What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5851 Posted 09 June 2014 - 03:28 PM
http://gamejolt.com/...-name-ocd/9887/
I'm scrapping the maps and starting over with them, mostly because I want to try some different techniques and also completely rebuilding the ART files from scratch. So here's a demo of the 'Alpha' maps as it were.
#5852 Posted 10 June 2014 - 10:44 AM
sdkfz 251 wip but beta is available
pak75 and AK-47 are done
pp19 was originally done for amc tc, but i release it for free use
This post has been edited by ☭ Ivan ☭: 11 June 2014 - 10:32 AM
#5855 Posted 13 June 2014 - 05:22 PM
I found my latest build of Knee Deep with a mix & match wgr2 hires pack I once assembled. I'm working on this again.
#5856 Posted 15 June 2014 - 09:18 AM
all i can tell about the mod that it's gona be about this (and it's gonna need big
time to finish):
EDIT: the character is based on me(and has my name) and is wearing something like this, but more futuristic.
This post has been edited by ☭ Ivan ☭: 15 June 2014 - 02:37 PM
#5857 Posted 15 June 2014 - 10:07 AM
Finally using the breakable lights. Of course I realized I can't be so liberal with palette swapping now, so I gots to make more color variations instead. Plenty of space in those ART files though, sans-enemies and NPCs, I've only filled the first three TILE###.ARTs in my efforts to rebuild them from scratch using EditArt.
#5859 Posted 15 June 2014 - 02:40 PM
James, on 15 June 2014 - 01:55 PM, said:
thanks. tt33 and scorpion(almost) are done btw
#5860 Posted 15 June 2014 - 03:10 PM
The Commander, on 13 June 2014 - 05:18 PM, said:
No I haven't. Totally new stuff.. I've found some new motivation to continue my episode..Lets hope it wont disappear.
#5863 Posted 16 June 2014 - 10:51 PM
Coding of that boss alone takes 205KB (of con texts) about 1/5 of a 3,299KB Game.con in height. Game con of my mod soo far has 96267 lines about.
Boss is pretty damn cool, you'll see when the mod is done.
And also
Working on the level for AMC TC.
#5864 Posted 17 June 2014 - 11:11 AM
NOTE: the following voxels will be given only to big projects.
This post has been edited by ☭ Ivan ☭: 17 June 2014 - 11:17 AM
#5866 Posted 18 June 2014 - 02:59 AM
MYHOUSE.MAP, on 18 June 2014 - 02:53 AM, said:
no its just me
they work as always
#5867 Posted 18 June 2014 - 04:38 AM
This post has been edited by Duke Rocks: 18 June 2014 - 04:40 AM
#5868 Posted 18 June 2014 - 04:45 AM
Duke Rocks, on 18 June 2014 - 04:38 AM, said:
are you serious? it's because i deleted them.
#5869 Posted 18 June 2014 - 04:58 AM
☭ Ivan ☭, on 18 June 2014 - 04:45 AM, said:
Well duh, why would they work if you deleted them...
#5870 Posted 18 June 2014 - 11:26 AM
☭ Ivan ☭, on 18 June 2014 - 04:45 AM, said:
Temper tantrum much?
Anyway, I actually have been working on a little something for Duke, basically a classic-themed map with proper shading techniques applied. It takes a lot more time to actually design a map properly, than it does to just throw something together. Will post screenshots soon.
#5872 Posted 18 June 2014 - 05:49 PM
New Station, the crew's hallway. I didn't use shade in my last batch of maps, but I've changed my mind on it. Also I couldn't get the lights to be shot out otherwise.
Also making sure things are less cramped and hopefully I won't create any crazy errors that are unfindable again
Oh and Duke3d still has the best mirror system. I'm amazed at how many modern games don't have mirrors. I've been using this
http://infosuite.duk...dvanced_effects
for a quick reference and realized I didn't need to keep using the giant mirror room method up. I'm sure I've heard of it before, but I did end up making large mirror sectors in my previous batch of maps.
#5873 Posted 18 June 2014 - 05:59 PM
☭ Ivan ☭, on 18 June 2014 - 04:45 AM, said:
Yes, I was being serious...because you had said "they work as always", that directly implied that they would/should still be working.
But w/e...
#5875 Posted 19 June 2014 - 08:36 PM
Scott_AW, on 09 June 2014 - 03:28 PM, said:
http://gamejolt.com/...-name-ocd/9887/
I'm scrapping the maps and starting over with them, mostly because I want to try some different techniques and also completely rebuilding the ART files from scratch. So here's a demo of the 'Alpha' maps as it were.
If you're going to be scapping a lot of the content, I'd hate for this post to be lost to the depths of this thread. Perhaps try posting it in this thread so that it's more easily found for those who are interested: http://forums.duke4....content-thread/
#5876 Posted 20 June 2014 - 05:48 PM
I tried to a little bit more detailed area:
#5877 Posted 20 June 2014 - 05:52 PM
It's a masterpiece.
Nice shots
This post has been edited by Zaxtor: 20 June 2014 - 05:53 PM
#5878 Posted 20 June 2014 - 05:59 PM
pmw, on 20 June 2014 - 05:48 PM, said:
I tried to a little bit more detailed area:
how 'bout some shading?
#5879 Posted 20 June 2014 - 06:08 PM
But I know I'm gonna fix this room for thousand times or even rebuild it couple times -- just like with every room I make..
There are lot of texture bugs now, but I think shading is OK. I don't like too dark maps..