What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6331 Posted 20 December 2014 - 03:04 AM
#6332 Posted 20 December 2014 - 03:13 AM
#6333 Posted 20 December 2014 - 03:19 AM
#6334 Posted 20 December 2014 - 06:58 AM
ck3D, on 20 December 2014 - 03:01 AM, said:
I can only see the fire and a few red and green details, everything else is black. It does look really dark.
edit: didn't see the new posts, but I'll leave mine here.
This post has been edited by LkMax: 20 December 2014 - 07:00 AM
#6335 Posted 20 December 2014 - 10:44 PM
This post has been edited by Duke64: 20 December 2014 - 10:44 PM
#6336 Posted 21 December 2014 - 11:00 PM
When doing my maps, I have noticed that there is a huge variance with my desktop IPS vs. Crummy laptop display.
I would suggest toning down the gamma in either windows display calibration or use the slider in your GPU settings to tone it down to the same values as the test shows.
Laptop displays always are almost always skewed way too bright as the "proper gamma" would just be too dim for mainstream use.
After some comparisons, it gets easier to eyeball a proper gamma even without calibration.
#6337 Posted 22 December 2014 - 12:12 AM
Fox, on 18 December 2014 - 08:37 PM, said:
I agree. For the upcoming mobile versions, I got the original .svg source to the 1.3D style font SwissCM made for the HRP, and did this based on it:
#6338 Posted 22 December 2014 - 05:47 PM
TerminX, on 22 December 2014 - 12:12 AM, said:
#6339 Posted 23 December 2014 - 02:54 PM
Something in 4 dimensional.
#6340 Posted 25 December 2014 - 11:35 AM
The result looks fine, therefore it's increasingly likely I would release either a map or a Mod around a dark city theme.
There's a lot of customised textures & sprites, it's rather an experimental level for it's the first occasion here I'm not using stock material too much.
That map has know many changes and it's still gradually evolving, being now very different from the first idea that pushed me to start something new...
#6341 Posted 25 December 2014 - 12:54 PM
But it has an interessting look.
#6342 Posted 25 December 2014 - 01:15 PM
#6343 Posted 25 December 2014 - 02:15 PM
Mark., on 25 December 2014 - 01:15 PM, said:
I think about that from time to time, it would be nice but I don't know how to do.
I've never made 3d animated characters, not to mention the humanoid shape, the scripts, and so on... Maybe a future challenge...
This post has been edited by David B.: 25 December 2014 - 02:15 PM
#6344 Posted 25 December 2014 - 02:59 PM
BTW do you plan on custom weapons as well ?
This post has been edited by thedrawliner: 25 December 2014 - 03:00 PM
#6345 Posted 25 December 2014 - 03:11 PM
thedrawliner, on 25 December 2014 - 02:59 PM, said:
BTW do you plan on custom weapons as well ?
For the moment I'm not planning any custom characters nor weapons. But I'll see what I could do for the last, cause I'm fed up seeing the original weapons all over again
I haven't got much time usually...
#6346 Posted 26 December 2014 - 07:45 AM
Also loads of new voxels, cars, trucks, balcony, window acs, more and recolors/corrections to other models.
I had to switch back to my netbook because Artedit is still the most preferred method for me to make ART files until some new tool comes about.
Also increased visibility so you can actually see far off buildings, it was 384, now its 256. Anything lower is too bright for me.
#6347 Posted 29 December 2014 - 04:51 PM
#6348 Posted 30 December 2014 - 06:31 PM
#6349 Posted 30 December 2014 - 06:45 PM
Around 1,800 to 2K sprites (visible) in one screen stuff will start to vanish.
#6350 Posted 30 December 2014 - 07:35 PM
Looks to me like layers but I haven't seen a video or it in person obviously.
A neat trick I saw once upon a time was a shitload of maskwalls. The mod that used it (Fate TC) was never released though afaik.
#6351 Posted 31 December 2014 - 02:46 AM
Mblackwell, on 30 December 2014 - 07:35 PM, said:
Looks to me like layers but I haven't seen a video or it in person obviously.
A neat trick I saw once upon a time was a shitload of maskwalls. The mod that used it (Fate TC) was never released though afaik.
I think there was a map in City Terror that used the masked wall trick too. But you could really see that they used walls The animation had only 2 frames or so.
#6352 Posted 31 December 2014 - 06:26 AM
#6353 Posted 31 December 2014 - 07:07 AM
This is designed for big open areas, forcing to limit or avoid internal zones (the ones which are connected with parallaxed sky zones) , expecially structures made out of sprites, due to Build sprite rendering.
My previous snow code was made out single 8x8 flakes, adaptable to any area, but quite heavy. Useful for few little-medium zones. Actually, i changed only the "flake" size and the quantity of flakes spawned.
In both ways, the sprite i put in mapster is a single spawner "per zone" in which i set the falling speed, the radius and the frequency (in xmas 2014 i put about 4 of them)
I could use different sized falling sprites (size, quantity of flakes) to find a compromise, but i prefer framerate over closed areas compatibility, at the end.
//EDIT: If only i could avoid polymer light effects on these sprites only ...
This post has been edited by RichardStorm: 31 December 2014 - 07:14 AM
#6354 Posted 31 December 2014 - 07:16 AM
RichardStorm, on 31 December 2014 - 07:07 AM, said:
That is an EXCELLENT idea.
RichardStorm, on 31 December 2014 - 07:07 AM, said:
I'll move this up the list for discussion.
#6355 Posted 31 December 2014 - 07:23 AM
#6356 Posted 04 January 2015 - 04:42 PM
#6357 Posted 05 January 2015 - 04:30 AM
Btw Mark the enemy animation is going to make or break the immersion there.
This post has been edited by Micky C: 05 January 2015 - 04:32 AM
#6358 Posted 05 January 2015 - 05:01 PM
This post has been edited by Artem Nevinchany: 05 January 2015 - 05:27 PM