What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2791 Posted 20 August 2011 - 05:29 PM
#2792 Posted 20 August 2011 - 05:58 PM
Fox, on 20 August 2011 - 05:29 PM, said:
No problem. I needed the CON conversions anyway, so I decided to hold myself to a higher standard and share it with everyone.
Fox, on 20 August 2011 - 05:29 PM, said:
This post has been edited by Hendricks266: 20 August 2011 - 05:59 PM
#2793 Posted 20 August 2011 - 06:54 PM
Anyway, I will keep that file. It will be very helpfull!
This post has been edited by Fox: 20 August 2011 - 07:49 PM
#2794 Posted 20 August 2011 - 09:32 PM
Micky C, on 19 August 2011 - 01:38 PM, said:
@Zaxtor: That would be much harder because I saved a lot of time doing copy and paste, which I believe only works at right angles. Maybe it can be done in LEbuild.
Edit: that looks nice Muelsa, let's see if Mikko comes back and says that's awful too
It's got no shading and it's all copipasta design. Not to mention the textures are fugly. It comes off looking uninspired, bland, and clashy. With some work it could be an interesting area potentially, but it just looks like a reject Serious Sam map.
Tetsuo, on 20 August 2011 - 08:28 AM, said:
You can actually ride the jungle river cruise at Universal Studios Orlando. I hate rides and roller coasters, but I checked that one out because the theme is awesome. If you're a JP fan I recommend checking out the JP part of Universal Studios, it's really really cool and very close to the film.
#2795 Posted 21 August 2011 - 12:35 AM
Captain Awesome, on 20 August 2011 - 09:32 PM, said:
Quote
I'm not working on it, which makes it kind of ironic that I posted it in the what are you working on now thread. It's just something I quickly threw together to show what can be done with TROR, I'm not actually making a map out of it, at least I'm not planning to.
#2796 Posted 21 August 2011 - 10:07 AM
#2797 Posted 21 August 2011 - 10:41 AM
#2798 Posted 22 August 2011 - 04:34 AM
Unlike my last tech demo, I'll probably make a map out of this thing, as I've recently been heavily inspired by multiple factors; my recent success at utilising TROR in my WIP WGRealms 2 map (in the finishing stages), the high level of detail in the Imperium episode, and the revelation that polymer lights will actually move with sectors in some circumstances (hopefully that'll be more complete by the time I start this map for real.) Now I just have to finish my WGRealms 2 map.
Heh, you probably couldn't even tell it was using TROR if it wasn't for the slope on the bottom of the right side of the ship near the front.
This post has been edited by Micky C: 22 August 2011 - 04:51 AM
#2800 Posted 22 August 2011 - 05:35 AM
Micky C, on 22 August 2011 - 04:34 AM, said:
Thank you for showing this. It's beautiful already in it's own way. Great to have somebody prove a complex concept like this. Can you go inside?
IMO it looks like Destiny from SG-U.
Stargate mod resurgence?
This post has been edited by Drek: 25 August 2011 - 06:21 PM
#2802 Posted 22 August 2011 - 11:59 PM
Drek, on 22 August 2011 - 05:35 AM, said:
IMO it looks like Destiny from SG-U.
Stargate mod resurgence?
Yes, it was originally very loosly based on the Destiny, and you can go inside it (although there's not much in there at the moment.) It's not part of any kind of mod, were you referring to the abandoned stargate TC that Commander was working on at one time?
Mikko_Sandt, on 22 August 2011 - 07:11 AM, said:
Haha yeah I also thought that as I was looking at it in mapster.
TROR really has opened up a new era in Duke mapping, I can't wait to see what kinds of maps people will make in the next few years.
This post has been edited by Micky C: 23 August 2011 - 12:02 AM
#2803 Posted 23 August 2011 - 08:48 AM
Just an aestethic experiment
#2804 Posted 23 August 2011 - 10:55 AM
Cage, on 23 August 2011 - 08:48 AM, said:
Nice, that reminds me of one of the AMC TC maps.
#2805 Posted 23 August 2011 - 01:13 PM
Cage, on 23 August 2011 - 08:48 AM, said:
I like it!
#2808 Posted 23 August 2011 - 06:30 PM
Seriously, looks a lot like Alexander Bak´s project. He´s russian, maybe you can merge projects?
Image taken from MSDN
#2809 Posted 23 August 2011 - 07:01 PM
I brightened up the screenshot a little so it shows up better. Its actually darker in game.
This post has been edited by Marked: 23 August 2011 - 07:04 PM
#2810 Posted 23 August 2011 - 07:31 PM
Marked, on 23 August 2011 - 07:01 PM, said:
I brightened up the screenshot a little so it shows up better. Its actually darker in game.
Nice one!
#2812 Posted 23 August 2011 - 10:56 PM
Marked, on 23 August 2011 - 07:01 PM, said:
Hey, that's actually my map from Decay How did you get the resources?
#2813 Posted 24 August 2011 - 03:36 AM
#2814 Posted 24 August 2011 - 01:07 PM
#2815 Posted 24 August 2011 - 02:52 PM
Cage, on 23 August 2011 - 10:56 PM, said:
Sorry about that Cage. I saw Davox's name on some other maps and thought that this particular one was also his which is why I mentioned that he might recognize it. I'm working with Mblackwell on this in between other projects. I'm adding new models and textures, Polymer lighting and adding some shading , furniture and other details to all the inside areas. Also added a parking garage building along the street. You did a fantastic job on this one.
This post has been edited by Marked: 24 August 2011 - 02:56 PM
#2816 Posted 24 August 2011 - 04:38 PM
zykov eddy, on 24 August 2011 - 03:36 AM, said:
Sure we will. Marked and I and a couple others are working on different projects at the moment but at least Marked is tweaking maps in his spare time. When we get finished though we'll try to wrap up something playable from start to finish for Decay. Should just be some mapping and effects work at this point. Maybe tweaking a couple models here and there.
And yes Cage's map was/is super awesome. Too bad he was never able to finish it before he got involved with paying work.
#2817 Posted 25 August 2011 - 05:51 AM
Micky C, on 22 August 2011 - 04:34 AM, said:
Once again, I think you missed the point of the posts and also the point of criticism.
#2818 Posted 25 August 2011 - 03:13 PM
#2819 Posted 26 August 2011 - 09:20 PM
#2820 Posted 30 August 2011 - 06:48 PM
It's relevant here too. I am currently replacing a set of fence tiles for WGR with models.
DeeperThought, on 30 August 2011 - 04:30 PM, said:
I completely agree with him on this. I don't know how to go about making a normal map though. I think it's done in blender not on the skin like normals I see for polymer lighting, right? I also noticed Plagman's exporter has textures, and shaders. So I did a google search and found lots and lots on this subject. While I know some Python and have read through md3.py and others, this is eluding me. I am going to stumble around in blender. If anyone can point me in the right direction it would be appreciated.