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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   Maarten 

#9841

View PostWilliam Gee, on 23 June 2021 - 01:45 PM, said:

Looks great Maarten! Looking forward to playing the final version!


Here ya go: https://forums.duke4...662#entry361662


Also, cool shot, Merlijn!
1

#9842

A comparison of the same room betweem original HEALTH and remake. I'd decided to keep the original map progression and layout, just a bit lighter on bullshit traps.
HEALTH was an alright map, but way too cramped. As of right now it sticks out like a sore thumb of the map pack, that's why I'm remaking it.

https://sun9-10.userapi.com/impg/yAGqnJHTA612OGcGGp2zHer8-lZoBZqfTSvd4w/ElLHu0VRaqk.jpg?size=800x600&quality=96&sign=4c30c4c4d795966216f63c88e80d679e&type=album
.https://sun9-4.userapi.com/impg/yGk3PgWpSQ4LRn7rzHSGkBvX7lfbvN-t7y6o1w/aNO7mzF-9Ig.jpg?size=800x600&quality=96&sign=396d12789948d5efc281019a39930d05&type=album

This post has been edited by Mister Sinister: 27 June 2021 - 01:02 PM

7

#9843

Something new I have started.

Attached thumbnail(s)

  • Attached Image: duke0007.png
  • Attached Image: duke0006.png

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User is online   ck3D 

#9844

^ Screenshots are looking superb, the scenery of course but in addition to that I particularly dig the color and texture picks! Whole picture is looking quite unique. Good luck!

This post has been edited by ck3D: 07 July 2021 - 12:45 AM

0

User is offline   Ninety-Six 

#9845

I spit my drink. Since TROR was brought over to the other renderers WG has just gone nuts with it. I can't believe that's all stock assets.
0

#9846

I just did some tests, and classic has some big gliches in this map, may have to be a polymost map unless I can remedy the glitches.
1

User is offline   Micky C 

  • Honored Donor

#9847

They certainly are some nice shots.

View PostNinety-Six, on 07 July 2021 - 02:05 AM, said:

I spit my drink. Since TROR was brought over to the other renderers WG has just gone nuts with it. I can't believe that's all stock assets.


Huh? TROR has basically been in the classic renderer since the beginning. Polymost has almost always had it too, although admittedly it was very broken until about a year or two ago. You should check out some of the AMC TC maps that use it.
0

User is offline   Ninety-Six 

#9848

View PostMicky C, on 07 July 2021 - 03:13 AM, said:

Huh? TROR has basically been in the classic renderer since the beginning.


are you telling me i sat out TROR maps like CBP8 all this time for nothing
0

User is offline   Merlijn 

#9849

View PostWilliam Gee, on 06 July 2021 - 10:11 PM, said:

Something new I have started.


Holy shit, that looks good! :blink: Reminds me of some of the later Unreal maps (like Bluff Eversmoking).
0

User is offline   jimbob 

#9850

i like the use of TROR, looks really atmospheric :)

still working on my little mod, spidose 1 is as good as done, mark did some organisation and wanted to do some detailing, i hope to release it soon.
here's a screenshot of a kitchen from episode 2

Attached thumbnail(s)

  • Attached Image: capt0000.png
  • Attached Image: capt0002.png

4

User is offline   Mike Norvak 

  • Music Producer

#9851

View PostWilliam Gee, on 06 July 2021 - 10:11 PM, said:

Something new I have started.


Holy shit
0

#9852

A couple more shots. 12000 walls in this area, gonna have to start making some gameplay soon.

