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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   David B. 

#6121

Very nice things over here.

Ok, I come with some contribution, so here is one shot of an unfinished project...
I just don't know what to do whit this now. I had an idea when I started that new map, but after so many changes I have just get off the original idea too much... So it's paused, maybe for ever.

The theme is a realistic city.
It's using HRP & almost 100% new art ;

Attached thumbnail(s)

  • Attached Image: duke0001.png
  • Attached Image: duke0000.png


This post has been edited by David B.: 07 September 2014 - 09:40 AM

9

User is offline   Mark 

#6122

It looks really cool. How large is the map? Any interior stuff yet?
1

User is offline   LeoD 

  • Duke4.net topic/3513

#6123

View PostDavid B., on 07 September 2014 - 09:38 AM, said:

I just don't know what to do whit this now. I had an idea when I started that new map, but after so many changes I have just get off the original idea too much... So it's paused, maybe for ever.
Nooh, please don't give up! Looks far too great to be abandoned.
2

User is offline   David B. 

#6124

View PostMark., on 07 September 2014 - 09:54 AM, said:

It looks really cool. How large is the map? Any interior stuff yet?


At this step, it's small/medium, like E1L1 size to give an idea...

Two flats were already detailed, even polished (entrance, stairs, corridors, one apartment for each...), a bar and a garage.
Sprites rain effect was ready to be implemented.

I had at the time a plan for the gameplay which was developed in parallel but furtherly I had modified the layout too many times

If someone is interested by the project and feels like to finish it in his way... let's say there's still 50% to be done to obtain a medium map despite all I've done on it.
0

User is offline   MetHy 

#6125

Looks really good both of you (Artem and David). Artem's map look like it has a slight Merljin/MRCK influence with some of the palette and texture combinaison used, but while bringing enough of his own style.

David's map look very realistic. We have this kind of 'poor' apartment buildings neighbourhood in every city in France, and the only other Duke map I know of which was based on something like this is "Tours - Rives Du Cher" by MRCK, but it wasn't as detailed, so I'd love to see it done.

This post has been edited by MetHy: 07 September 2014 - 10:41 AM

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User is offline   TerminX 

  • el fundador

  #6126

Did this for the Android port which mostly runs on ARM processors with no support for double precision floats in the FPU, but these screenshots are taken on an i7: http://imgur.com/a/Rfa7S

Check out the framerate differences.
6

User is offline   Mblackwell 

  • Evil Overlord

#6127

It's a huge deal since it means complex and/or wide open maps will no longer tank the framerate on lower range PCs.
0

User is offline   Sanek 

#6128

I'm working on another map right now, and I think I finish it in a month or two. It will be a little, bizzare-type autumn release. Not as big as my previous projects.

Posted Image

Posted Image
3

User is offline   The Commander 

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

#6129

Shouldn't you finish this map correctly?

http://forums.duke4....elease-lorch-3/
0

User is offline   Micky C 

  • Honored Donor

#6130

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

Shouldn't you finish this map correctly?

http://forums.duke4....elease-lorch-3/


http://forums.duke4....ukem-red-alert/
2

User is offline   Lunick 

#6131

View PostMicky C, on 09 September 2014 - 02:07 AM, said:



Posted Image
3

User is offline   The Commander 

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

#6132

Have you even bothered downloading the SVN version which is fully up to date?
:facepalm:

In other words, it's finished and the only thing missing is stable EDuke32 multiplayer.
1

User is offline   Micky C 

  • Honored Donor

#6133

I only posted that because I couldn't find a thread link for Duke Theft Auto.
0

User is offline   The Commander 

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

#6134

Good, let that die.
0

User is offline   Micky C 

  • Honored Donor

#6135

After a lot of time spent learning programming through my engineering degree, and a LOT of messing around with the eduke32 source code, I think I've finally been able to implement polymer lighting into the classic renderer. Hopefully other mappers like Gambini can put this to good use!

Posted Image
9

User is offline   darkcaleb 

#6136

View PostMicky C, on 12 September 2014 - 05:28 AM, said:

After a lot of time spent learning programming through my engineering degree, and a LOT of messing around with the eduke32 source code, I think I've finally been able to implement polymer lighting into the classic renderer. Hopefully other mappers like Gambini can put this to good use!

Posted Image



Looks great from the screenshot. But I was wondering, will this be any different than the polymer version, I mean will the Fps give any lag or or is it even better maybe?
0

User is offline   zykov eddy 

#6137

View PostMicky C, on 12 September 2014 - 05:28 AM, said:

After a lot of time spent learning programming through my engineering degree, and a LOT of messing around with the eduke32 source code, I think I've finally been able to implement polymer lighting into the classic renderer. Hopefully other mappers like Gambini can put this to good use!

