Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 363 Pages +
  • « First
  • 196
  • 197
  • 198
  • 199
  • 200
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Daedolon 

  • Ancient Blood God

#5911

View PostScott_AW, on 24 June 2014 - 07:44 PM, said:

Finalized the lighting effect, changed the killit to an else CSTAT change so the light effect now works with lightswitches. Didn't know why I forgot about this...



There you go. I love how much freedom EDuke32 gives you.

Edited so the video doesn't disappear on the previous page.

This post has been edited by Daedolon: 24 June 2014 - 08:14 PM

1

#5912

new weapon, the VIPER(ots-14 modification)

Attached thumbnail(s)

  • Attached Image: Photoshop 2014-06-25 09-34-21-468.png

2

User is offline   Jimmy 

  • Let's go Brandon!

#5913

View Post1337DirtAlliance, on 23 June 2014 - 05:04 AM, said:

Finally finished getting around to finishing up the alcohol for my expansion.

15yearoldsliquorcabinet.png

Trust me, I work in a liquor store. What are you doing with your life?
0

#5914

View PostJimmy, on 30 June 2014 - 12:11 PM, said:

15yearoldsliquorcabinet.png

Trust me, I work in a liquor store. What are you doing with your life?



Wtf does working in a liquor store have to do with my selection of alcohol? Thats what I like. Fuck you for one, being close minded and two for thinking everyone should like the gasoline you like to drink and thinking you're better then others based on they type of alcohol you consume.I prefer to enjoy my drink. Not make weird faces after I take a drink because it taste like shit.
0

#5915

View Post☭ Ivan ☭, on 23 June 2014 - 03:01 AM, said:

still here and still working on amc tc(and other) voxels. i can now make 2d sprites from voxels like the mp40(by reaperman).

Cool stuff, looks like you're going to have tons of firearms in your mod. I wonder how much time does it take you to draw one from scratch? It's worth a new thread, I think.
0

User is offline   Kyanos 

#5916

Attached Image: EARTHQUAKE SE.png
http://forums.duke4....post__p__200600

I am going to try to get as much knowledge from the infosuite as possible into a m32 help script, to show up live in mapster while the mouse is hovering over se sprites and such. So far I got rotated sector se0, se1 pivot point and se2 earthquake.
11

User is offline   Mike Norvak 

  • Music Producer

#5917

Cheers for Drek!!
0

User is online   Hendricks266 

  • Weaponized Autism

  #5918

^^That's something worth adding to SVN and loading by default. Keep us apprised.
0

User is offline   The Commander 

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

#5919

View PostDrek, on 03 July 2014 - 06:09 PM, said:

Attachment EARTHQUAKE SE.png
http://forums.duke4....post__p__200600

I am going to try to get as much knowledge from the infosuite as possible into a m32 help script, to show up live in mapster while the mouse is hovering over se sprites and such. So far I got rotated sector se0, se1 pivot point and se2 earthquake.

That is a good idea, it should then be included in the eduke32 synthesis when its done.

EDIT: Bitch ass Hendricks, I posted first.

This post has been edited by The Angry Kiwi: 03 July 2014 - 08:06 PM

0

User is offline   Kyanos 

#5920

Thanks guys. Once I get all the se-lotags I'll call it a benchmark and post it, done up to se 7 teleporter.
0

#5921

View PostCraigFatman, on 02 July 2014 - 11:37 PM, said:

Cool stuff, looks like you're going to have tons of firearms in your mod. I wonder how much time does it take you to draw one from scratch? It's worth a new thread, I think.



sure as hell, at least 20 new guns

here is my latest work (wip), 'kolashnikov pkp' or just 'pecheneg'

Spoiler


This post has been edited by ☭ Ivan ☭: 04 July 2014 - 06:39 AM

2

User is offline   Cage 

#5922

Rooms, over rooms, over rooms, over...
Posted Image

Just kidding, not really that complex - ground floor, and two storeys. There's also a basement level but you go there using the airducts, so I could make it in another part of the map layout (thank goodness)

I need to finish the final area, then the gameplay part and I'll be done with my first single player release outside Duke Hard :P

