What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9871 Posted 10 June 2021 - 03:11 AM
#9872 Posted 10 June 2021 - 03:46 AM
#9873 Posted 10 June 2021 - 04:08 AM
jimbob, on 10 June 2021 - 03:46 AM, said:
Useful info: for this wood, I didn't just desaturated.
I first over-saturated to bring out the colors of the duller parts so that, then, by desaturating, the whole thing appears more uniform.
I hope it could help
#9874 Posted 18 June 2021 - 05:36 AM
#9875 Posted 18 June 2021 - 12:07 PM
#9878 Posted 23 June 2021 - 06:20 AM
This post has been edited by ck3D: 23 June 2021 - 06:21 AM
#9879 Posted 23 June 2021 - 12:32 PM
#9880 Posted 23 June 2021 - 01:45 PM
#9881 Posted 26 June 2021 - 08:50 AM
I'm working on the Shaky Grounds boss map, actually having a lot of fun with trying out different shapes and texture combo's.
I've been watching some playthroughs of modern Doom wads and I think the influence will show in this final map.
It's going to look pretty metal, for lack of a better term. I don't want to show too much but here's a little sneak peek:
This post has been edited by Merlijn: 26 June 2021 - 12:38 PM
#9882 Posted 26 June 2021 - 12:00 PM
This post has been edited by ck3D: 26 June 2021 - 12:01 PM
#9883 Posted 26 June 2021 - 12:37 PM
#9884 Posted 27 June 2021 - 04:32 AM
William Gee, on 23 June 2021 - 01:45 PM, said:
Here ya go: https://forums.duke4...662#entry361662
Also, cool shot, Merlijn!
#9885 Posted 27 June 2021 - 01:01 PM
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.
.
This post has been edited by Mister Sinister: 27 June 2021 - 01:02 PM
#9887 Posted 07 July 2021 - 12:44 AM
This post has been edited by ck3D: 07 July 2021 - 12:45 AM
#9888 Posted 07 July 2021 - 02:05 AM
#9889 Posted 07 July 2021 - 02:49 AM
#9890 Posted 07 July 2021 - 03:13 AM
Ninety-Six, on 07 July 2021 - 02:05 AM, said:
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.
#9891 Posted 07 July 2021 - 07:00 AM
Micky C, on 07 July 2021 - 03:13 AM, said:
are you telling me i sat out TROR maps like CBP8 all this time for nothing
#9892 Posted 07 July 2021 - 07:36 AM
William Gee, on 06 July 2021 - 10:11 PM, said:
Holy shit, that looks good! Reminds me of some of the later Unreal maps (like Bluff Eversmoking).
#9893 Posted 07 July 2021 - 10:10 AM
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
#9894 Posted 07 July 2021 - 08:49 PM
#9895 Posted 08 July 2021 - 12:02 AM
This post has been edited by William Gee: 08 July 2021 - 12:06 AM
#9896 Posted 08 July 2021 - 08:40 AM
Sitting at 9600 walls. (the extra bunches ate up less walls than I thought)
#9897 Posted 08 July 2021 - 12:01 PM
#9898 Posted 08 July 2021 - 12:24 PM
Mark, on 08 July 2021 - 12:01 PM, said:
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.
#9899 Posted 08 July 2021 - 03:34 PM
I did test this level in polymer, it looks fantastic but it lags like hell so not worth it.
#9900 Posted 08 July 2021 - 05:36 PM
Ninety-Six, on 07 July 2021 - 07:00 AM, 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.