Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 325 Pages +
  • « First
  • 297
  • 298
  • 299
  • 300
  • 301
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   11bush 

#8941

Haha yeah, it's thin as hell. I'm working on it.
1

User is offline   Mark 

#8942

I finally sat down and learned a bit more about modern texturing. For a test I used one of my HRP contributions. I added in height and normal mapping to the texture and now it has so much depth it looks like a model. I haven't tried it in Eduke32 yet but it should look close to the pic.

Attached thumbnail(s)

  • Attached Image: hrp128.jpg


This post has been edited by Mark: 19 August 2019 - 12:09 PM

7

User is offline   11bush 

#8943

Looks awesome.
0

User is offline   11bush 

#8944

I made the arm a little thicker for the shotgun.



This post has been edited by 11bush: 20 August 2019 - 07:28 PM

4

User is online   Sanek 

#8945

Back in the saddle...again.

Attached Image: duke0015.png Attached Image: duke0016.png

If it looks somewhat familiar, you most likely remember the last SP map I released. I guess you can figure out what I'm doing. :(
8

#8946

epic
0

User is offline   Seb Luca 

#8947

It is well proportioned and harmonious in terms of choice of colors and textures. :(
But I guess it's not over, because it's still empty in places?


0

User is online   Sanek 

#8948

View PostSeb Luca, on 31 August 2019 - 01:48 PM, said:

It is well proportioned and harmonious in terms of choice of colors and textures. :(
But I guess it's not over, because it's still empty in places?




something new has been added sure, but mostly it will look in the same in the finished map.
I wouldn't call it empty, as it's serves it's purpose and besides, there's a whole warehouse behind you in the picture 1.

I think that after many years, I finally found the proper balance. I remember when I was making maps for Chronic I thought that #1 criterion is to shove as many spriework into the room as possible, which obviously is not the case.
1

#8949

Attached Image: capt0010.png
this is a map for a mod.
coming very very very very soon. maybe.
i'll let you guess what it's going to be.
2

User is online   Sanek 

#8950

While not the exact replica, this room is actually a movie reference that I hope someone will notice.
Attached Image: duke0100.png
9

User is offline   MusicallyInspired 

  • The Sarien Encounter

#8951

"Game over, man!"
1

User is offline   Seb Luca 

#8952

Nice Alien scene :P But Bishop missed ! :(

PS : Why not put the knife a little lower by adding 128 or 256 units to its Zpos? :D



This post has been edited by Seb Luca: 15 September 2019 - 12:47 AM

0

#8953

I know about holding Home for 256
but what about 128?
0

User is offline   Seb Luca 

#8954

The goal is to bring down the knife very slightly so that it appears planted in the table :(
0

#8955

I get that
I was just asking how to move it down by 128
0

User is offline   Forge 

  • Speaker of the Outhouse

#8956

View PostTruck Stop Santa Claus, on 16 September 2019 - 04:47 PM, said:

I get that
I was just asking how to move it down by 128

2d mode
F8 on the sprite
arrow down to the zpos entry
enter
edit the number by 128
enter
escape
1

User is offline   Micky C 

  • Honored Donor

#8957

There are key combinations for half and quarter increments. Can’t remember what they are off the top of my head. Check the eduke wiki.
0

User is offline   Mike Norvak 

  • Music Producer

#8958

View PostMicky C, on 16 September 2019 - 05:18 PM, said:

There are key combinations for half and quarter increments. Can’t remember what they are off the top of my head. Check the eduke wiki.


Yeah those are the kind of things you need to do to actually remember.
0

User is offline   Forge 

  • Speaker of the Outhouse

#8959

View PostMicky C, on 16 September 2019 - 05:18 PM, said:

There are key combinations for half and quarter increments. Can’t remember what they are off the top of my head. Check the eduke wiki.

that would be home & end
iirc 1/4 increments is 256. I'm guessing that's why tssc is asking specifically about 128.

pgup/pgnd = 1024
+end = 512
+home = 256

This post has been edited by Forge: 16 September 2019 - 06:09 PM

0

User is offline   Micky C 

  • Honored Donor

#8960

View PostMike Norvak, on 16 September 2019 - 05:52 PM, said:

Yeah those are the kind of things you need to do to actually remember.


These days I do the key presses without thinking about what the buttons actually are, it’s all muscle memory.

It’s like being able to navigate streets in a city without necessarily knowing all the street names.
1

User is offline   11bush 

#8961

I started working on an AK-47. Not complete yet


This post has been edited by 11bush: 29 September 2019 - 09:15 AM

3

User is offline   Kyanos 

#8962

Attached Image: capt0001.png
Busy busy busy...
4

User is online   Sanek 

#8963

View PostPhotonic, on 14 October 2019 - 10:20 AM, said:

Busy busy busy...

What is this? Shaw's Nightmare III? :o
3

#8964

I'd like more Info too
0

User is offline   Kyanos 

#8965

View PostSanek, on 14 October 2019 - 03:10 PM, said:

What is this? Shaw's Nightmare III? :o


View PostTruck Stop Santa Claus, on 15 October 2019 - 09:34 PM, said:

I'd like more Info too


As of now this is just me asking for feedback about my palette, I think I've finally settled on something. I'm going for a NES meets DOS style of over saturated colors. The four 8 color ramps above the fullbrights will probably change, any opinions on the RGB&Brown ramps?

Attached Image: palette.png
Spoiler

2

User is offline   Mike Norvak 

  • Music Producer

#8966

Attached Image: Sample&HorrorBackS.jpg
1

#8967

View PostPhotonic, on 17 October 2019 - 07:25 PM, said:

As of now this is just me asking for feedback about my palette, I think I've finally settled on something. I'm going for a NES meets DOS style of over saturated colors. The four 8 color ramps above the fullbrights will probably change, any opinions on the RGB&Brown ramps?

Attachment palette.png

Resembling palettes I did back in 2004 a bit. You probably won't need 28 shades of gray, while you are having only 12 colors per ramp. It may look weird when it comes to lighting and transparency effects. Also be cautious with saturation, maybe dilute them with more neutral hues to keep the palette balanced. Overall, the choice of colors can be anything as long as they meet your visual style. I'm not wild about the screenshots though, as they tend to have too much space occupied by the same hue leaving most of your colors unused.
1

User is offline   Kyanos 

#8968

View PostJan Satcitananda, on 23 October 2019 - 08:59 PM, said:

Resembling palettes I did back in 2004 a bit. You probably won't need 28 shades of gray, while you are having only 12 colors per ramp. It may look weird when it comes to lighting and transparency effects. Also be cautious with saturation, maybe dilute them with more neutral hues to keep the palette balanced. Overall, the choice of colors can be anything as long as they meet your visual style. I'm not wild about the screenshots though, as they tend to have too much space occupied by the same hue leaving most of your colors unused.


Thanks for this, I knew there was something off with the greyscale shading, going to drop it down to 16 shades and try. As for the screenshots they are just the first few sectors i scribbled down to test some art in, no one should be too wild about that mess.
0

User is offline   Mark 

#8969

We weren't. :o
0

User is offline   11bush 

#8970

Here is where I'm at with my Vietnam stuff.


5

Share this topic:


  • 325 Pages +
  • « First
  • 297
  • 298
  • 299
  • 300
  • 301
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options