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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   Tetsuo 

#2821

You can also try the program called crazybump to generate them. Don't ask me what settings are needed for eDuke32 though and it doesn't seem to export normals into 32-bit rather it puts the displacement map into a separate file and you have to combine them with your graphics program.
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User is offline   Kyanos 

#2822

Thanks Tetsuo just downloaded it and read / understood the web page it helps.
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

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User is offline   Hank 

#2823

View PostDrek, on 30 August 2011 - 07:12 PM, said:

Thanks Tetsuo just downloaded it and read / understood the web page it helps.
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 Posted Image

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. Posted Image

This post has been edited by Hank: 30 August 2011 - 08:47 PM

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User is offline   Kyanos 

#2824

From what I read there, I must apply my normal to the model before exporting. I would like to apply a normal skin that I can change for the same model(MD3). Just one plane needs to change, the chainlink section. Or do I need to make a different model (MD3) for each different sprite I am replacing?

This post has been edited by Drek: 30 August 2011 - 07:38 PM

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User is offline   Tetsuo 

#2825

Just one comment here.. since you didn't apply the displacement map to the normal by inserting it into the alpha channel you won't get bumpy detail from that normal just some lighting effects on the surface. As far as I know as long as you can define the normal in a file you can use it on there just like they do with the levels.
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User is offline   Kyanos 

#2826

View PostTetsuo, on 30 August 2011 - 07:47 PM, said:

Just one comment here.. since you didn't apply the displacement map to the normal by inserting it into the alpha channel you won't get bumpy detail from that normal just some lighting effects on the surface. As far as I know as long as you can define the normal in a file you can use it on there just like they do with the levels.

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

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User is offline   Tetsuo 

#2827

If they support a separate displacement file yes you can.... but they seem to favor 32-bit png files for normals which means you need to put the displacement into the normal via the alpha channel. The normal you posted earlier lacked this alpha channel displacement.

This post has been edited by Tetsuo: 30 August 2011 - 08:34 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#2828

Tea Monster wrote a guide about that, see: http://forums.duke4....h__1#entry43384
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User is offline   Roma Loom 

  • Loomsday Device

#2829

There's a checkbox in CrazyBump's settings that allows putting the heightmap into alphachannel.
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User is offline   Tetsuo 

#2830

Hmmm I can't see it:

Posted Image
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User is offline   Roma Loom 

  • Loomsday Device

#2831

Oh crap, didn't know You were talking about beta. Here how it looks in evaluation windows version:
http://clip2net.com/s/190wr

This post has been edited by Roma Loom: 30 August 2011 - 11:31 PM

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User is offline   Tetsuo 

#2832

Dang, I'm being jypped! I demand a refund! :( Just kidding... it's strange that the version I have to use doesn't yet have those features.. there's a number of options there that I don't have on mine. OK for the rest of you people who probably use CrazyBump in Windows it's that option is there.
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

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User is offline   Kyanos 

#2833

View PostPlagman, on 30 August 2011 - 10:08 PM, said:

Tea Monster wrote a guide about that, see: http://forums.duke4....h__1#entry43384

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.
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User is offline   Danukem 

  • Duke Plus Developer

#2834

View PostDrek, on 31 August 2011 - 02:41 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.


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 }
}

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User is offline   Kyanos 

#2835

Thank you that's it I believe. I should of just read through the DukePlus defs again.
Ya it worked.

This post has been edited by Drek: 31 August 2011 - 03:02 PM

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User is offline   Micky C 

  • Honored Donor

#2836

The TROR CBP is coming along really nicely. We've got lots of parts... but most of them are mine, everyone else needs to pick up their game Posted Image

Posted Image
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User is offline   Mikko 

  • Honored Donor

#2837

Looks disorganized, you guys need a plan or something.
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User is offline   Micky C 

  • Honored Donor

#2838

I already know how it's going to go from start to finish. It's just a matter of connecting the parts, and doing texturing and gameplay.

This post has been edited by Micky C: 03 September 2011 - 05:23 AM

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#2839

I'm gonna update again. I do that some times. Not for any big reason, just because i like it.
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.
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User is offline   OpenMaw 

  • Judge Mental

#2840

Does anyone know of a Doom palette for Duke? Like, has anyone ever tried to convert the palette? I could use that! Posted Image
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User is offline   m210® 

#2841

You can download DoomTC on my site and get doom palette from it :()
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User is offline   Hendricks266 

  • Weaponized Autism

  #2842

View PostCommando Nukem, on 03 September 2011 - 09:26 PM, said:

Does anyone know of a Doom palette for Duke? Like, has anyone ever tried to convert the palette? I could use that! Posted Image

Captain Awesome did some palette work with the two games, but we used it to actually convert the Doom art to Duke.
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User is offline   Jimmy 

  • Let's go Brandon!

#2843

It's a dirty Photoshop palette used for very quick art conversion. I didn't do any shade or pal tables. It'd be pretty much useless (and ugly.)
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User is offline   Micky C 

  • Honored Donor

#2844

I mentioned this in my thread but I'll do it here too to raise awareness. I've reached a milestone with my map, Let's Rork, and am interested in some feedback from another perspective. 90% of the TROR constuctions have been built, but I'm mainly interested in the flow of the map before I proceed any further.

Hopefully someone is interested, preferably someone with a fair amount of mapping experience, and can let me know via PM.
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User is offline   Stabs 

#2845

just started getting back into mapping again after a nice long break, the theme is rather appropriate considering its context

Attached Image: chaos02.jpg

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
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User is offline   Micky C 

  • Honored Donor

#2846

Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

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

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User is offline   Stabs 

#2847

Cheers micky, Yeh spoke to him about a few things, showed me some cool new things iam very interested in using, 1 effect is soo perfect for this level, however it has a problem with ROR and iam not to sure if its DT's or helix's fix, u may know of the effect i speak of however iam not sure if DT has mentioned it publicly so i wont say what it is
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User is offline   Lunick 

#2848

That's looking really good Dan, I know you can make good stuff as I have seen it in Minecraft :(
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User is offline   chicken 

  • Fashionable Modeler

#2849

View PostLunick, on 14 September 2011 - 02:01 AM, said:

That's looking really good Dan, I know you can make good stuff as I have seen it in Minecraft :(


... and in DNE Posted Image

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

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User is offline   Micky C 

  • Honored Donor

#2850

View PostDanM, on 14 September 2011 - 01:40 AM, said:

Cheers micky, Yeh spoke to him about a few things, showed me some cool new things iam very interested in using, 1 effect is soo perfect for this level, however it has a problem with ROR and iam not to sure if its DT's or helix's fix, u may know of the effect i speak of however iam not sure if DT has mentioned it publicly so i wont say what it is


If it's this one then yeah people know about it:

View PostDeeperThought, on 09 August 2011 - 04:10 PM, said:



the possibilities are endless...




View Postchicken, on 14 September 2011 - 03:31 AM, said:

I know I will probably get fried for asking this, but: any hint for a release date?



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). Posted Image

This post has been edited by Micky C: 14 September 2011 - 04:11 AM

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