What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2821 Posted 30 August 2011 - 06:52 PM
#2822 Posted 30 August 2011 - 07:12 PM
Now I have more questions. The part of the model I want to apply this to is a plane, which I was hoping to reuse (via different skins) for the other fences. So, can I apply a normal for the model via a skin? And how?
Edit: I made a normal skin with crazybumps. Easy. Now can I do anything with it?
This post has been edited by Drek: 30 August 2011 - 07:27 PM
#2823 Posted 30 August 2011 - 07:25 PM
Drek, on 30 August 2011 - 07:12 PM, said:
Now I have more questions. The part of the model I want to apply this to is a plane, which I was hoping to reuse (via different skins) for the other fences. So, can I apply a normal for the model via a skin? And how?
http://www.filterforge.com/
sample
http://www.filterfor...274-normal.html
if you are like me and don't want to spend the cash = The Gimp alternative
http://code.google.c...ap/#Screenshots - but for the fence you need to edit the blank potions
Good Luck
added, I just saw he map
I think you should consider using two different normals for your model. One for the wood, and one for the fence.
The links above are only an alternative to Crazybump, especially for the fence part.
This post has been edited by Hank: 30 August 2011 - 08:47 PM
#2824 Posted 30 August 2011 - 07:32 PM
This post has been edited by Drek: 30 August 2011 - 07:38 PM
#2825 Posted 30 August 2011 - 07:47 PM
#2826 Posted 30 August 2011 - 07:57 PM
Tetsuo, on 30 August 2011 - 07:47 PM, said:
So are you saying I cannot do this for my MD3 after the fact through Eduke32 def code, like they do in the HRP for textures? Because I can now apply my normal map to a single exported MD3, and I know that Eduke can handle that. @DT if you read this, it does look much better.
Can I apply a normal map to a MD3 via def code?
This post has been edited by Drek: 30 August 2011 - 07:59 PM
#2827 Posted 30 August 2011 - 08:33 PM
This post has been edited by Tetsuo: 30 August 2011 - 08:34 PM
#2828 Posted 30 August 2011 - 10:08 PM
#2829 Posted 30 August 2011 - 10:59 PM
#2831 Posted 30 August 2011 - 11:30 PM
http://clip2net.com/s/190wr
This post has been edited by Roma Loom: 30 August 2011 - 11:31 PM
#2832 Posted 30 August 2011 - 11:54 PM
Hmm... I wonder if it works well in WINE... I may try that.
This post has been edited by Tetsuo: 30 August 2011 - 11:56 PM
#2833 Posted 31 August 2011 - 02:41 PM
Plagman, on 30 August 2011 - 10:08 PM, said:
Thank you for this Plagman, I learned a few other tricks with this tut, as well as baking. I now have a code based question for you. I used the detail command in my def file, it only works for me if I used a displacement map. When I used a normal map (RGB, with alpha channel set) I just see RGB colors added semi-transparently over my skin. Am I missing something, Tea Monsters tut left me with the assumption that his sample normal was applied to the model in blender.
#2834 Posted 31 August 2011 - 02:47 PM
Drek, on 31 August 2011 - 02:41 PM, said:
I'm not sure if this answers your question, but the normal map is a separate file from the skin that has its own def line.
Example:
// LASER PISTOL PICKUP (6145) model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_pickup.md3" { scale 3.0 shade 1 skin { pal 0 surface 0 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.jpg" } skin { pal 0 surface 1 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.jpg" } normal { surface 0 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_N.png" } normal { surface 1 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_N.png" } specular { surface 0 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_S.png" } specular { surface 1 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_S.png" } frame { name "none00" tile 6145 } }
#2835 Posted 31 August 2011 - 02:58 PM
Ya it worked.
