What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6061 Posted 12 August 2014 - 10:30 AM
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
#6062 Posted 12 August 2014 - 11:07 AM
#6063 Posted 12 August 2014 - 11:09 AM
MetHy, on 12 August 2014 - 11:07 AM, said:
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
#6064 Posted 12 August 2014 - 11:15 AM
#6066 Posted 12 August 2014 - 11:48 PM
MetHy, on 12 August 2014 - 11:15 AM, said:
Yeah. When I was Young was fairly crazy with what it did even if the presentation wasn't fantastic.
#6067 Posted 13 August 2014 - 12:10 AM
This post has been edited by Paul B: 13 August 2014 - 12:25 AM
#6068 Posted 13 August 2014 - 02:09 AM
#6069 Posted 13 August 2014 - 07:08 AM
The Angry Kiwi, on 13 August 2014 - 02:09 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 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
#6070 Posted 13 August 2014 - 10:19 PM
Paul B, on 13 August 2014 - 07:08 AM, said:
Tile 3407 with pal 13.
#6071 Posted 14 August 2014 - 10:35 AM
Artem Nevinchany, on 13 August 2014 - 10:19 PM, said:
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
#6072 Posted 14 August 2014 - 04:38 PM
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.
#6073 Posted 14 August 2014 - 05:58 PM
Paul B, on 14 August 2014 - 10:35 AM, said:
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
#6074 Posted 14 August 2014 - 06:02 PM
#6075 Posted 15 August 2014 - 11:48 PM
@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.
This post has been edited by Paul B: 16 August 2014 - 07:51 PM
#6076 Posted 16 August 2014 - 04:43 AM
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
#6077 Posted 16 August 2014 - 06:54 AM
Paul B, on 15 August 2014 - 11:48 PM, said:
@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
#6079 Posted 16 August 2014 - 05:48 PM
Paul B, on 15 August 2014 - 11:48 PM, said:
@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
#6081 Posted 17 August 2014 - 03:19 AM
This post has been edited by Mark.: 17 August 2014 - 03:20 AM
#6082 Posted 17 August 2014 - 05:50 AM
Paul B, on 16 August 2014 - 05:48 PM, said:
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
#6083 Posted 17 August 2014 - 06:10 AM
This post has been edited by Mark.: 17 August 2014 - 06:14 AM
#6084 Posted 17 August 2014 - 07:04 AM
Anyone can make a complex TROR map in polymer. Time to take off the training wheels
#6085 Posted 17 August 2014 - 08:40 AM
Micky C, on 17 August 2014 - 07:04 AM, said:
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.
This post has been edited by Paul B: 17 August 2014 - 08:47 AM
#6086 Posted 17 August 2014 - 08:59 AM
I don´t know if this is running with the latest snapshots.
Attached File(s)
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Hub Maps.zip (9.92K)
Number of downloads: 147
#6087 Posted 17 August 2014 - 09:03 AM
blizzart, on 17 August 2014 - 08:59 AM, said:
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. =)
#6088 Posted 17 August 2014 - 04:20 PM
Paul B, on 17 August 2014 - 08:40 AM, 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.
#6089 Posted 17 August 2014 - 06:42 PM
#6090 Posted 17 August 2014 - 08:42 PM
Micky C, on 17 August 2014 - 04:20 PM, said:
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