Posted Image


Awesome! Will it work with polymost? Will it work with different video cards and stuff? If so, I'd love to use it in my project. I couldn't use polymer, because it's unstable.
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User is offline   Micky C 

  • Honored Donor

#6138

Quote

Looks great from the screenshot. But I was wondering, will this be any different than the polymer version, I mean will the Fps give any lag or or is it even better maybe?



Why take a look at the FPS counter my friend! When Micky C puts his mind to something he gets it done good.

This particular implementation won't work with polymost I'm afraid.

This post has been edited by Micky C: 12 September 2014 - 05:39 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6139

Nice! Wait... light source are hard-coded in Eduke32, now it sucks.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #6140

View PostMicky C, on 12 September 2014 - 05:28 AM, said:

After a lot of time spent learning programming through my engineering degree, and a LOT of messing around with the eduke32 source code, I think I've finally been able to implement polymer lighting into the classic renderer. Hopefully other mappers like Gambini can put this to good use!

Posted Image


1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6141

Seriously? Wow.
0

User is offline   TerminX 

  • el fundador

  #6142

Unfortunately, you can tell it's faked with sector boundaries because the cutoffs between the brightness levels aren't parallel to the horizon.
4

User is offline   IGSRJARMY 

#6143

Just sector lighting with light looking textures.
April fools has been and gone.
2

User is offline   Micky C 

  • Honored Donor

#6144

View PostTerminX, on 12 September 2014 - 12:27 PM, said:

Unfortunately, you can tell it's faked with sector boundaries because the cutoffs between the brightness levels aren't parallel to the horizon.


I'm afraid you're wrong there. It would be difficult to get the light so smooth with sector boundaries due to the discrete shade values you need to use. Plus the floor right under the light is brighter than bright, which you can't get with sector shading. And what about the small point lights on the ceilings or the red ones on the walls? Posted Image

This post has been edited by Micky C: 12 September 2014 - 04:25 PM

-1

User is offline   Mark 

#6145

When I saw your pics the first thing I thought was that you took some screenpics of those textures or sprites in a Polymer / HRP map and made them into new textures. Something I planned on trying some day.

This post has been edited by Mark.: 12 September 2014 - 04:43 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #6146

View PostMicky C, on 12 September 2014 - 04:24 PM, said:

I'm afraid you're wrong there. It would be difficult to get the light so smooth with sector boundaries due to the discrete shade values you need to use. Plus the floor right under the light is brighter than bright, which you can't get with sector shading. And what about the small point lights on the ceilings or the red ones on the walls? Posted Image

Your image uses colors outside the Duke 3D palette. Try again. :)
0

User is offline   TerminX 

  • el fundador

  #6147

Light on the ceiling is a combination of a translucent floor aligned sprite and masked walls, red lights are just wall aligned sprites, one of which looks to possibly be z fighting with the other sprite that is supposed to be casting the light, causing it to draw behind it. You could get "brighter than bright" on the textures by way of modified shade tables that implemented negative shades as actual brightening ("overbright") instead of merely cancelling the darkening effects of sector visibility as they do in the stock game. That looks to be what's been done here, as the surface under the mouse cursor has a shade value of 9 and there are about that many steps between there and the point the brightening begins.
0

User is offline   Micky C 

  • Honored Donor

#6148

Well TX has gotten closest so I'll spill the beans. Obviously I haven't put dynamic lights into software; if it was easy then it would have been done a while ago, plus my programming knowledge is limited to mathematical calculation in fortran and VBA.

However the screenshot is genuine, and is the classic renderer. It quite simply uses transparent sprites with additive blending. This allows for the "brighter than bright" and also smooth transition to transparency, which opens a world of opportunity.
Sorry Eddy but it still doesn't work in polymost.
3

User is offline   Hendricks266 

  • Weaponized Autism

  #6149

I'm still curious why you cropped a printscreen instead of pressing F12.
0

User is offline   Cage 

#6150

View PostMicky C, on 12 September 2014 - 05:52 PM, said:

Well TX has gotten closest so I'll spill the beans. Obviously I haven't put dynamic lights into software; (...) and is the classic renderer. It quite simply uses transparent sprites with additive blending.


Shit, I'm always late to the party! That would've been my frist guess. :) Did you just change the transparency tables (Like I did here: http://forums.duke4....169#entry184169 ) or another method? Is there one?

In my experiments with Build/Eduke, I did a custom new pal which had an additive transparency only on certain shades and there was a separate color range with multiplicative transparency, so I had both lights and shadows ;)
0

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