This post has been edited by Drek: 31 August 2011 - 03:02 PM
#2836 Posted 03 September 2011 - 01:52 AM
#2838 Posted 03 September 2011 - 05:22 AM
This post has been edited by Micky C: 03 September 2011 - 05:23 AM
#2839 Posted 03 September 2011 - 05:14 PM
I have been fixing a lot of box, including disappearing mountains. Added a few enemys, 2 bosses included, both from DOOM. One of them is some of electronic boss as it makes you lag on command by spawning a lot of 3d models. The other one is a music boss. Listen to the beat! I made new textures, also some of the textures includes edited detail from the HRP ( it adds some green stuff, like trees beginning to grow on mountain walls )
I've been having a little fun with mapster. Added the new menu for the mod. Right now the only thing included is the framerate menu which gives the player the opportunity to remove 3d models from the game to reduce lag. Also if you have a lot of lag, sometimes you just won't be able to react when enemies shoot you. So the player has the option to slow down the gamespeed while the framerate is below the players choice so that it should be controllable. Added the radio minigame. For every level there is going to be a radio. The different radio plays different music, including old dukem nukem tracks ( time to kill intro and babes land are my favorites ). When you find a radio, shoot it. When enough radio's are shot, duke will get a power up in either stats or arsenal. I made a new blood system since i found a few bugs in the older.
This mod is gonna take a lot of time to finnish. So when it is out. I really hope that some of you will like it. I am spending many hours on this. Not just because i want to make a mod, but because i am trying to learn something, and because it is fun. So thanks for helping about too!
I still need to make lots of new monsters. I have done most of the coding now i think. And i have only finished about 2 maps ( i work on a few at once ), so there is a lot of mapping to get done. I am trying to make it a big mod with lots of levels and exploring, sidequests, nice bosses, crazy music.
#2840 Posted 03 September 2011 - 09:26 PM
#2841 Posted 04 September 2011 - 07:44 AM
#2842 Posted 04 September 2011 - 10:34 AM
Commando Nukem, on 03 September 2011 - 09:26 PM, said:
Captain Awesome did some palette work with the two games, but we used it to actually convert the Doom art to Duke.
#2843 Posted 06 September 2011 - 07:24 PM
#2844 Posted 07 September 2011 - 02:32 AM
Hopefully someone is interested, preferably someone with a fair amount of mapping experience, and can let me know via PM.
#2845 Posted 14 September 2011 - 01:05 AM
kudos to plagman and helix for this stuff checking it out now, very hard to break polymer ROR now and i don't think i can thank plagman enough for the fog fix
#2846 Posted 14 September 2011 - 01:14 AM
It's using 8-bit art, but is possibly one of the most beautiful and modern things I've ever seen in a game.
Have you talked to DT regarding his wishes in the next installment of the "chaos" episode in WGRealms 2? He was going to try to make something himself but if you're getting back into it, I'm sure he won't try to stop you.
Edit: unless you have already done so of course.
This post has been edited by Micky C: 14 September 2011 - 01:15 AM
#2847 Posted 14 September 2011 - 01:40 AM
#2848 Posted 14 September 2011 - 02:01 AM
#2849 Posted 14 September 2011 - 03:31 AM
Lunick, on 14 September 2011 - 02:01 AM, said:
... and in DNE
Edit: The next version of WGR 2 is going to be Uber-awesome.
I know I will probably get fried for asking this, but: any hint for a release date?
This post has been edited by chicken: 14 September 2011 - 03:34 AM
#2850 Posted 14 September 2011 - 03:46 AM
DanM, on 14 September 2011 - 01:40 AM, said:
If it's this one then yeah people know about it:
DeeperThought, on 09 August 2011 - 04:10 PM, said:
the possibilities are endless...
chicken, on 14 September 2011 - 03:31 AM, said:
When it's done
I'm not sure how much I'm allowed to say, so I'll just say there's still a lot of work left in terms of mapping and coding. Nothing official, but it would be nice to have it out by the end of the year (personal opinion/preference).
This post has been edited by Micky C: 14 September 2011 - 04:11 AM