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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#5701

That's the only thing the targets won't do, though they might work for forcefields. I know about the belts because I spent a day designing a new traffic system that appeared to adhere to traffic lights and couldn't stop different lanes operating. I tried all kinds of things, opposing SE's even, but could never make it work. Good luck and don't be surprised if I end up reverse engineering what you come up with if it works. B)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5702

Here we go:




This post has been edited by Fox: 24 April 2014 - 07:53 AM

0

User is offline   brullov 

  • Senior Artist at TGK

#5703

Personal vids? Posted Image
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5704

Damn you YouTube!
0

User is offline   MetHy 

#5705

View PostHigh Treason, on 24 April 2014 - 05:01 AM, said:

That's the only thing the targets won't do


Damn conveyor belts, I hate them a bit more every day B)
0

User is offline   Daedolon 

  • Ancient Blood God

#5706

It's kind of annoying when you end up spending tons of time that could be done with two textures and a square. Duke3D lacks way too many useful textures.

Attached Image: capt0125.png
5

User is offline   MetHy 

#5707

View PostDaedolon, on 24 April 2014 - 10:03 AM, said:

It's kind of annoying when you end up spending tons of time that could be done with two textures and a square. Duke3D lacks way too many useful textures.


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.
1

User is offline   Mark 

#5708

Speaking of custom textures, I was trying out a couple new ones today on my Graveyard mod.

Attached thumbnail(s)

  • Attached Image: duke11.jpg

3

User is offline   Gambini 

#5709

View PostDaedolon, on 24 April 2014 - 10:03 AM, said:

It's kind of annoying when you end up spending tons of time that could be done with two textures and a square. Duke3D lacks way too many useful textures.

Attachment 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.
0

#5710

Posted Image

release of demo level within a month

This post has been edited by Mr. Alias Nameless: 28 April 2014 - 10:15 AM

8

User is offline   The Commander 

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

#5711

Please use imgur.com for your pictures next time Mr. Nameless, opening that image on my phone just gave me lots of silly ads.
Nice anyhow.
0

User is offline   MetHy 

#5712

View PostMr. Alias Nameless, on 28 April 2014 - 09:58 AM, said:

*image*

release of demo level within a month



Is that Differential Diagnosis?
0

User is offline   Daedolon 

  • Ancient Blood God

#5713

View PostMetHy, on 28 April 2014 - 10:58 AM, said:

Is that Differential Diagnosis?


He's not working on it, no.
0

User is offline   MetHy 

#5714

Oh, I thought it could have been the intro act.
0

User is offline   Sobek 

  • There's coffee in that nebula!

#5715

Wow. I've just spent the day getting caught up on everything I've missed the last couple of years... You guys blow me away with the incredible content you're making these days. The stuff I was working on years ago looks like kiddy shit in comparison hahaha.

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 B)
2

User is offline   Micky C 

  • Honored Donor

#5716

No kidding. I've both started and finished Voyager in the time you've been away, so I'd really like to try out that mod Posted ImagePosted Image

P.s welcome back

This post has been edited by Mickey C: 29 April 2014 - 02:17 AM

1

User is offline   oasiz 

  • Dr. Effector

#5717

My new link -- .map to .svg converter testing, Got this idea a few days back and hey.. why not !
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

4

User is online   Mike Norvak 

  • Music Producer

#5718

Hey Oasiz that's very clever, at least from a technical viewpoint.
0

User is offline   Mark 

#5719

I guess my old I.E 9 browser is not supported on that page. Its blank.
0

User is offline   Micky C 

  • Honored Donor

#5720

Works for me on google chrome. It's obviously Hollywood Holocaust but it's seriously, seriously broken. Work-in-progress indeed Posted Image

If it gets properly working maybe I'll use it for engineering related projects in the future Posted Image

This post has been edited by Mickey C: 02 May 2014 - 06:11 PM

0

User is offline   brullov 

  • Senior Artist at TGK

#5721

For those who can't open that link. Here wat we see in browser:

Attached Image: Безымянный.png
2

User is offline   Micky C 

  • Honored Donor

#5722

Wait what? Mine looks quite different with lots of lines all mangled...

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

0

User is offline   Lunick 

#5723

Mine looks exactly like that B)
0

User is offline   oasiz 

  • Dr. Effector

#5724

Decided to make a new post instead of editing the old one since this is actually showing stuff instead of making experimental art out of the maps.
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.

Spoiler


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

7

User is offline   brownfarted 

  • The Original Shitposter

#5725

Few could have predookied

Posted Image

Posted Image

Posted Image

This post has been edited by brownfarted: 03 May 2014 - 10:28 PM

3

User is offline   Zaxtor 

#5726

Intense coding.

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.
2

User is offline   The Commander 

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

#5727

TL;DR
Dookie sounds more interesting.

This post has been edited by The Commander: 04 May 2014 - 02:32 PM

1

User is online   Mike Norvak 

  • Music Producer

#5728

View Postoasiz, on 03 May 2014 - 08:15 AM, said:

More features in the future™..


Noob question. Do you think it could be possible to do the contrary process? Importing vectorial files and turn them to red walls? B)

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

0

User is offline   oasiz 

  • Dr. Effector

#5729

Turning vector lines from svg format to build format is something I really don't want to tackle as it would require way more work than just simply extracting relevant information from .map files.. sorry B)
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

0

User is offline   OpenMaw 

  • Judge Mental

#5730

Posted Image

New player sprite replacement.

Posted Image


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

5

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