What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5701 Posted 24 April 2014 - 05:01 AM
#5702 Posted 24 April 2014 - 06:37 AM
This post has been edited by Fox: 24 April 2014 - 07:53 AM
#5705 Posted 24 April 2014 - 09:19 AM
High Treason, on 24 April 2014 - 05:01 AM, said:
Damn conveyor belts, I hate them a bit more every day
#5706 Posted 24 April 2014 - 10:03 AM
#5707 Posted 24 April 2014 - 10:39 AM
Daedolon, on 24 April 2014 - 10:03 AM, said:
Most mappers (myself including) think that's part of the beauty of making usermaps for Duke3D. You use combinaisons of textures in un-intended ways to make something that looks genuine; and you have to be damn good at picking and using the stuck textures or else it will look like shit (those containers look great btw); it's also something that we have and that other FPS communities either don't, or not to such an extent; either because the engines don't allow for such texture use, or because it's easier and more convenient to use custom textures than it is in Duke3D; or both.
#5708 Posted 27 April 2014 - 09:24 AM
#5709 Posted 27 April 2014 - 03:44 PM
Daedolon, on 24 April 2014 - 10:03 AM, said:
capt0125.png
I´m not sure why you complain. Your shot looks great and it´s a proof of how flexible duke art is. Be happy.
#5710 Posted 28 April 2014 - 09:58 AM
This post has been edited by Mr. Alias Nameless: 28 April 2014 - 10:15 AM
#5711 Posted 28 April 2014 - 10:46 AM
Nice anyhow.
#5712 Posted 28 April 2014 - 10:58 AM
Mr. Alias Nameless, on 28 April 2014 - 09:58 AM, said:
release of demo level within a month
Is that Differential Diagnosis?
#5713 Posted 28 April 2014 - 11:21 AM
MetHy, on 28 April 2014 - 10:58 AM, said:
He's not working on it, no.
#5715 Posted 29 April 2014 - 02:04 AM
Keep up the good work gents, hope to get back into Duke and finish some old mods sooner rather than later. Life has... been tough. Getting there though
#5716 Posted 29 April 2014 - 02:17 AM
P.s welcome back
This post has been edited by Mickey C: 29 April 2014 - 02:17 AM
#5717 Posted 02 May 2014 - 03:49 PM
Still pretty broken as I learn SVG and build map format as I go. Nothing ambitious planned yet, gonna work on this casually.
* SVG being scalable vector graphics, supported by all modern browsers.
UPDATE: Copy of my new link (1) Getting somewhere, Totally ignored that child sector's walls and outer walls are in the same "group", meaning that I need to separate those somehow so it won't follow and draw a line from point to point blindly.
Another one: Copy of Copy of my new link (1) Here we go! Much better.
Shoutouts to Mblackwell for suggesting point2.
This post has been edited by oasiz: 03 May 2014 - 06:13 AM
#5718 Posted 02 May 2014 - 04:42 PM
#5719 Posted 02 May 2014 - 05:17 PM
#5720 Posted 02 May 2014 - 05:38 PM
If it gets properly working maybe I'll use it for engineering related projects in the future
This post has been edited by Mickey C: 02 May 2014 - 06:11 PM
#5722 Posted 03 May 2014 - 04:30 AM
Edit: Saw the post was updated and it looks like that for me too now.
This post has been edited by Mickey C: 03 May 2014 - 04:31 AM
#5724 Posted 03 May 2014 - 08:15 AM
I guess I should name this .svg -> .map converter, I'll just call it svagmap for now.
Scale has been adjusted a bit to be more accurate but it also made the canvas bigger so prepare to scroll like there is no tomorrow.. Gonna try to make this scaleable some day.
Clips and hitscans /should/ show up now. Sprites are the next thing, after that I need to think about including lotag/hitag display.
Online version
All atomic maps
My new edit:
First test: http://lerppu.net/svagmap.zip
It takes in .map files and farts out .html with svg in it.
Currently it's windows only, CONVMAP are included because those might get called if you mess with v6 maps or older.
It's not the prettiest thing out there but it works.
Included features are: walls, blockwalls, hitscans, sprites and their rotation.
if sprite picnum is under 11 then those show up as yellow (effectors, etc).
Usage: input a map's name, for example 'e1l1' would do e1l1.map. Then watch some fancy matrix-grade shit for a while and you should end up with a mapname.html .
Currently it uses a temoporary file called svagmap.map, this will be changed later. Maps must be in the same folder.
More features in the future..
This post has been edited by oasiz: 04 May 2014 - 11:11 AM
#5725 Posted 03 May 2014 - 10:24 PM
This post has been edited by brownfarted: 03 May 2014 - 10:28 PM
#5726 Posted 04 May 2014 - 05:24 AM
and made a boss health bar WORK.
Involve game con and user con working together for the trick.
Involves ifstrength xx { setvar thing }
and myospal mixed with a var.
as for user con, defining the ifstength thing
So weaker boss gets, it makes HP bar drop.
As for my mod, boss hp has 50 lines + 0 so 51.
first line drops from 1 dmg rest of the hp bar lines drops each 1/50 of the boss health damaged.
If let say the boss has 5000 hp.
each 100 damage it gets, it loses 1 line in its hp bar.
#5727 Posted 04 May 2014 - 02:31 PM
Dookie sounds more interesting.
This post has been edited by The Commander: 04 May 2014 - 02:32 PM
#5728 Posted 04 May 2014 - 03:17 PM
oasiz, on 03 May 2014 - 08:15 AM, said:
Noob question. Do you think it could be possible to do the contrary process? Importing vectorial files and turn them to red walls?
BTW this exporter is really cool, it could be used to make detailed map guides for mods and the original game.
This post has been edited by Mike Norvak: 04 May 2014 - 03:20 PM
#5729 Posted 04 May 2014 - 04:30 PM
Just noticed that the online link above is still from pre-sprite version. The current output can be seen in here.
Since it still has no proper "viewer", I suggest using ctrl + mousewheel to zoom in/out for now. Actual content is pretty far in to bottom-right.
While the current version does give a working end-result, I still consider it more of a prototype since it could be implemented with something more online friendly, i.e. where you could drag & drop a file to browser or just do instant preview on some .map site.
At least there is something to start with now to get the ball rolling.
Goal is to add some sort of map comparison capabilities and more stuff from build while keeping the original presentation close with some added visual tweaks.
Glad to know that there is interest in this!
This post has been edited by oasiz: 04 May 2014 - 04:34 PM
#5730 Posted 05 May 2014 - 07:36 PM
New player sprite replacement.
Using the Wolfenstein 3D Jaguar sprites (Which are also from the Mac version I think) to make LAPD for a sequence I've always wanted to do.
This post has been edited by Commando Nukem: 05 May 2014 - 09:56 PM