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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is online   Zaxtor 

  • 1,389

#8611

Started Dark Temple part 2.
Due to temple size it has 2 parts.
Part 1 has about 80% of the level, part 2 20% or so.

it will have a part 2, mostly before the last floor and last floor for pt2.

We can still access most of part 1 and entrance from part 2.
Few rooms and areas from Pt1 in Pt2 cannot be accessed (are the parts we passed)

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   Sanek 

  • 579

#8612

Just want to say that I finished all the levels and art in SBZ...
Howver, I still don't have all the necessary code, so I don't know when I'll release it.
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User is offline   Mark 

  • Honored Donor
  • 2,718

#8613

Slowly but surely still working on the remake of SuburbsTC. Someone found more unfinished maps which means a lot more work for me. Its getting close to the point that I'm considering asking for a helper. We'll see.

Attached thumbnail(s)

  • Attached Image: duke0002.jpg

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User is offline   DavoX 

  • Honored Donor
  • 710

#8614

ahhhh that's fucking awesome.
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User is offline   Mark 

  • Honored Donor
  • 2,718

#8615

Thanks. I can't take all of the credit because Diaz laid a good foundation with the original demo many years ago. He did a hell of a lot of work and if I complete all the things I have planned it will balance to an even partnership. ;)

This post has been edited by Mark: 22 November 2018 - 04:25 PM

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User is offline   Player Lin 

  • 251

#8616

View PostTerminX, on 16 November 2018 - 08:58 AM, said:

Need a new map format for that one.



Uh, maybe something like this? But I think it may still too early since there's still other things needed to improve for EDuke32 to doing something like new map format or other new things... :unsure:

I'm the guy at 3DRealms Forum...

http://forums.3dreal...mber.php?u=3816

Sometimes, I act like a stupid asshole. I know, and I'm sorry about that. :(

This post has been edited by Player Lin: 24 November 2018 - 02:14 AM

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User is online   Maisth 

  • 190

#8617

Attached Image: duke0000.png

Still working on The Collapse, Gotta say, this sprite experiment I'm doing is quite tiresome, you really gotta know the structure you want to create before you actually make it, otherwise its a mess, specially with sprites.

PS: The ceiling is made out of sprites, keep that in mind when seeing the room lmao.

Repent and Follow Jesus!

Jesus said "I am the light of the world" John 8:12

This post has been edited by Maisth: 24 November 2018 - 04:28 AM

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User is offline   quakis 

  • 144

#8618

That's some nice lighting, has a strong ambience. Now hoping there'll be a neat exterior window view to complete the picture. Also, perhaps consider giving tile #370 a try, the wooden trim might help further solidify the look of your wood furnishings.
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User is offline   oasiz 

  • 747

#8619

Nice!
How does it work in classic tho? Those 6 ceiling tiles might disappear if you're not looking at the correct sectors. Did you use expertmode to get around it ?
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User is offline   Perro Seco 

  • 201

#8620

View Postoasiz, on 24 November 2018 - 06:23 AM, said:

Did you use expertmode to get around it?
Excuse me, but what is expertmode? Can I make spritework like that in software mode?

Posted Image
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User is offline   oasiz 

  • 747

#8621

expertmode disables safeguards, which allows you to put sprites in sectors they are not in.
i.e. if you have a small sector and a bigger sprite on it, you can make the sprite logically be in different sectors but visually in that tiny sector. This prevents the sprite from disappearing when you're looking at the sprite but can't see the tiny sector.
Other option it allows is to join non-neighbouring sectors, one useful feature is allowing bogus firstwalls. Got some videos about this (man, 3 years already :P )

(whole lid shares a firstwall that gives it identical properties)

These both abuse expertmode a bit.
I some times use it to pull off complicated slope shapes that are split in to tiny sectors.


As for an answer to your question, it varies wildly. Usually having sprites next to other sprites is asking for trouble so watching that ceiling work at odd angles might cause priority glitching.
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User is offline   oasiz 

  • 747

#8622

Oh yeah, and to enable it, type this in console: script_expertmode 1
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User is online   Maisth 

  • 190

#8623

View Postoasiz, on 24 November 2018 - 06:23 AM, said:

Nice!
How does it work in classic tho? Those 6 ceiling tiles might disappear if you're not looking at the correct sectors. Did you use expertmode to get around it ?


