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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   brullov 

  • Senior Artist at TGK

#9691

I've just reached the sprite limitation. I was so worried about the wall limit so I created a lot of things with sprites to save some wall count. Now I will have to cut some things to balance between those two limits and ship the mod. Sad, cause I have a lot of ideas which won't be present at this level.

Posted Image

This post has been edited by brullov: 18 December 2020 - 12:13 PM

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User is offline   Danukem 

  • Duke Plus Developer

#9692

View Postbrullov, on 18 December 2020 - 12:09 PM, said:

I've just reached the sprite limitation.



That looks awesome, but keep in mind that hundreds of additional sprites spawn in during gameplay (decals, jibs, smoke, debris, bloodpools, etc.) Depending on the mod, it could even be a few thousand sprites at certain times. So if you have more than 12K sprites in your map, don't be surprised if you get "too many sprites spawned" crashes when playing.
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User is online   brullov 

  • Senior Artist at TGK

#9693

View PostDanukem, on 18 December 2020 - 12:18 PM, said:

That looks awesome, but keep in mind that hundreds of additional sprites spawn in during gameplay (decals, jibs, smoke, bloodpools, etc.) Depending on the mod, it could even be a few thousand sprites at certain times. So if you have more than 12K sprites in your map, don't be surprised if you get "too many sprites spawned" crashes when playing.


Oh, looks like I will have to avoid using snow...
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User is offline   jimbob 

#9694

Sweet jeebus that looks complex
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User is offline   Sangman 

#9695

Makes me wish Mapster32 had more options to toggle visibility of elements in 2D mode. There is the greying out of sectors in a different TROR layer (or I think it might just be dependent on Z coordinates) but it doesn't quite go far enough IMO
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User is offline   Gambini 

#9696

This page looks like from another time, lots of great screenshots!

Specially love that red thing Merlijn!
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User is offline   Mark 

#9697

View PostSangman, on 20 December 2020 - 03:31 PM, said:

Makes me wish Mapster32 had more options to toggle visibility of elements in 2D mode. There is the greying out of sectors in a different TROR layer (or I think it might just be dependent on Z coordinates) but it doesn't quite go far enough IMO

Yes, it would be great to be able to toggle off the sprites when zooming in on the map.
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User is offline   Paul B 

#9698

I'll just drop this right here. I really need to work on my shading with this map. That's one of my goals but I've just started up again.

Attached thumbnail(s)

  • Attached Image: duke0000.png


This post has been edited by Paul B: 21 December 2020 - 10:59 PM

6

User is online   quakis 

#9699

@Paul B - a new map in the works is great news. Played through your entire back catelogue this year and pretty much enjoyed my time with them all. Looking forward to this.
1

User is offline   11bush 

#9700

I'm just replacing the allies in ww2gi, I have most of my first frames done.

Attached thumbnail(s)

  • Attached Image: rangerww2gi.png

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User is online   brullov 

  • Senior Artist at TGK

#9701

Almost done. Testing, fixing bugs etc. Preparing for the release.

Posted Image
7

#9702

Update on the redesign. Still need to either add bones to the current hair. Or find a better hair that better fits the original girls long hair. Female model is from Duke Nukem Forever.


NSFW


This post has been edited by 1337DirtAlliance: 27 December 2020 - 03:00 PM

1

User is offline   Mark 

#9703

No small, wimpy shark sprites here. Its scarier seeing them in motion. I still have to do the open mouth attack frames for when they get close.

Attached thumbnail(s)

  • Attached Image: capt0004.jpg

4

User is offline   0815Jack 

#9704

View Post1337DirtAlliance, on 27 December 2020 - 02:59 PM, said:

Update on the redesign. Still need to either add bones to the current hair. Or find a better hair that better fits the original girls long hair. Female model is from Duke Nukem Forever.


NSFW



very nice work (from a artistic point of view) I have you checked it already ingame?

