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

User is offline   Robman 

  • Asswhipe [sic]

#6061

Posted Image

:(

Makes lawnmower noise and cuts grass (deletes blocking grass sprites as you mow them over.)
Careful, she's snappy...

Look forward to some grass cutting in the SWC-CBP, hopefully I can get it chucking out some type of debris by then.

This post has been edited by Robman: 12 August 2014 - 10:43 AM

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User is offline   MetHy 

#6062

Haha nice! Just the other day I was asking myself what cool vehicule I could make for my SW map...
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User is offline   Robman 

  • Asswhipe [sic]

#6063

View PostMetHy, on 12 August 2014 - 11:07 AM, said:

Haha nice! Just the other day I was asking myself what cool vehicule I could make for my SW map...


hehe thanks :(, your question awhile back about the vacuum cleaner in that one level from sw got me wanting to make something similar aswell.

I want to make it spit some stuff out of the discharge but the only thing I get is "rice paper" as the closest thing to use...
I had the lawnmower very close to being remote controlled with a little spinning receiver dish like in the movie "honey I shrunk the kids" but I must be missing 1 small detail about remote controlled stuff as it doesn't work quite right for me yet. Ah well, if you hit f7 for the third person view, the handle actually lines up not bad with Lo Wang's hands and looks pretty funny. I'll have to settle for actually driving it which turned out just as well.

I plopped the tank in this map too, with a destroyable wall.

This post has been edited by Robman: 12 August 2014 - 11:18 AM

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User is offline   MetHy 

#6064

So much Cool could be done with SW's vanilla effects it's sad it never had a big mapping community. The surface of what could be done hasn't even been scratched.
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User is offline   Jimmy 

  • Let's go Brandon!

#6065

Posted Image
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User is offline   Jblade 

#6066

View PostMetHy, on 12 August 2014 - 11:15 AM, said:

So much Cool could be done with SW's vanilla effects it's sad it never had a big mapping community. The surface of what could be done hasn't even been scratched.

Yeah. When I was Young was fairly crazy with what it did even if the presentation wasn't fantastic.
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User is offline   Paul B 

#6067

Okay, so here is a screenshot of the back of the Church. Also, here are some pictures of the actual church for a comparison. It’s not exact because of many reasons. I am not an artist, I've left out additional details to save on walls\frame rate but its close enough. Unfortunately, I've been closing out of Mapster, looking at the pictures, then going back in and trying to duplicate from memory. So I am not looking at the pictures while creating the map and it's too bad that I don't have dual monitors; it would really come in handy for something like this.

Attached thumbnail(s)

  • Attached Image: 4.jpg
  • Attached Image: Real Back.jpg
  • Attached Image: Real Front.jpg
  • Attached Image: Real Inside.jpg


This post has been edited by Paul B: 13 August 2014 - 12:25 AM

2

User is offline   The Commander 

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

#6068

You are going to have to do something about the textures of the walls, no walls are a perfect cream colour.
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User is offline   Paul B 

#6069

View PostThe Angry Kiwi, on 13 August 2014 - 02:09 AM, said:

You are going to have to do something about the textures of the walls, no walls are a perfect cream colour.


Yea, I tried looking through all the textures for a light concrete texture that doesn't have a pattern but unfortunately i couldn't find one. This concrete texture while stretched produces the closest to what I was trying to achieve. If you have any tile recommendations I'd be interested to see what pleases your eye and to see if it works. Otherwise I will just leave it this way because it doesn't bother me too much the way it is.

This post has been edited by Paul B: 16 August 2014 - 11:47 PM

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User is offline   brullov 

  • Senior Artist at TGK

#6070

View PostPaul B, on 13 August 2014 - 07:08 AM, said:

Yea, I tried looking through all the textures for a light concrete texture that doesn't have a pattern but unfortunately i couldn't find one. This concrete texture while stretched produces the closest to what I was trying to achieve. If you have any tile recommendations I'd be interested to see what pleases your eye and see if it works. Otherwise I will just leave it this way because it doesn't bother me too much the way it is.


Tile 3407 with pal 13.
1

User is offline   Paul B 

#6071

View PostArtem Nevinchany, on 13 August 2014 - 10:19 PM, said:

Tile 3407 with pal 13.


Okay, when I have some spare time this weekend I'll try the Grey brick look to see how it turns out. It's not really what I was going for, I was trying to keep the outside finish much like the original cement smooth texture. I think brick might be difficult to do because of the use of so many verticies on the walls it would be very tedious to align that texture in this situation. Anyway, i'll post it once I have something done. If I do change to that texture I might have to change the roof texture so there is a contrast between the roof and the walls as it wouldn't mesh well with the new chosen tile.

This post has been edited by Paul B: 16 August 2014 - 11:52 PM

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User is offline   Hank 

#6072

@ Paul B
Posted Image
http://www.mediafire...athTextures.zip
This was done straight from Spiral Gaphics, a church texture set. Works for polymer only.

