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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   Trooper Dan 

  • Duke Plus Developer
  • 3,849

#8881

Gambini has been using his own models in DNF now for some time since he switched over to polymost. He makes them with Duke palette skins and uses clipshapes so they integrate well into the world.
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User is offline   Borion 

  • 475

#8882

Great stuff, people! Very inspiring :o
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User is offline   brullov 

  • BAZINGA!
  • 940

#8883

Posted Image
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User is online   Mark 

  • Honored Donor
  • 2,898

#8884

Looks good. Now I can see why you were asking earlier for maps with subway examples.
With the floor grating that wide there are going to be a lot of broken ankles and dropped cellphones at the bottom. :P
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User is online   Ninety-Six 

  • 207

#8885

Maybe it's just because it's a subway, but that reminds me a lot of Time to Kill's subway for some reason...

This post has been edited by Ninety-Six: 07 June 2019 - 11:07 AM

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User is offline   Perro Seco 

  • 261

#8886

With that texture selection reminds me of that map I named in the other thread, which is great because as I said is one of my all time favourites.

By the way, will that train be a mobile sector? I ask because it looks like there's some spritework there, and if I remember correctly, the latest builds of EDuke32 also move sprites.

Posted Image
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#8887

View Postbrullov, on 07 June 2019 - 09:13 AM, said:

Posted Image


Max Payne flash backs intensify
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User is offline   brullov 

  • BAZINGA!
  • 940

#8888

View PostPerro Seco, on 07 June 2019 - 11:22 AM, said:

With that texture selection reminds me of that map I named in the other thread, which is great because as I said is one of my all time favourites.

By the way, will that train be a mobile sector? I ask because it looks like there's some spritework there, and if I remember correctly, the latest builds of EDuke32 also move sprites.


Yep, it's a mobile sector, train moves Posted Image
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User is offline   Zaxtor 

  • 1,757

#8889

Worked on one of the hub of the Oblivion E6L2 or Temple Pyramid level.
The stone Hub.

A cool trick with platform that are heat sensor sensitive


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
3

User is offline   TheDragonLiner 

  • 341

#8890

View PostZaxtor, on 08 June 2019 - 01:40 AM, said:

Worked on one of the hub of the Oblivion E6L2 or Temple Pyramid level.
The stone Hub.

A cool trick with platform that are heat sensor sensitive
https://www.youtube....h?v=noWqCeReID4


With such a soundtrack, jumping on platforms has never felt so epic !


BTW I think I already saw that kind of trick in DukePlus and Imperium (the latter having made a more thorough exploitation of it) .... Maybe the new Oblivion will make an even more thorough exploitation of it ?


If you say you've never had any problem with doors in Build Engine games, you're a liar.

This post has been edited by TheDragonLiner: 08 June 2019 - 04:27 AM

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User is offline   Zaxtor 

  • 1,757

#8891

View PostTheDragonLiner, on 08 June 2019 - 04:26 AM, said:

With such a soundtrack, jumping on platforms has never felt so epic !


BTW I think I already saw that kind of trick in DukePlus and Imperium (the latter having made a more thorough exploitation of it) .... Maybe the new Oblivion will make an even more thorough exploitation of it ?


probably
I love making tricks in the mod etc.

First time I made that was in Dark Temple, my second Polymer based usermap.

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
0

User is offline   Micky C 

  • Honored Donor
  • 3,772

#8892

Imperium and Dukeplus make additional sprite platforms appear with the night vision goggles, they donít take platforms away.

Iíve never been a big fan of tricky platforming, including having to press a button mid-jump like this. Iím sure some people are though.

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

Herbs? Tell me more!
0

User is online   Mark 

  • Honored Donor
  • 2,898

#8893

Then you must have hated putting those fancy jump pads in your WGR2 map. :P
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User is online   ck3D 

  • 351

#8894

View Postbrullov, on 08 June 2019 - 12:10 AM, said:

Yep, it's a mobile sector, train moves Posted Image


Awesome. Screenshot is looking really good. Mood is on point, normally I maybe would point out the absence of strong lighting but I'm sure it's supposed to be a dark place, and it's looking really gloomy right now. I'm loving your use of the textures, and trim work. Looking forward to playing this.

This post has been edited by ck3D: 08 June 2019 - 04:44 PM

1

User is offline   Micky C 

  • Honored Donor
  • 3,772

#8895

 Mark, on 08 June 2019 - 03:35 PM, said:

Then you must have hated putting those fancy jump pads in your WGR2 map. :P


The map that barely has anything in it that I played around with years ago? Yep. The pads didnít work.

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

Herbs? Tell me more!
0

User is offline   TheDragonLiner 

  • 341

#8896

View PostMicky C, on 08 June 2019 - 02:41 PM, said:

Imperium and Dukeplus make additional sprite platforms appear with the night vision goggles, they don't take platforms away.

