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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   Shadow Jolteon 

  • 472

#7981

Testing out a new enemy for my next map... or should I say an unused enemy.

Attached Image: duke0229.png Attached Image: duke0230.png
Attached Image: duke0231.png Attached Image: duke0232.png

Sprites were made by Chip.
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User is offline   Tea Monster 

  • Polymancer
  • 1,830

#7982

Posted Image
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User is offline   Merlijn 

  • 351

#7983

WIP:

Attached Image: duke0013.png
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User is online   Sanek 

  • 343

#7984

Looks very familiar! Can't wait to test play it. ;)
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User is offline   MusicallyInspired 

  • 2,428

#7985

View PostTea Monster, on 07 August 2017 - 12:21 PM, said:

Posted Image


Oooh is that what I think it is?

Roland SC-55 Music Packs
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
01010100 01110010 01110101 01110011 01110100 00100000 01010100 01001000 00110001
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User is offline   Commando Nukem 

  • Judge Mental
  • 1,985

#7986

Yes, it's a giant erect schlong. Oshit, spoilers.

Posted Image

Duke Nukem The Series onYoutube Facebook and Duke4net!
Come Get Some!
2

User is offline   Merlijn 

  • 351

#7987

View PostSanek, on 09 August 2017 - 12:26 PM, said:

Looks very familiar! Can't wait to test play it. ;)


Yeah, it's the sequel to Shaky Grounds! Currently at 1300 sectors so it's not done yet, but I'm getting there.
And your hints are as subtle as always, hehe ;)
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User is online   Sanek 

  • 343

#7988

What do you think about such way to light the scene? I actually think it looks good...

This is remade, more cramped-up version of the base I made before.

Attached thumbnail(s)

  • Attached Image: duke0049.png
  • Attached Image: duke0050.png
  • Attached Image: duke0053.png

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User is offline   pmw 

  • 233

#7989

Usually floor shouldn't be that dark...only ceiling. Otherwise looks good. And I like those different textures on vents.
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User is offline   Zaxtor 

  • 978

#7990

Unless the metal is very dark.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
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User is online   Micky C 

  • Honored Donor
  • 3,379

#7991

The lighting is generally fine. You'll want some rooms with lights in the middle to add some variety though.

More generally speaking, a lot of the images you put up show fairly rectangular areas, which as a concept are only moderately interesting from an architectural viewpoint.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
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User is offline   Hank 

  • 1,438

#7992

@ Sanek - Since you asked about lighting:
Based on my experience, for lighting as such, (fluorescent lights) the light beams look off. Even in a high humidity area. Another catch is that they don't create sharp shadows on the floor, since those lamps are not directional.

It looks cool though, but that's about it.

Maybe, make some spot lights in the centre, and they can have a beam and shadows.

Just saying. :)

The things I don't know could fill libraries.

This post has been edited by Hank: 15 August 2017 - 05:44 PM

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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,499

  #7993

Posted Image
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User is online   Sanek 

  • 343

#7994

Thanks for the advices, guys! I think I really should add some light in the middle of the room.
BTW, I want to ask for another advice if you don't mind (and also show another pic).

The theme of the map I'm working on right now is the underground cave planet. I already got the idea for a general look of the map, but I can't decide whether it should use jetpack or scuba gear in its inventory.

Attached thumbnail(s)

  • Attached Image: duke0057.png

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User is online   Sanek 

  • 343

#7995

View PostSanek, on 16 August 2017 - 04:10 AM, said:

The theme of the map I'm working on right now is the underground cave planet. I already got the idea for a general look of the map, but I can't decide whether it should use jetpack or scuba gear in its inventory.


Never mind, I've already decided that I will go without underwater gig. From water-filled caves we'll go into deep freeze invorement! It's still be blue because it's so cold down there!

And I'm sorry for double-posting. I can't edit my post somehow.

Attached thumbnail(s)

  • Attached Image: duke0061.png

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User is offline   Roma Loom 

  • Loomsday Device
  • 73

#7996

View PostTea Monster, on 28 July 2017 - 05:43 AM, said:

Normals have become a lot more important in recent years, with work done on games like Alien Isolation and Star Citizen. You can get a lot of your main body shading done with slightly higher poly geometry and just use normal maps for surface detail rather than getting your shapes right.

Posted Image

We tried some of that on the HHR mod, but having to shoot MD3's through NPherno buggered that all up :'(


I've been using this trick for quite a long time. But yeah, it's useless for MD3, at least with existing exporter for 3ds max :)
1

User is offline   Daedolon 

  • Ancient Blood God
  • 866

#7997

I hate how in Blender you can only edit them manually each, there's no great magic trick for doing it. Plus it's hidden behind a nasty menu system.

Lunick: I can't believe you can pre-order Duke Nukem 3D in 2016
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User is offline   Tea Monster 

  • Polymancer
  • 1,830

#7998

There are actually a few different ways of fixing that in Blendy.

One is this thing: https://github.com/fedackb/yavne.

And this: http://www.farfarer...._help/index.htm

The other is a new add-on from the GSoC: https://wiki.blender...C_2017/Proposal
Blenderartists thread: https://blenderartis...ing-Tools/page9

If it gets into master, it looks like it will be a much improved solution.

Roma, I didn't know that there was an exporter for Max - nothing modern anyway.

This post has been edited by Tea Monster: 18 August 2017 - 03:21 PM

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User is offline   Tea Monster 

  • Polymancer
  • 1,830

#7999

Cut(scene)ing is shipping!

