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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   Maisth 

#8620

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.

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

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User is offline   Micky C 

  • Honored Donor

#8621

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 ?


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

  • Dr. Effector

#8622

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 offline   Micky C 

  • Honored Donor

#8623

Which effect are you using for that?
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#8624

@kkap123 nice looking pool
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User is offline   BL1TZKRI3G 

#8625

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

I guess thats Duke related.
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#8626

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 

#8627

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.
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User is offline   Gambini 

#8628

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.

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

2

User is offline   Zaxtor 

#8629

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

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

3

User is offline   Perro Seco 

#8630

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. :)
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User is offline   Micky C 

  • Honored Donor

#8631

View PostPerro Seco, on 13 December 2018 - 07:15 AM, said:

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. :)


I'm sure Gambini isn't suggesting anything complicated. Check out this post for an idea of what he's talking about, the shading is simple but incredibly powerful; https://forums.duke4...ost__p__242890.
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User is offline   Perro Seco 

#8632

I read that post some weeks ago; very useful. It wouldn't be too much work to add something like that, but I like how it looks right now.

Don't worry, there are other places shaded that way. Here are some pics (sorry for the small size):

Spoiler

Anyway, I can't afford this kind of effects everywhere; some levels represent entire cities, and I'm almost hitting the wall limit, despite I try to build lot of things with sprites (stairs, balconies, etc).
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User is offline   Jaap 

#8633

View PostMark, on 22 November 2018 - 02:53 PM, said:

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.


Cool!
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User is offline   Micky C 

  • Honored Donor

#8634

Merry Christmas everyone. A teaser for Episode 4.

Posted Image
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User is offline   Jaap 

#8635

View PostMicky C, on 24 December 2018 - 04:33 PM, said:

Merry Christmas everyone. A teaser for Episode 4.

Posted Image


Skipping 3? :)
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#8636

Joyeux Noël !!!!!!


I'm affraid I don't really understand what I see O_o, A big house/palace ? In an Asian setting ?
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User is offline   oasiz 

  • Dr. Effector

#8637

Nice cliffs, works well with that shared firstwall.
Should look quite nice after a detail pass.
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User is offline   Kyanos 

#8638

I've been putting some finishing touches on this map, a full re-texture. It may just see some action soon, started it in 2014.
Attached Image: capt0002.png
Attached Image: capt0004.png
4

User is offline   Mark 

#8639

Its good to see you back in action after all this time.
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User is offline   Zaxtor 

#8640

On the HRP version of Oblivion im working on

In the original Oblivion in E3L1 the sky is plain blue, nothing.
but I will make it more spectacular for HRP.

I'm working on something cool, tested and works


An actual solar eclipse that occurs during the playing of the earliest levels of E3.
Not total eclipse but about 90%, will make outdoors quite dark for a bit.
Here is an example (in the middle of the eclipse)

The moon would move 4 pixels per 30 sec (ifcount 900).
if you let say finish the level before the eclipse is over, in the next level it will still be where it were as in the previous level.
The sun part of the sky take will be small in KB size so it wont cause lag each frames movement.
Rest of sky ranging >2kb to <7kb
Posted Image
6

#8641

Originality FTW !!
BTW, although it must not be your priority, do you intend to (re)make weapons for the HRP version or will you keep them exactly the same ?

This post has been edited by TheDragonLiner: 26 December 2018 - 11:56 PM

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User is offline   Zaxtor 

#8642

Well might improve (more colors)

Will be similar to Trequonia except better etc

Is still under construction.

Those trees shortly after got HRP'ized

This post has been edited by Zaxtor: 27 December 2018 - 12:35 AM

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User is offline   Sanek 

#8643

The main menu screen...without the actual menu. :)

Attached Image: MENU.png

In theory, the thing is almost done. I really, really wanted to release it this year but since it takes Mblackwell the eternity to respond, it looks like we're not going to make it this year. Well, at least you know what's coming in January. Happy new year!
1

User is online   Danukem 

  • Duke Plus Developer

#8644

Are you waiting on some menu related knowledge?
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User is offline   Sanek 

#8645

Yes. And one enemy don't work as it should.
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User is offline   Kyanos 

#8646

View PostMark, on 26 December 2018 - 08:03 PM, said:

Its good to see you back in action after all this time.

Thanks, I finally did get to play some dukematch on this. Converted the whole thing to SDM, it needs polymost and the extra weapons fit nicely. Great DM mod.
Attached Image: capt0000.png
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User is online   Danukem 

  • Duke Plus Developer

#8647

View PostSanek, on 31 December 2018 - 05:49 AM, said:

Yes. And one enemy don't work as it should.


Did Mblackwell agree to be a co-creator on this project? If not, then it is extremely weak to allow your whole project to come to a screeching halt because someone isn't replying to a question.
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User is offline   Sanek 

#8648

View PostTrooper Dan, on 31 December 2018 - 04:39 PM, said:

Did Mblackwell agree to be a co-creator on this project? If not, then it is extremely weak to allow your whole project to come to a screeching halt because someone isn't replying to a question.


Well, initially I stopped working on it, then he wrote to me and we worked on it again. But yeah, of 7+ month of continued development, about 3 was spent simply waiting for the code. He's busy with Ion Maiden so I understand why it takes him so long. On the other hand, it was painful but I guess it's too late to work with another person, so I guess we'll go all the way.
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User is offline   Tea Monster 

  • Polymancer

#8649

Not right now, but recently.

I made the sub and it's interior, but the rest of the level geometry is by Syndroid.

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

This post has been edited by Tea Monster: 17 January 2019 - 10:15 AM

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