Would be very good to have a consistent babe (FEMx) replacments....
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#9705

Still working on texturing/shading this. It should be done sometime within the next...month or two?
(Of course all the TROR is causing Mapster's classic renderer to eat shit, but that's a minor detail.)

Attached thumbnail(s)

  • Attached Image: tror_remake_2.png

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User is online   quakis 

#9706

View PostToiletDuck64, on 30 December 2020 - 03:17 AM, said:

(Of course all the TROR is causing Mapster's classic renderer to eat shit, but that's a minor detail.)

How does it look in Polymost?

Loving those green brick archways.
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#9707

View Postquakis, on 30 December 2020 - 03:25 AM, said:

How does it look in Polymost?

Loving those green brick archways.

Screen #1 is r9275, which is a somewhat un-old version that I mostly only use for testing stuff.
Screen #2 is r3888, which is the prehistoric version that I've actually been making the map with (also the version I used for the Mapster classic screenshot in the above post). (This screenshot doesn't do justice to the amount of epilepsy flashing gray/blue/etc. in the sky in that version.)

Attached thumbnail(s)

  • Attached Image: tror_remake_2p9275.png
  • Attached Image: tror_remake_2p3888.png

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User is offline   Aleks 

#9708

Nice stuff! Now what's with you and these green comfy chairs, Toilet Duck? ;)

Before tackling the final map for Back in Business, I decided to finish some other old and unfinished... business. This time it's just a regular map that I started working on around 2008 and which was really the main focus of my rare mapping strikes in the following years. I've already posted some general screenshots of it back in August when I first got back here.

Was mostly focused on adapting the map for current version of Eduke during the last couple of days. There's still quite some areas to build left, but I got quite a clear and specific plan of how the progression flow will work in this one. It will be more laid back in terms of combat than Back in Business, but with strong emphasis on atmosphere and mood. There will be a lot of puzzles that will require thinking outside of your regular Duke-box and quite strong unlinearity (2 parallel and occasionally overcrossing paths, which will need to be worked out separately towards your final objective and an extra secret side-quest, which I'm planning to throw in).

Attached Image: duke0050.png Attached Image: duke0052.png Attached Image: duke0054.png
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User is offline   Mark 

#9709

Just more playing around with my new shark. Or should I say Megalodon in these pics. ;)

Attached thumbnail(s)

  • Attached Image: capt0010.jpg
  • Attached Image: capt0015.jpg

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#9710

View Post0815Jack, on 29 December 2020 - 12:50 PM, said:

very nice work (from a artistic point of view) I have you checked it already ingame?

Would be very good to have a consistent babe (FEMx) replacments....



It's not rigged yet, I'm going to add some movement animation to the pillar after I settle on a replacement hair to use that will match the original intended design. Once it's done it will be added to the stockpile.

I have plans to replace the all of the other FEM models. With better models, either using the model base in the picture and just changing the head for different girls. Or using different models of the same/better quality for the other girls.


On a side note, do any of the devs want the original blender files included in the zip of the redesigns?
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User is offline   Mark 

#9711

Yes, include the original. There have been a few times over the years that someone wanted to make improvements on a model but couldn't do it after it was converted to md3.
Just 1 last shark pic under a polymer light using a normal map texture I made. He looks more like a battle-scarred fighter.

Attached thumbnail(s)

  • Attached Image: shark polymer.jpg


This post has been edited by Mark: 01 January 2021 - 09:07 AM

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User is offline   11bush 

#9712

A couple things for something I'm working on lately.

The SMG from The Omega Man, and a badguy loosely based on the family from The Omega Man :lol:

Attached thumbnail(s)

  • Attached Image: shotgunner.gif
  • Attached Image: reload.gif


This post has been edited by 11bush: 04 January 2021 - 09:13 PM

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User is offline   11bush 

#9713

Working on the animations, it is way harder than it should be. :lol:

Attached thumbnail(s)

  • Attached Image: frontrun.gif

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User is offline   Merlijn 

#9714

I don't want to show too much but here's some more dynamics in light and shadow, this map is going to be very atmospheric.
Attached Image: duke0144.png
5

User is offline   oasiz 

  • Dr. Effector

#9715

Started working towards a "be-all-end-all" script-set that will cover duke3d and is extensible to other games and mods (plus modular so that stuff like SW / Fury can be supported with the same script + config).