I've never been a big fan of tricky platforming, including having to press a button mid-jump like this. I'm sure some people are though.


Personally I don't necessarily mind tricky platforming, as long as it kinda makes sense (for instance I didn't like finding them in the first part of the Akrozis in Trequonia because it wasn't credible to me as I had explained there) and it doesn't heavily requires the use of diagonals (either voluntarily or not). If there's a margin then it's okay, like in Zaxtor's AMC maps for instance.

However I agree that pressing switches in flight can be tedious sometimes. YET, fortunately, Zaxtor NEVER tried to put a switch to push in flight BETWEEN 2 platforms, now THAT would be trully horrible to pull off !

If you say you've never had any problem with doors in Build Engine games, you're a liar.

This post has been edited by TheDragonLiner: 08 June 2019 - 10:39 PM

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User is offline   Zaxtor 

  • 1,757

#8897

switch between 2 platforms would be insanely hard.
especially over death pit.


Switch and platform I made we walk at tip of platform (dock or jump straight up to press)

never jump between and mid air pressing switch.

if is a non-death pit and is to open a secret to get strong weap then is more understandable.

PS night vision thing is easier.
You select to press enter in midair and you don't need to be in certain position to press it.

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: 09 June 2019 - 06:38 AM

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User is offline   quakis 

  • 147

#8898

View Postbrullov, on 07 June 2019 - 09:13 AM, said:

Posted Image


The architectural simplicity and clean texturing definitely help make this scene. Based on what's shown, my only issue is the monotonous lighting; a bright contrast coming off a single light source and/or have strong shadows cast if sector construction allows it could be enough to boost the atmosphere here immensely, perhaps to emphasis the lack of powered lights elsewhere or to draw the player's focus somewhere (whichever is suitable).
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User is online   Mark 

  • Honored Donor
  • 2,898

#8899

Having to deal with sprites and sectors for shading/lighting is why I chose Polymer for my first project and every one since then. Its the easy way. ;) But if I had textures with "built-in" lighting like Redneck Rampage has I would be more likely to try the sector route.
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User is offline   brullov 

  • BAZINGA!
  • 940

#8900

View Postquakis, on 12 June 2019 - 07:39 AM, said:

The architectural simplicity and clean texturing definitely help make this scene. Based on what's shown, my only issue is the monotonous lighting; a bright contrast coming off a single light source and/or have strong shadows cast if sector construction allows it could be enough to boost the atmosphere here immensely, perhaps to emphasis the lack of powered lights elsewhere or to draw the player's focus somewhere (whichever is suitable).


Thanks for the advice. I've already reworked the lighting of this scene. Anyway, I am still trying to find my personal style of shading, which is somewhere between realistic and dark, monotone mood.
1

User is offline   brullov 

  • BAZINGA!
  • 940

#8901

So I've just discovered how to add 3d effect to images...

Posted Image
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User is offline   Zaxtor 

  • 1,757

#8902

Nice
reminds me of some animated gif that were posted on facebook that does the 3d animated effect etc

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
0

User is online   Mark 

  • Honored Donor
  • 2,898

#8903

Yeah, I saw that effect done with a fat redneck woman with no teeth and her mouth wide open.
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User is offline   Zaxtor 

  • 1,757

#8904

Made a storing room that is filled with metal containers.
One are held by chains (diagonal chains)
For E1L6
Posted Image

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
13

User is offline   TheDragonLiner 

  • 341

#8905

It looks like Borion's new voxels are already put to good use !

If you say you've never had any problem with doors in Build Engine games, you're a liar.
2

User is offline   pmw 

  • 240

#8906

View PostZaxtor, on 16 June 2019 - 10:18 PM, said:

Made a storing room that is filled with metal containers.
One are held by chains (diagonal chains)
For E1L6


Sloped transparent texture, how? Is it a ceiling or sprite? Some TROR stuff?
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User is offline   Zaxtor 

  • 1,757

#8907

View Postpmw, on 17 June 2019 - 10:41 AM, said:

Sloped transparent texture, how? Is it a ceiling or sprite? Some TROR stuff?


Is a voxel, diagonal.
used Qubicle to tilt it and also for horizontal.
has invisible sprite so when you walk on the chain you go up diagonally (like a slope)

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
1

User is offline   Borion 

  • 475

#8908

@Zaxtor @Brulov
Fantastic mapping work guys! Both in terms of structure and texture work!
2

#8909

Posted Image

Posted Image

Haven't done anything with Build in a long time
3

#8910

View PostZaxtor, on 16 June 2019 - 10:18 PM, said:

Made a storing room that is filled with metal containers.
One are held by chains (diagonal chains)
For E1L6
Posted Image

God damn
It looks like Half Life 2
1

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