Posted Image
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User is offline   Commando Nukem 

  • Judge Mental
  • 1,985

#8000

View PostTea Monster, on 18 August 2017 - 03:20 PM, said:

Cut(scene)ing is shipping!

Posted Image


"Damn, i'm lookin' good!"

Duke Nukem The Series onYoutube Facebook and Duke4net!
Come Get Some!
2

User is online   Mister Sinister 

  • 340

#8001

Huh?
Posted Image
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User is online   Mister Sinister 

  • 340

#8002

Another one
Posted Image
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User is online   Sanek 

  • 343

#8003

Lookin' good! Reminds me of EDF Bureau map, but with modern design!
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User is offline   SOAR 

  • -19

#8004

I am continuing to develop concepts and ideas for Duke Nukem since having started writing the story for a live action feature film version of Duke Nukem back in 2008. From 2008-present, I remained committed to the live action feature film development of my own original copyrighted intellectual property and also to the development of Duke Nukem (Because what can I say, I absolutely Love everything about the Duke Nukem universe and just couldn't help myself!). I grew to feel as though I was born to do this.

Right now I'm working on another character development audition reel using older footage that wasn't included in my first audition reel. It also includes some animation and some new montage footage yet to be filmed. Earlier this evening, I set up the interior of my backyard shed to represent the area where Duke keeps his gear and that is where I will film the montage scene. Currently, the project already contains the montage, however it's all comprised of clips taken from pre-existing motion pictures. I instead decided to replace the footage with original footage shot myself in order to make the finished video closer to being 100% original. The animation will still consist of imagery I did not draw, design or photograph myself, yet I am responsible for the sound design and for the animation of the graphics used. Believe me, I wish I had the money the time and the human resources to produce original visual effects but a good team is hard to find.

Look, I realize that I'm new here and that I also may not fit in as well as someone else with a better knowledge and understanding about computer and video game programming than myself. We have our differences, of course, yet we are similar. We are all very creative, in our own way, and each and every one of us here shares a common passion, which is all things Duke Nukem.

I want you all to understand, that I respect not only the intellectual property and it's creators, but also everyone working at the companies involved, from the custodian to the CEO. Not only them, but all the die hard fans out there too. All the casual fans and all the artists and designers and programmers, etc. who all have such amazing talents and respect for the Duke IP, that you all so unselfishly dedicate hours upon hours of your free time developing the future of the greatest video game franchise of all time!

I respect you all and that is why I spend so much time here. I wish you all the best.



P.S. I understand that this reply doesn't exactly relate to the forum title "Everything EDuke32", yet it does to the thread titles so it seemed like the appropriate place.



This post has been edited by ImaManNotaMachine: 24 August 2017 - 09:23 PM

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User is offline   David B. 

  • 134

#8005

Hi everyone ;

Some feedback about lighting issues I can't get rid of. You probably remember I was working lastly on controlling SE49 with lightswitch+SE12 to turn it on in the game. In the beginnings it seemed to work properly : )

I also have been using the flashlight (by Darkus) - in replacement of SE12+Lightswitch system - but I still have the same lighting issues with sectors (and also with models that aren't lit). Sectors are lit properly some time, then not anymore.

In fact troubles occurs each time a light source is turned on or off in the game whatever the sytem used.
I have tried to change some parameters on the affected models like cstat 2048 or spritenoshade commands... but unsuccessfully.

Is there possibly a solution or is it also a Polymer issue ?

PS : beside the flashlight, I put separate SE49 in each room to illuminate barely the room when it's not supposed to be lit (Some examples, the player must be able to see something even if the flashlight is not found yet! There are also some moonlight emulation, ...). I was afraid finally those light sources interfers with the "controllable" light source but removing those additionnal sources doesn't fix the problem - excepted maybe for the sector issue - and I'm even not sure of that.

Attached thumbnail(s)

  • Attached Image: duke0006.jpg
  • Attached Image: duke0007.jpg


This post has been edited by David B.: 26 August 2017 - 04:30 AM

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User is offline   Mark. 

  • Honored Donor
  • 1,935

#8006

What is your "maxlights" setting. For my latest map I have it set at 12. In newer Eduke32 revisions there is a slider in the menu to take it up to 10. I had mine set in a cfg file since I had been using an older version at the time.

For the models that don't light properly, load them into a program called Npherno. Then choose to "rebuild normals". Then resave the model. That has corrected problems a number of times for me in the past.

This post has been edited by Mark.: 26 August 2017 - 08:06 AM

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User is offline   Tea Monster 

  • Polymancer
  • 1,830

#8007

Are your models NPherno'd?
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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,499

  #8008

View PostMark., on 26 August 2017 - 08:03 AM, said:

For the models that don't light properly, load them into a program called Npherno. Then choose to "rebuild normals". Then resave the model. That has corrected problems a number of times for me in the past.

If that fixes it, use them for now but hold on to your originals.
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User is offline   David B. 

  • 134

#8009

View PostTea Monster, on 26 August 2017 - 09:43 AM, said:

Are your models NPherno'd?
Yes they are. Most of the time I use it to convert from 3DS.
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User is offline   David B. 

  • 134

#8010

View PostHendricks266, on 26 August 2017 - 10:50 AM, said:

If that fixes it, use them for now but hold on to your originals.
Not exactly, that doesn't fix the problem because it's already coming from Npherno and I always rebuild the normals when I have a 3DS file, before to export to md3.
Nevertheless I have rebuild the normals a second time for the bed and the door models and saw a very small difference but not relevant.

I going now to try an exporter from 3ds max to see if there is some improvements.
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