies have a "recog" sound that is not used.
I wonder what the Magnum Pig will sound like. Interesting.
Despite the fact that the people who made these maps did a good job, they sure made some errors.
#5666 Posted 19 April 2014 - 06:39 PM
Speaking of errors, the Magnum P.I.G. has no sounds at all, even the shotgun is silent... for this mod I used the same sounds of the Pig Cop.
#5667 Posted 19 April 2014 - 07:31 PM
I've always suspected the issue with this episode's difficulty was just a combination of bad graphics (pixel doubling, I'm gonna vomit) and terrible controls.
#5669 Posted 19 April 2014 - 07:40 PM
I mean I guess, but everything is clunky. FPSes need keyboard and mouse, baby.
#5670 Posted 20 April 2014 - 04:27 AM
The only thing that really bothered me about DNTM was the choppy graphics, but everything else was fine. I used the doomed style layout to play the game.