This post has been edited by Cage: 04 July 2014 - 01:49 AM

4

User is offline   Kyanos 

#5923

View PostCage, on 04 July 2014 - 01:49 AM, said:

Rooms, over rooms, over rooms, over...
[IMG]

Just kidding, not really that complex - ground floor, and two storeys. There's also a basement level but you go there using the airducts, so I could make it in another part of the map layout (thank goodness)

I need to finish the final area, then the gameplay part and I'll be done with my first single player release outside Duke Hard :P

I've seen that template of yours enough now to recognize that staircase (top right), or am I trippin'? Looking at 2d mode of other peoples maps is so confusing.
0

User is offline   Kyanos 

#5924

View PostHendricks266, on 03 July 2014 - 07:57 PM, said:

^^That's something worth adding to SVN and loading by default. Keep us apprised.

View PostDrek, on 03 July 2014 - 09:26 PM, said:

Thanks guys. Once I get all the se-lotags I'll call it a benchmark and post it, done up to se 7 teleporter.

So the hardest part was condensing nukeys good sentences and paragraphs into small quotes, I crammed a ton of info into 10 quotes per sector effector sprite lotag.

Attached File  help.m32.txt (25.41K)
Number of downloads: 213
2

User is offline   Cage 

#5925

View PostDrek, on 04 July 2014 - 03:25 PM, said:

I've seen that template of yours enough now to recognize that staircase (top right), or am I trippin'? Looking at 2d mode of other peoples maps is so confusing.


You're right on the money.
1

User is offline   Paul B 

#5926

Love the detail cage! Can't wait to see this next one!
1

User is offline   brullov 

  • Senior Artist at TGK

#5927

Mapping and mapping... I hope that one day we will finish Duke Begins Posted Image

Posted Image

Posted Image
4

User is offline   blizzart 

#5928

Just some TROR testing for my AMC TC map:

Attached Image: capt0014_1.jpg

Jsut a proof-of-concept. This kind of "train" will be more detailed in the final map.
3

User is offline   Mike Norvak 

  • Music Producer

#5929

Making this simple Sushi karaoke for a school project. :P It would take me hours to make it on blender or 3Dmax :P And would look less "cool"

I can't to see this projecting at the classroom without imagine some liztroops lol.

Attached Image: capt0007.png
Attached Image: capt0001.png
Attached Image: capt0004.png
5

User is offline   Micky C 

  • Honored Donor

#5930

Hey I thought I was the only one using eduke32 for school projects Posted Image

View Postblizzart, on 08 July 2014 - 02:12 PM, said:

Just some TROR testing for my AMC TC map:

Attachment capt0014_1.jpg

Jsut a proof-of-concept. This kind of "train" will be more detailed in the final map.


Nice work. You should also be able to make that bridge retractable using the stretch/shrink sector effect, or maybe a small sliding door sector on the end. Seeing that reminds me of my own map for the AMC TC, which is a similar concept, but on an ever so slightly bigger scale Posted Image

Remember to make sure it's compatible in classic!
0

User is offline   Mark 

#5931

View PostMicky C, on 08 July 2014 - 03:32 PM, said:

Hey I thought I was the only one using eduke32 for school projects Posted Image


It wasn't for school but when the Chevy dealership I work for was undergoing a huge remodeling I took a look at some of the blueprints and made some quick sketches which I later turned into a basic map in Eduke. I let some of the company bigshots take a look at it and they were impressed. After viewing my layout one manager even asked for changes to the plans to make a room more to his liking. The map is buried on a backup somewhere so I don't have a pic handy to post. Yeah, its cool when you can use the game for something educational.
2

User is offline   Mike Norvak 

  • Music Producer

#5932

The funny part is that it looks like shit for me (or at least simple and unfinished), but the other guys think looks cool :P :P

Attached Image: Render6.png
Attached Image: Render5.png
Attached Image: duke0016.png
Attached Image: Render7.png
1

#5933

14 out of 40 planned weapons ready(5-7 frames all)!!!!
here are the latest ones
Spoiler


There will be 4 playable characters based on me(Ivan Jaeger, thank to SNK), my GF(i didn't come up with a name(don't want to put real life names), 'Ivan' is just a translation from my real name) and a friend who helped with some textures and sprites, name will be 'Бурбон'(his idea). and a NATO trooper(like the playable cultist from amc tc).
will open a topic when we will have more stuff to show(except weapons)

forgot to mention that there will be cutscenes like in Strife but animated (rain,hair on the wind,etc) and with sound ,my girlfriend will draw them, then i will add color in photoshop.