Attached thumbnail(s)

  • Attached Image: duke0034.png
  • Attached Image: duke0032.png
  • Attached Image: duke0033.png


This post has been edited by William Gee: 08 July 2021 - 12:06 AM

7

User is online   quakis 

#9853

Speaking of TROR and seeing William getting some really good results in Polymost above, I got around to fixing some TROR for one project of my own that was originally started and designed to work in Polymer and have it render well for Polymost. Had all sorts of black voids, HOMs and leaking slopes, it looked terrible at some angles and I wasn't looking forward to the conversion proccess. There was a ton of trial and error (and patience) removing bunches, splitting the problem areas apart and re-applying these with their own bunches. I managed to get some decent results that aren't 100% perfect; the odd flicker of black shapes in the sky or a brief flicker of an outdoor area while roaming around indoors. Its still a day and night difference to before and motivating knowing it doesn't look like arse when rendered in Polymost anymore. I'd say the process wasn't as painful as I feared it would be, reason being I put it off for so long.

Sitting at 9600 walls. (the extra bunches ate up less walls than I thought)
2

User is offline   Mark 

#9854

Did you switch away from Polymer for performance reasons or artistic reasons?
0

User is online   quakis 

#9855

View PostMark, on 08 July 2021 - 12:01 PM, said:

Did you switch away from Polymer for performance reasons or artistic reasons?

Primarily performance reasons and it potentially limiting my audience to future releases. Had a previous ambitious TROR project put on hold indefinitely because I was getting single digit framerates under Polymer and barely a quarter of the level was completed. Considering Polymost has been in a good spot for TROR lately, I believe it's a good renderer to stick with going forward for such projects.
0

#9856

That's great news to hear!
I did test this level in polymer, it looks fantastic but it lags like hell so not worth it.
0

User is offline   Micky C 

  • Honored Donor

#9857

View PostNinety-Six, on 07 July 2021 - 07:00 AM, said:

are you telling me i sat out TROR maps like CBP8 all this time for nothing


Yep. You’ll still get occasional visual glitches in maps like that, but it should be 90-95% fine. Even Parkade by myself and Paul B is predominantly glitch-free in polymost from memory.
0

User is offline   Ninety-Six 

#9858

View PostMicky C, on 08 July 2021 - 05:36 PM, said:

Yep. You’ll still get occasional visual glitches in maps like that, but it should be 90-95% fine. Even Parkade by myself and Paul B is predominantly glitch-free in polymost from memory.


i wanted to play Metropolitan Starlight for years but was under the heavy impression it would only work in polymer motherf-


well that's a bother
0

#9859

Great!

I only just started using TROR this year, so around 6 months, before that I had presumed it only worked in Polymer.
0

User is offline   oasiz 

  • Dr. Effector

#9860

Nuke fixed TROR during early 2019 to achieve practically software parity. It finally made it usable beyond extremely simple cases.
The most major case that is still missing is that you can't have "island sectors" or cases where you see below a sector and see the same TROR surface once again from behind it.
Basically floating objects split by TROR layers is a no-no outside of polymer.

You can go around this stuff by splitting the TROR layer in to multiple bunches but your mileage may vary as it gets more and more brittle that way.


Also minor update on the m32 script stuff


3

User is offline   jimbob 

#9861

seeing all that nice TROR gave me inspiration, still working on my norway map, and now i have a nice setpiece in it, the map is going to be huge.

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  • Attached Image: duke0000.png
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This post has been edited by jimbob: 10 July 2021 - 12:40 PM

8

#9862

Very Nice! Cool bridge!
0

User is offline   Aleks 

#9863

@ William, that TROR looks really sweet and the general vibe of these screenshots looks really cool and original, the theme you're going for in here is certainly quite underused!

@ Jimbob, the TROR bridge looks cool, but I'd suggest some more tinkering with the shadows there - why would the shadow under the bridge be darker in the central part (first screenshot)? It's not like the sloped sides would let more light in or that the possible blur/light dissipation resulting from the cloudy sky would make that kind of transition zone. I'd suggest leaving it all the same shadow. Also not sure about the wall shading of the central pillar, i.e. why the shorter diagonal wall would be that much darker. Also, with that scale and openness, I'd advice going for full 240 visibility all over the place there.