Classic is a mess, so I wont recommend playing in that mode, as for the expert mode, I haven't use that in this map, yet... I remember using in The Tower though it didn't work that well.

Repent and Follow Jesus!

Jesus said "I am the light of the world" John 8:12

This post has been edited by Maisth: 24 November 2018 - 01:02 PM

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User is offline   Micky C 

  • Honored Donor
  • 3,666

#8624

 oasiz, on 24 November 2018 - 06:23 AM, said:

Nice!
How does it work in classic tho? Those 6 ceiling tiles might disappear if you're not looking at the correct sectors. Did you use expertmode to get around it ?


Wouldn’t that be an issue in OpenGL as well? I thought that was an engine issue as opposed to a renderer issue.

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   oasiz 

  • 747

#8625

OpenGL does a better job of handling priorities, not amazing but sector boundary culling works a bit differently from what I have seen, a bit more forgiving in polymost. I don't have any example cases right now but this is often seen as parts of sprite disappearing due to some wall corner being nearby. Also applies to stuff like wall aligned sprites clipping through floor aligned other sprites some times iirc.
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User is online   KKAP123 

  • 30

#8626

Attached Image: Screenshot from 2018-11-28 08-54-28.png
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User is offline   Micky C 

  • Honored Donor
  • 3,666

#8627

Which effect are you using for that?

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

Herbs? Tell me more!
0

#8628

@kkap123 nice looking pool
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User is online   KKAP123 

  • 30

#8629

View PostMicky C, on 28 November 2018 - 06:55 PM, said:

Which effect are you using for that?


No effect honestly. For the highlights on the pool surface I use SPRITE 1131, PAL 1, and transparency. Then I use shading to blend it nicely with the water surface.

If you mean the cross-beams, it's just spritework.
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User is offline   BL1TZKRI3G 

  • 0

#8630

I'm working on a shitty Doom mod that stars Dick Kickum.

I guess thats Duke related.

EAT MY SPICY MEMES LADS
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User is online   KKAP123 

  • 30

#8631

Moon Rover, Moon Rover, Roll Over!

Attached thumbnail(s)

  • Attached Image: Screenshot from 2018-12-07 08-21-32.png

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#8632

View PostKKAP123, on 07 December 2018 - 05:23 AM, said:

Moon Rover, Moon Rover, Roll Over!

sexy as hell
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User is offline   Perro Seco 

  • 201

#8633

Building a house right now:
Posted Image

I'm using a lot of textures from Tekwar, but almost all of them have some minor changes. The white marble texture wasn't tileable in the original game, so I fixed it. I think it looks better now.

Posted Image
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User is offline   Gambini 

  • 1,359

#8634

A humble advice: Try to play a bit more with shading and color to add depth. The arquitecture is good but from a first glance it takes some time to understand the space and what surface belongs to which area.

My maps

eat my shorts

This post has been edited by Gambini: 11 December 2018 - 04:43 PM

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User is online   Zaxtor 

  • 1,389

#8635

Making my old mod Oblivion in HRP (polymost)
improving stuff,
Will add expansion (6 extra levels)

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

This post has been edited by Zaxtor: 11 December 2018 - 11:14 PM

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User is offline   Perro Seco 

  • 201

#8636

View PostGambini, on 11 December 2018 - 04:43 PM, said:

A humble advice: Try to play a bit more with shading and color to add depth. The arquitecture is good but from a first glance it takes some time to understand the space and what surface belongs to which area.
Thanks for the advice! Glad to hear the opinion of an experienced mapper. However, I have to admit that since 2012-2013 I started obsessing with simplicity in level design and texture use, so I'm not planing on adding extra shadows, and also I don't like the idea of showing too many colors/textures at the same time. But I can ensure that space is much more understandable in game than in the screenshot. :D

Posted Image
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