If you need this in the basic duke pallette and/or requre different Door/Windows configurations, let me know and I'll send you the tiles.
1

User is offline   Mike Norvak 

  • Music Producer

#6073

View PostPaul B, on 14 August 2014 - 10:35 AM, said:

Okay, when I have some spare time this weekend I'll try the Grey brick finish look and see how it turns out, it's not really what I was going for I was trying to keep the outside finish much like the original cement smooth texture I think brick might be difficult to do because of the use of so many verticies on the walls it would be very tedious to align that texture in this situation. Anyway, i'll screenshot it and post it once I have something to see how it turns out. If I do change to that texture then i'll have to change the roof texture as well so there is a contrast because the roof and the walls because it wouldn't mesh well with the new chosen tile.


Or join the WGR2 team, there are plenty of brick and "church" textures that would fit really well with your map, (before Micky C comes and persuade you to join the AMC TC team) :( No, just kidding I'm sure you want to keep the map vanilla and compatible with megaton :( What about Tile 750?

This post has been edited by Mike Norvak: 14 August 2014 - 05:58 PM

1

User is offline   Micky C 

  • Honored Donor

#6074

Hey I'm still working on WGR2, I might finish that arena map at some point.
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User is offline   Paul B 

#6075

Well, I'm glad you guys provided feedback about the texturing. I have used both your suggestions and it fits really well.

@Hank - Those are some really nice textures, but i'm trying to keep as original as I can. I don't want to have any addons with this map.

Thanks!

Finally got the roof right. Man roof angles are tricky.

Attached thumbnail(s)

  • Attached Image: BackSide.PNG
  • Attached Image: Side.PNG
  • Attached Image: Inside.png
  • Attached Image: Wireframe.jpg
  • Attached Image: Front Right.png
  • Attached Image: Front Left.png


This post has been edited by Paul B: 16 August 2014 - 07:51 PM

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User is offline   MetHy 

#6076

Now you need to actually put monsters and guns. Unless the framerate is already too horrible. But if it's not too horrible; and if detailing the surrounding area may kill the framerate, make the church be on a floating island or something with nothing around so you don't even need to use TROR for the surrounding. Have the plot be "Aliens stole a church. Preachers count on you to bring it back!".

And a jetpack. Provide a jetpack at some point in the map. Though that might be a problem with the floating island thing. Actually It's probably not a problem and it could make things even better : remember the last map of the first episode of SW? It takes place on some kind of floating island too, and if you fall down, you can see the bottom of the island kinda like that : http://www.wallpaper...ing_islands.jpg

You could do a similar thing with TROR. Though adding an extra layer or RoR may kill the framerate and originally this idea came out of trying to find a way to make surroundings that don't kill the framerate... Though SW did that without TROR.

But anyway I'm just rambling here; but the most important is have aliens&guns.

This post has been edited by MetHy: 16 August 2014 - 05:07 AM

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User is offline   Mike Norvak 

  • Music Producer

#6077

View PostPaul B, on 15 August 2014 - 11:48 PM, said:

Well, I'm glad you guys provided feedback about the texturing. I have used both your suggestions and it fits really well.

@Hank - Those are some really nice textures, but i'm trying to keep as original as I can. I don't want to have any addons with this map.

Thanks!

Finally got the roof right. Man roof angles are tricky.



Ahhh much better!

I must say: make the roof at the top of the towers much more sloped, that's exactly how Gothic style is all about :( look at the shots you posted, for reference. Add ornaments, trimming and maybe other little towers around. I know still WIP though.

This post has been edited by Mike Norvak: 16 August 2014 - 06:56 AM

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User is offline   Kyanos 

#6078

Posted Image
Testing some mods in multiplayer with the old polymost HRP :(
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User is offline   Paul B 

#6079

View PostPaul B, on 15 August 2014 - 11:48 PM, said:

Well, I'm glad you guys provided feedback about the texturing. I have used both your suggestions and it fits really well.

@Hank - Those are some really nice textures, but i'm trying to keep as original as I can. I don't want to have any addons with this map.

Thanks!

Finally got the roof right. Man roof angles are tricky.



Okay so I've updated my post above and I've finally carved out the entire Church. To spare frame rate I've not connected the inside windows to the outside windows using masked walls even though it is possible. If I open the Church windows with masked glass walls the frame rate just plummets. On the bright side, the real church stain glass you can't see through anyway. I don't want people breaking windows so this works well for my intentions.

@Methy, you've got a wicked imagination but I would like to keep as true to the real location as possible. Trying to keep the FPS above 30. This map is actually very awesome with the AI and a Battle Lord at the Alter. It really works well but unfortunately there will be no guns or enemies in this map just puzzles. I'm intentionally trying not to do anything sacrilegious.

This post has been edited by Paul B: 16 August 2014 - 06:00 PM

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User is offline   OpenMaw 

  • Judge Mental

#6080

Attached Image: hailtoduke.png
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User is offline   Mark 

#6081

I feel your pain Paul. There are a few times where I have replaced swinging doors with ceiling doors so I could get the isolation between 2 areas to keep FPS high. Wow. I just heard a power transformer explode somewhere nearby. Good thing I'm on battery backup.

