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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   Fox 

  • Fraka kaka kaka kaka-kow!

#6391

View PostWhite Guilt, on 02 February 2015 - 07:17 PM, said:

Is Duke in a tornado? :lol:

I just extended the sky texture. I will try something else.
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User is offline   LkMax 

#6392

View PostHendricks266, on 03 February 2015 - 09:19 AM, said:

Perhaps I wasn't clear. We're not doing this for Megaton. We're doing it for the Hail to the King Collection.

Meh, console ports are not really my thing, it would be best suited for PC... at least I hope to see it on eduke? Also, it's sad SW is not fully supported in eduke.
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User is offline   Hendricks266 

  • Weaponized Autism

  #6393

View PostLkMax, on 03 February 2015 - 05:31 PM, said:

at least I hope to see it on eduke?

I think the skybox and HUD weapon edits will be packaged up for use with EDuke32 on all its platforms.

View PostLkMax, on 03 February 2015 - 05:31 PM, said:

Also, it's sad SW is not fully supported in eduke.

What's actually sad is that despite investing 100 hours into exactly that, it will not be a priority for my attention for some time.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6394

You can see the stars in episode 3 cutscene, so...

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2

User is offline   Hendricks266 

  • Weaponized Autism

  #6395

I don't like the cylinder. Would it be possible to construct a scene in a 3D modeling program using the pieces of the 8-bit tiles or the scans I found and render a cubemap from it?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6396

Technical wise, a cylinder is the best representation for the parallax sky. My intent was merely to simulate an engine feature. And the result is perfectly acceptable for a game like this.

This post has been edited by Fox: 04 February 2015 - 01:20 AM

1

#6397

Ofc is meant for clouds and skies only, not for skyscrapers... i ... guess ...
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6398

View PostHendricks266, on 03 February 2015 - 11:34 PM, said:

Would it be possible to construct a scene in a 3D modeling program using the pieces of the 8-bit tiles or the scans I found and render a cubemap from it?

Yes. But it would be very exhaustive. If anyone wants to give it a try, I have mapped all the buildings:

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User is offline   Rellik 

#6399

View PostHendricks266, on 03 February 2015 - 11:34 PM, said:

I don't like the cylinder. Would it be possible to construct a scene in a 3D modeling program using the pieces of the 8-bit tiles or the scans I found and render a cubemap from it?

That's pretty much what I did for the HRP skybox.

The clouds were generated in Terragen, and the building were given additional perspective in Photoshop by skewing copies of the buildings.
1

User is offline   Micky C 

  • Honored Donor

#6400

I'd be difficult to get a better match without adding specific custom art. Not perfect but definitely recognizable.
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4

User is online   Mark 

#6401

Is that a typo or a prediction at the very bottom of your post?
0

User is online   Lunick 

#6402

A typo.
0

User is offline   Robman 

  • Asswhipe [sic]

#6403

Can you make reflective floors w/ eduke?

Using ror, see through floor and inverted room underneath.

Just saw your sig. about reflective surfaces, nvm.

This post has been edited by Robman: 04 February 2015 - 07:25 PM

0

User is offline   Micky C 

  • Honored Donor

#6404

The reflective floors I'm talking about there are shader-based; i.e true reflections. It should technically be possible to make an automatic floor-mirror using TROR just like how the game makes regular mirrors. Or of course you could just replicate the room upside down using TROR, and indeed there is a mapster script that can do this very easily. But of course then you won't have actors like enemies in the reflection. I did do this once and posted some pictures in the eduke32 thread but I can't find the post at the moment.

Some searching brought up this implementation using TX's SE 40 ROR system which I'd forgotten about:
http://forums.duke4....9676#entry79676
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6405

View PostHendricks266, on 03 February 2015 - 11:34 PM, said:

I don't like the cylinder. Would it be possible to construct a scene in a 3D modeling program using the pieces of the 8-bit tiles and render a cubemap from it?

I will give it a try, but I don't grantee anything.

View PostHendricks266, on 03 February 2015 - 11:34 PM, said:

or the scans I found

I will use the 8-bit tiles to make it consistent with the other skies.
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User is offline   Robman 

  • Asswhipe [sic]

#6406

It's not Duke, but....


This post has been edited by Robman: 04 February 2015 - 10:26 PM

2

User is offline   Jblade 

#6407

Micky - have you tried making that floor a TROR sector, giving the walls and floors of that sector a single colour texture similar in palette to the floor and then replacing the same reflection effect sprite at the rough location of the above sector? That might create a convincing floor sheen effect.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6408

On theory this map should produce an accurate projection. Edit: There is one building in the wrong distance.

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This post has been edited by Fox: 05 February 2015 - 01:21 AM

3

User is offline   Micky C 

  • Honored Donor

#6409

View PostJblade, on 05 February 2015 - 12:48 AM, said:

Micky - have you tried making that floor a TROR sector, giving the walls and floors of that sector a single colour texture similar in palette to the floor and then replacing the same reflection effect sprite at the rough location of the above sector? That might create a convincing floor sheen effect.


I don't know how all this talk of reflection came about. I'm sure my time and walls can be better spent elsewhere then trying to pull off a barely-passable (if that) floor reflection. They're pretty restricting gameplay-wise when you think about it, at least until you use true mirrors.
0

User is offline   Jblade 

#6410

you don't understand what I was suggesting :lol: I wasn't talking about mirroring the room, just creating a similar effect where you can see the reflection of the bright lights but that was it. Well I can try out that effect in anycase.
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User is offline   Micky C 

  • Honored Donor

#6411

You mean like this? Not a bad effect actually.

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3

User is offline   Daedolon 

  • Ancient Blood God

#6412

I wanna see it in motion.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6413

:x

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3

#6414

I think there's already a mirroring floor in the game of some sort, I remember seeing that in Nuclear Winter
1

User is offline   Hendricks266 

  • Weaponized Autism

  #6415

View Postthedrawliner, on 05 February 2015 - 06:35 AM, said:

I think there's already a mirroring floor in the game of some sort, I remember seeing that in Nuclear Winter

View PostHendricks266, on 02 April 2011 - 07:22 PM, said:

Cool. NWL6 has a similar effect, but instead of ROR, they used flat sprites in the middle of a sector. =/

0

User is offline   Daedolon 

  • Ancient Blood God

#6416

Shadow Warrior taught me it.
1

User is offline   blizzart 

#6417

View Postthedrawliner, on 05 February 2015 - 06:35 AM, said:

I think there's already a mirroring floor in the game of some sort, I remember seeing that in Nuclear Winter


That mirroring floor is nothing else than transparent sprites in the vertical middle of the room.
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User is offline   Zaxtor 

#6418

Made an interesting switch for AMC TC.
Is those switches example. ( I wont give its exact code).
But
Let say
You press , wait 5 seconds
You press again, wait 2 seconds,
You press again, wait 4 seconds,
You press again, wait 2 seconds,
Then press again it opens the door.

Failure to follow the timing code such as being too fast or too slow on each pressings leads to failure and then you must restart pressing it right. type of switch.
Is not an insanely complicated code.

I did it by the idea of a car my grandmother owned with an (anti-theft timing code thing) that you must turn the key few times, wait diff time each time you turn it to get it started.
3

User is offline   Perro Seco 

#6419

View PostFox, on 03 February 2015 - 10:54 PM, said:

You can see the stars in episode 3 cutscene, so...

Spoiler
Looks good for me.
1

User is offline   Zaxtor 

#6420

Just like the eye of a hurricane.
1

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