This post has been edited by Ivan Jäger: 09 July 2014 - 04:40 AM

1

User is offline   Micky C 

  • Honored Donor

#5934

Do you have an experienced mapper on board?

The maps are going to make or break the thing, as with the AMC TC itself.

Also (at least looking at it on my phone) some of the guns look a little too dark?

This post has been edited by Micky C: 09 July 2014 - 06:54 AM

0

#5935

yes, we have 2 mappers. i'm not a bad mapper too.

what about the dark weapons, the pecheneg is like in real life
Spoiler

0

User is offline   MetHy 

#5936

Not Duke related, but I've been working on a Shadow Warrior map lately. 123 sectors, 963 walls so far. I'm not aiming for an uber detailed or original map, it would be crazy to want to do that when you don't know the texture sets and the effects, but I want to do something classic and which borrows plenty of cool elements and ideas from the original game and its add-ons. A map with lot's of space and explosive action.

I'm figuring out the layout of the map atm, building up the outdoor and the limits of the map first, before detailing and building the insides. This is a mapping process I already used in the past for the map 'Flood' of Metropolitan Mayhem episode, and it's going to work in this case too because the map is kind of similar and also because I want it all to take place in one big area, and to be playable in SP just as well as in DM.

Shadow Warrior has a lot of potential, the textures and the effects are great. It's a shame that it never picked up for mappers.

I've giving up using SWPBuild, or at least I'm only using it when I have to (that is to say when I need to do effects), otherwise I'm using mapster32 which makes me save a lot of time and makes my mapping more precise (I mean, with SWP you can't even tell what shade value a wall has? How could they put up with that?!).

I wish there was a version of mapster32 that was fully SW compatible; it works pretty well as it is but obviously the scale is off (though one can get used to it), you can't make effects, custom palettes don't work, and you can't use the soundlist. How much work would it take to make such a version? I'm sure SW mapping could pick up a bit especially with the upcoming official 3DRealms mapping contest.

Surpringsly mapster32 totally reads SW's tagging system though; because if I use mapster to copy/paste something with an effect (like, a driveable boat), then the thing works like it should in game without having to change/re-do anything using SWPBuild.

This post has been edited by MetHy: 12 July 2014 - 11:27 AM

0

User is online   Hendricks266 

  • Weaponized Autism

  #5937

View PostMetHy, on 12 July 2014 - 11:25 AM, said:

I wish there was a version of mapster32 that was fully SW compatible; it works pretty well as it is but obviously the scale is off (though one can get used to it), you can't make effects, custom palettes don't work, and you can't use the soundlist. How much work would it take to make such a version? I'm sure SW mapping could pick up a bit especially with the upcoming official 3DRealms mapping contest.

It will come with the EDuke32-SW. I think about it all the time.

View PostMetHy, on 12 July 2014 - 11:25 AM, said:

Surpringsly mapster32 totally reads SW's tagging system though; because if I use mapster to copy/paste something with an effect (like, a driveable boat), then the thing works like it should in game without
having to change/re-do anything using SWPBuild.

SW and Duke do not alter the map format like Blood and TekWar do.
3

#5938

working on new weapons. l allready added the aks47 watch it here
Spoiler


and some voxels
Spoiler


This post has been edited by Ivan Jäger: 14 July 2014 - 01:47 PM

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5939

Posted Image

Code to generate directional shading. It's created on the fly, so it will respond to moving structures.
3

User is offline   Micky C 

  • Honored Donor

#5940

Posted ImagePosted ImagePosted Image Where was this all these years ago when I started out mapping!

I know it's probably not the ultimate shading solution as it may conflict with manual shading, but is there a version for mapster script?

What's the framerate like for large maps?

This post has been edited by Micky C: 15 July 2014 - 11:18 PM

0

Share this topic:


  • 363 Pages +
  • « First
  • 196
  • 197
  • 198
  • 199
  • 200
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options