Anyway, started a city map (Alex City 2?) some time ago, but didn't work much on it. I've got most of the general outside geometry drawn with mostly placeholder textures and not much details, but decided it's sufficient to move in and make some indoors. I've got pretty much all the progression and locations planned already. Here's part of a hotel which is the first indoor area (the outside view is mostly general shapes and place holder textures, so still very WIP).

Attached Image: duke0020.png Attached Image: duke0019.png Attached Image: duke0022.png

6

User is offline   jimbob 

#9864

View PostAleks, on 10 July 2021 - 02:20 PM, said:


@ Jimbob, the TROR bridge looks cool, but I'd suggest some more tinkering with the shadows there - why would the shadow under the bridge be darker in the central part (first screenshot)? It's not like the sloped sides would let more light in or that the possible blur/light dissipation resulting from the cloudy sky would make that kind of transition zone. I'd suggest leaving it all the same shadow. Also not sure about the wall shading of the central pillar, i.e. why the shorter diagonal wall would be that much darker. Also, with that scale and openness, I'd advice going for full 240 visibility all over the place there.


Attachment duke0020.png Attachment duke0019.png Attachment duke0022.png

good point on the shadows, i need to work on those some more, and not do 'straight down shadows' i'll mess around with the visibility some more :)
0

User is online   ck3D 

#9865

View PostAleks, on 10 July 2021 - 02:20 PM, said:

@ William, that TROR looks really sweet and the general vibe of these screenshots looks really cool and original, the theme you're going for in here is certainly quite underused!

@ Jimbob, the TROR bridge looks cool, but I'd suggest some more tinkering with the shadows there - why would the shadow under the bridge be darker in the central part (first screenshot)? It's not like the sloped sides would let more light in or that the possible blur/light dissipation resulting from the cloudy sky would make that kind of transition zone. I'd suggest leaving it all the same shadow. Also not sure about the wall shading of the central pillar, i.e. why the shorter diagonal wall would be that much darker. Also, with that scale and openness, I'd advice going for full 240 visibility all over the place there.

Anyway, started a city map (Alex City 2?) some time ago, but didn't work much on it. I've got most of the general outside geometry drawn with mostly placeholder textures and not much details, but decided it's sufficient to move in and make some indoors. I've got pretty much all the progression and locations planned already. Here's part of a hotel which is the first indoor area (the outside view is mostly general shapes and place holder textures, so still very WIP).

Attachment duke0020.png Attachment duke0019.png Attachment duke0022.png


The timeless, trademark nifty little shadows are back, love to see it!

William: just thought about it now, but your shots remind me of Dusk a lot (in particular the level at 6:04 in this video).

This post has been edited by ck3D: 10 July 2021 - 09:09 PM

0

#9866

Ive never played dust before, those levels do look cool though and one does look like my level alot!
TBH I was inspired by Hogwarts in Harry potter, I started by trying to copy it, then the level took on its own style.
0

User is offline   Seb Luca 

#9867

WHO THE F*** WAS HERE BEFORE ? :huh:

http://www.sebluca.com//LETUEUR/projet2/wc.png



This post has been edited by Seb Luca: 11 July 2021 - 08:04 AM

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User is offline   jimbob 

#9868

redid the shading on the bridge, might tweak it some more later
to get a sense of the scale, there are a few enemies between the lampposts. i'll post a pic once i start adding stuff to the bridge, the way i envision it is a long battle towards the end with a massive amount of explosions, vehicles being blown up, reinforcements being sent in

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  • Attached Image: capt0000.png


This post has been edited by jimbob: 11 July 2021 - 10:30 AM

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User is offline   Mark 

#9869

View PostSeb Luca, on 11 July 2021 - 08:02 AM, said:

WHO THE F*** WAS HERE BEFORE ? :huh:

http://www.sebluca.com//LETUEUR/projet2/wc.png



Mr. Hankey the Christmas poo.
1

User is offline   Seb Luca 

#9870

@Mark :lol: Hooow-dhy hoooow ! x)


0

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