This post has been edited by Mark.: 17 August 2014 - 03:20 AM

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User is offline   MetHy 

#6082

View PostPaul B, on 16 August 2014 - 05:48 PM, said:

@Methy, you've got a wicked imagination but I would like to keep as true to the real location as possible. Trying to keep the FPS above 30. This map is actually very awesome with the AI and a Battle Lord at the Alter. It really works well but unfortunately there will be no guns or enemies in this map just puzzles. I'm intentionally trying not to do anything sacrilegious.


Personally I think it's a waste to spend so much time making a map that will have 30FPS at best and which will have no gameplay.
I understand the appeal to make something that looks amazing, and with TROR, to see how far you can go with realistic detailing and architecture.... But personally it's not the kind of things I'd like to do.
To me it feels like... "Yeah this looks cool. Yeah... so hmm, what now?". Now that you know TROR really well and that you probably know what you can do or not to maintain a good framerate, you could have used your time to make a real map that uses TROR sparingly for new kind of layout and effects unseen in DN3D and that serve the purpose to offer the kind of gameplay experience we haven't had in DN3D yet...

That's how I feel about non gameplay maps anyway. But you're not the first one who does this. Loke made the "The Thing" map, also Mr Sinister made a map that had no enemy (though it had gameplay because it was based on puzzles).
It's just that, in the DN3D community, gameplay has always had a subpar importance to mappers compared to visuals and effects; and I wouldn't like it to become to such an extent that the few maps coming out these days have no gameplay at all...

This post has been edited by MetHy: 17 August 2014 - 05:53 AM

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User is offline   Mark 

#6083

" Variety is the spice of life " I see absolutely nothing wrong with this type of map or 30 FPS if you are not fighting a horde of monsters.

This post has been edited by Mark.: 17 August 2014 - 06:14 AM

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User is offline   Micky C 

  • Honored Donor

#6084

Paul would you consider making the map classic compatible? I'd imagine the frame rate would be higher.

Anyone can make a complex TROR map in polymer. Time to take off the training wheels :(
-1

User is offline   Paul B 

#6085

View PostMicky C, on 17 August 2014 - 07:04 AM, said:

Paul would you consider making the map classic compatible? I'd imagine the frame rate would be higher.

Anyone can make a complex TROR map in polymer. Time to take off the training wheels :(



As far as I know I have never seen TROR work properly in Classic. My use of TROR in this church map is very basic so far and it still struggles to display the layers properly as shown in my screenshots.

@Methy - Just give this map a chance, I have some interesting ideas for game play that will be different from run and gun but will use TROR effects to make things interesting. This won't only be a switch throwing affair but it will be an experience.

I wonder.. I have a question for the developers. Would it be possible to have a transporting S.E tag actually transport duke to a different .map file. For instance Duke hits a teleport and it teleports Duke from that sector into a sector of the same size in another map file. Reason why I am asking is I might be running out of walls and I may want my effects done in a separate map. I know there was talk a while ago having to do something with a linking two map files. Any thoughts on this? Or even if it is possible to chain two map files together. essentially doubling the limits of Mapster.

Attached thumbnail(s)

  • Attached Image: Classic TROR1.jpg
  • Attached Image: Classic TROR2.jpg


This post has been edited by Paul B: 17 August 2014 - 08:47 AM

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User is offline   blizzart 

#6086

Here is the Hub Maps system by DeeperThought. You can walk forth and back between several maps.

I don´t know if this is running with the latest snapshots.

Attached File(s)


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User is offline   Paul B 

#6087

View Postblizzart, on 17 August 2014 - 08:59 AM, said:

Here is the Hub Maps system by DeeperThought. You can walk forth and back between several maps.

I don´t know if this is running with the latest snapshots.



Shame on you for sitting on this file for so long and not sharing it! Haha

I'll check it out, Thanks it sounds very interesting. =)
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User is offline   Micky C 

  • Honored Donor

#6088

View PostPaul B, on 17 August 2014 - 08:40 AM, said:

As far as I know I have never seen TROR work properly in Classic. My use of TROR in this church map is very basic so far and it still struggles to display the layers properly as shown in my screenshots.


That looks like polymost to me?


I'm talking 8-bit classic. It's surprisingly flexible when you take the extra step or two to overcome the minor limitations, which are and always have been stated on the wiki.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#6089

That's definitely polymost. TROR doesn't work right in polymost currently.
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User is offline   Paul B 

#6090

View PostMicky C, on 17 August 2014 - 04:20 PM, said:

That looks like polymost to me?


I'm talking 8-bit classic. It's surprisingly flexible when you take the extra step or two to overcome the minor limitations, which are and always have been stated on the wiki.


Yea that was my mistake, I keep forgetting to change from 32 Bit to 8 Bit. Anyway, the results are the same in Classic as you see in the screenshots with Polymost. I'll have to visit the Wiki and read up on those differences if its actually possible for my situation but I'm thinking most likely not.

This post has been edited by Paul B: 17 August 2014 - 08:44 PM

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