This is just a small preview on the hotkey/tooltip display, still under work.

Plan is to have all documentation here, along with a bunch of hotkeys and other things that help/speed up mapping a ton.

Attached thumbnail(s)

  • Attached Image: 2021-01-12 19-30-27_edit.mp4.gif

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User is online   ck3D 

#9716

@Merlijn lighting and shadows really are the best, if you're especially focusing on atmosphere here I'm especially looking forward to what you will come up with. Layers of shade for walls are an underrated technique too, always love it when I see people use it too, like Aleks did in that lower section of Freezing Fear or you yourself did in that red alien cavern at the start of SG3. To this day you have a very unique style, good luck with the map!

@oasiz that's great, personally I'm always juggling between the latest eDuke32 build to work on some stuff and another antiquated, but faithful one from 2009 to work on some other and the constant comparison really highlights how much work has been put into the port since to make the editor more user-friendly, so many new functions that aren't just for show but actually very practical. New hotkeys for those features - plus with an interface - look like they will help even more, and only make Build even more accessible, so that's fantastic news.

This post has been edited by ck3D: 14 January 2021 - 08:38 AM

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User is offline   Mark 

#9717

If you love subtle shading you'll scream "WHY DID HE DO IT" ;) when you hear about some old maps I was revamping. I too was impressed by the extreme use of sector shading everywhere. Since I needed to gain back walls and sectors to expand the maps and it was being changed over to Polymer lighting I deleted hundreds of walls of shading, hundreds of sectors of shading and semi-transparent light sprites in each map. I actually felt a little bad because of how much effort was put into that.

This post has been edited by Mark: 14 January 2021 - 09:01 AM

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User is offline   oasiz 

  • Dr. Effector

#9718

View Postck3D, on 14 January 2021 - 08:36 AM, said:

@oasiz that's great, personally I'm always juggling between the latest eDuke32 build to work on some stuff and another antiquated, but faithful one from 2009 to work on some other and the constant comparison really highlights how much work has been put into the port since to make the editor more user-friendly, so many new functions that aren't just for show but actually very practical. New hotkeys for those features - plus with an interface - look like they will help even more, and only make Build even more accessible, so that's fantastic news.


Thanks, but these are custom m32 scripts that create the interface from scratch without touching the source using routines similar to what you'd have in qbasic (linedraw/printext) :D
m32 script is however a game changer when it's properly utilized.
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User is online   ck3D 

#9719

Yeah still really cool, just having more visual indicators in general would probably help the younger generations of mappers as they grew up in a world where most tools are WYSIWYG and the idea of obscure hotkeys is like what. To this day, every once in a while I'll learn about 'new' features that were actually implemented years ago and I just had no idea existed, I'm sure a lot of mappers are the same (for instance, IIRC three people only found out about the Ctrl+T command for text recently after I casually mentioned it on here). Possibilities are strong but knowledge about them seems fragmented amongst the individuals (actually I always thought it'd be interesting to watch videos of other people mapping, everyone probably does everything differently and has developed their own technique for the lack of direct references). I've said it before but as much as I can see how learning Build in 1996 felt like some seemingly indomitable task, nowadays Mapster32 is so convenient people no longer have that excuse.

Shit and now I just imagined making/playing a Duke 3D rendition of gorilla.bas, what the hell have you done.

This post has been edited by ck3D: 14 January 2021 - 09:26 AM

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User is offline   Aleks 

#9720

@Merlijn, I remember the times of Red 4/5 development and you dropping a single screenshot every few months only, not revealing anything much at all ;) Cool shadows here, I always dig when people put more effort for that gradient type of ambient light. And that wall texture is always appreciated, just can't go wrong with it.
1

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