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

Jump to content

  • 362 Pages +
  • « First
  • 330
  • 331
  • 332
  • 333
  • 334
  • 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   Seb Luca 

#9931

Thanks ^^

PS : you remember the skybox ? ;) ;) ;)


0

User is offline   ck3D 

#9932

[edit - posted to share a link that shat the bed soon after, please delete]

This post has been edited by ck3D: 24 July 2021 - 04:05 PM

0

User is offline   ck3D 

#9933

Apologies in advance for the crossposting of sorts but for those who can't do with keeping up with the incessant updates in the Blast Radius thread, I just centralized my favorite screenshots from all 10 maps so far that I've been posting throughout the past two years (... gah) on the BR ModDB page, here: https://www.moddb.co...-july-25th-2021

May be more practical a way to overview the whole project than losing oneself researching endless posts and threads on message boards. Also convenient for catching up if you're new or behind.
2

User is offline   Mark 

#9934

woo hoo, another MTK map on the way from Seb

This post has been edited by Mark: 24 July 2021 - 07:59 PM

1

User is offline   elandy 

#9935

Here are some more captures from my latest map, Rosario3. I still have to fix a couple of bugs and do a full test run, but it's almost complete (also because i hit the wall limit)

Spoiler

10

User is offline   Mike Norvak 

  • Music Producer

#9936

Awesome!
0

User is offline   Seb Luca 

#9937

@ck3d : Making creations, as vast and detailed, with the Build engine is a performance of creativity. Congratulations, it's great *0*

@Mark : Thanx Posted Image I am preparing a small town. It is not as large and impressive as HHR but this enthusiastic welcome makes me glad !

@alandy : Well done, it's a neat job :)


1

User is offline   jimbob 

#9938

started working on my next map.. some might recognise this building/facility

still on the fence on this skybox, most of the buildings are too close to the camera to give it the proper feel, the sky makes it look cramped eventhough the map is absolutely massive!



View PostSeb Luca, on 24 July 2021 - 11:28 AM, said:

Thanks ^^

PS : you remember the skybox ? ;) ;) ;)


cant say i do unfortunatly, what about it?

Attached thumbnail(s)

  • Attached Image: capt0000.png


This post has been edited by jimbob: 25 July 2021 - 01:30 AM

0

User is offline   Seb Luca 

#9939

@jimbob : https://forums.duke4...efine-a-skybox/ ;)
0

User is offline   jimbob 

#9940

View PostSeb Luca, on 25 July 2021 - 04:27 AM, said:


ah yes, now i remember :) nice to see it working :)
1

User is offline   jimbob 

#9941

settled on the same skybox as before, but edited to make it look like nighttime.
begun with the interrior of some buildings, trying to make a logical progression without it becomming too linear. its all pretty barebones right now.

Attached thumbnail(s)

  • Attached Image: capt0002.png

6

User is offline   ck3D 

#9942

Man, your mapping really is starting to look great. I love how spacious the areas you've been showing lately have been. Loving the high contrast of the shadow your central building here casts too, simple stuff that always works well. Maybe make sure the other surrounding constructions, objects, cliffs... also cast similar shadows for consistency (as much as your resources allow at least, I know how sometimes in large maps one can have to make compromises in that department, but I still think it's an important one). Or maybe they're indeed planned and just not in there yet!
0

#9943

Indeed, the style sure has developed into its own thing. That shot in particular makes me think of a miniature from a TV show or something, in a good way. Could totally see it as an establishing shot in a Gerry Anderson show, or maybe even in something like Garth Marenghi - like this;
Posted Image
3

User is offline   jimbob 

#9944

ha, i love darkplace :) but its actually the vemork heavy water facility

Posted Image
7

User is offline   Seb Luca 

#9945


Posted Image

9

User is offline   Sanek 

#9946

Lookin' cozy! :)

Vectors ♥♥♥
1

User is offline   Seb Luca 

#9947

Thanks :)
"Vectors" ?


0

User is offline   Tekedon 

#9948

View PostSeb Luca, on 01 August 2021 - 09:11 PM, said:

Thanks :)
"Vectors" ?




Probably meant voxels :D
1

User is offline   Seb Luca 

#9949

Ho? ... But there isn't. These are just sprites Posted Image ;)
Flattered that it was taken for such, so ^^

This post has been edited by Seb Luca: 02 August 2021 - 09:16 AM

0

User is offline   Tekedon 

#9950

View PostSeb Luca, on 02 August 2021 - 09:15 AM, said:

Ho? ... But there isn't. These are just sprites Posted Image ;)
Flattered that it was taken for such, so ^^


Oh, looked a bit like voxels though.. very 3D. Maybe they're Sprixels xD
2

User is offline   Seb Luca 

#9951

Posted Image
0

#9952

Still working on Wet-Dry World.
Uptown, one of the biggest changes is that there are now working Arrow Lifts. (Does anyone remember how useless they were in the original game?)
Downtown, most of the basic sectorwork for building interiors and such is now in place.
I still haven't done hardly any texturing (let alone shading) so almost everything is still using #182 as a placeholder texture.
As usual, all the TROR is causing the classic renderer in Mapster to eat shit, but that's just a minor detail.

Attached thumbnail(s)

  • Attached Image: capt0000.png
  • Attached Image: capt0001.png
  • Attached Image: capt0002.png
  • Attached Image: capt0003.png
  • Attached Image: capt0004.png
  • Attached Image: capt0005.png
  • Attached Image: capt0006.png


This post has been edited by ToiletDuck64: 06 August 2021 - 07:26 PM

8

User is offline   Aleks 

#9953

Attached Image: duke0010.png Attached Image: duke0011.png
I took some inspiration from the Crane Gate in Danzig (which is apparently the oldest docking crane in Europe) for this structure. Here's the real life photos for comparison (I've altered the street-side quite a bit though, as it's a bit too plain in real life):
Photo 1

Photo 2

8

User is offline   Sangman 

#9954

TROR CBP entry, actually was nice to be restricted to 1000 walls again. Prevented me from spending too much time overthinking rooms

Posted Image
8

User is offline   jimbob 

#9955

rendering a live action footage file to create a custom ending .anm and .ivf file. the acting is hammy as hell but its something. :P

Attached thumbnail(s)

  • Attached Image: frame.png

5

User is offline   jimbob 

#9956

wel, anim2pcx doesnt seem to work on modern computers, is there a decent too to convert .pcx images to a .anm file? making a .ivf file is easy enough but for compatibility reasons i also want to make a .anm file in 320*200
0

User is offline   OpenMaw 

  • Judge Mental

#9957

It should work through DOSBOX.
0

User is offline   jimbob 

#9958

View PostOpenMaw, on 14 August 2021 - 05:55 AM, said:

It should work through DOSBOX.

i'll give it a try :)
0

User is offline   Seb Luca 

#9959

Posted Image



This post has been edited by Seb Luca: 17 August 2021 - 02:04 PM

6

User is offline   brullov 

  • Senior Artist at TGK

#9960

I'm remaking one of the original levels, can you guess which one?

Posted Image
8

Share this topic:


  • 362 Pages +
  • « First
  • 330
  • 331
  • 332
  • 333
  • 334
  • 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