What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2941 Posted 24 October 2011 - 06:12 PM
#2942 Posted 25 October 2011 - 01:53 PM
Plagman, on 24 October 2011 - 05:09 PM, said:
Could you please explain this process a bit more for me? And how to define it?
#2943 Posted 27 October 2011 - 07:48 AM
#2944 Posted 27 October 2011 - 07:45 PM
You know, a slicer tool in mapster would have been really handy creating these .
This one's twice as big as the one on the right.
This post has been edited by Micky C: 27 October 2011 - 07:46 PM
#2945 Posted 28 October 2011 - 04:07 AM
huh wut? an amazing engine like eduke with TROR dosn't have a slicer (that could possible remember a first walls orientation *wink wink*) ?
occupy eduke movemnent
#2946 Posted 28 October 2011 - 06:21 AM
Marked - a lot of people use modular buildings, they make a few shopfronts, a few dwelling fronts, a few doorways, etc and just mix and match them to get a city. The great thing is that you can cycle textures around with the same models to look like you have a legion of architects at your command. That map of yours is coming along a treat. Bags full of atmosphere and character. You've nailed the whole normal mapping thing as well. Looks brilliant.
Drek - As Plagman said, you can just use a noise texture and animate it. If you are using X-Normal to bake off the texture, you can use some alpha and apply it as a 'detail' texture on top of your regular floor texture. If you cycle them in the def files it will look like the surface is 'boiling' like it does in a heavy rain storm. Not exactly sure how you animate it in the def files to cycle indefinitely through time, but I'm sure on of the regular mappers can point you in the right direction.
EmericaSkater - that has a nice visual 'vibe' to it. Looks good.
This post has been edited by Tea Monster: 28 October 2011 - 06:22 AM
#2947 Posted 28 October 2011 - 10:01 AM
#2948 Posted 28 October 2011 - 10:03 AM
#2949 Posted 28 October 2011 - 05:05 PM
Captain Awesome, on 28 October 2011 - 10:01 AM, said:
I checked it out, and they were nothing more than giant cylinders. For better or worse, standards have risen since 2004.
rasmus thorup, on 28 October 2011 - 10:03 AM, said:
Well I've incorporated these towers into a map, and you can enter them from the top, the bottom, and you can look at them from underground, well, one of them anyway. This'll be part of a long term project I'm working on; the outdoor area is quite large and interconnected and I want to use polymer lights everywhere, so I'm waiting until plagman does that polymer overhaul, which might be a year or two
Part of me is also hoping that one TX will one day write a new map format from scratch with larger wall limits, if possible.
#2950 Posted 29 October 2011 - 08:51 AM
Micky C, on 27 October 2011 - 07:45 PM, said:
DanM, on 28 October 2011 - 04:07 AM, said:
huh wut? an amazing engine like eduke with TROR dosn't have a slicer (that could possible remember a first walls orientation *wink wink*) ?
Something on my list, but first there are more pressing issues to be resolved, like the incredibly annoying occasional interruption of playing sounds.
#2951 Posted 29 October 2011 - 09:57 AM
Micky C, on 28 October 2011 - 05:05 PM, said:
Part of me is also hoping that one TX will one day write a new map format from scratch with larger wall limits, if possible.
Well. I am looking forward for such a map from you, just so you know.
#2952 Posted 29 October 2011 - 10:40 AM
Micky C, on 28 October 2011 - 05:05 PM, said:
Heheh, totally, however, Eddy's mapping style (in terms of detail and architecture) was rather mediocre for 2004 even.
#2953 Posted 30 October 2011 - 08:13 AM
its not really diablo for eduke, i just video edited the music and voices in, all i can say is its turning out really cool and we have some cool shit planned.
made this town in 6 hours so WIP
This post has been edited by DanM: 30 October 2011 - 08:14 AM
#2954 Posted 30 October 2011 - 08:18 AM
This post has been edited by Marked: 30 October 2011 - 08:19 AM
#2955 Posted 30 October 2011 - 08:22 AM
love how much TROR makes you think, you research and think 2 steps ahead, and it just changes the entire way you map
#2957 Posted 30 October 2011 - 09:54 AM
#2958 Posted 30 October 2011 - 10:01 AM
DanM, on 30 October 2011 - 08:13 AM, said:
its not really diablo for eduke, i just video edited the music and voices in, all i can say is its turning out really cool and we have some cool shit planned.
made this town in 6 hours so WIP
That's really cool. I've thought about a Diablo mod before, even though this isn't quite it, it looks like it'll be close enough. Can't wait to see some more.
#2959 Posted 30 October 2011 - 10:12 AM
Iam moving on, forgot the standard construction of episodes and the normal way to play levels, iam back tracking and hubbin' now lads
#2960 Posted 30 October 2011 - 12:51 PM
#2961 Posted 30 October 2011 - 04:46 PM
DanM, on 30 October 2011 - 08:13 AM, said:
its not really diablo for eduke, i just video edited the music and voices in, all i can say is its turning out really cool and we have some cool shit planned.
made this town in 6 hours so WIP
Dear lord!
#2962 Posted 30 October 2011 - 06:34 PM
DanM, on 30 October 2011 - 08:13 AM, said:
its not really diablo for eduke, i just video edited the music and voices in, all i can say is its turning out really cool and we have some cool shit planned.
made this town in 6 hours so WIP
pretty impressive. especially the outdoor architecture and the effective implementation of the lighting. The music and sounds made me laugh in surprise. Now I want to see a dungeon.
#2963 Posted 30 October 2011 - 10:23 PM
And now for a special announcement...
Proudly Presents...
...Duke Nukem!
He's running out of options as he wages war against this unknown, haunted and possessed entity...
...and he's really pissed off in,
COLA CONUNDRUM
If you don't find it, it will find you!
This Halloween night!!
Just got word that series episode will not be released as previously mentioned. Sorry for the mix up folks.
Think of it as just another Duke delay curse
This post has been edited by VinsaneOne: 31 October 2011 - 01:00 AM
#2965 Posted 30 October 2011 - 10:55 PM
The Commander, on 30 October 2011 - 10:51 PM, said:
Sure, rub it in that you're in New Zealand and get newly released iPhones and stuff before the rest of the world.
I'll be looking forward to that Vinsane.
This post has been edited by Micky C: 30 October 2011 - 10:55 PM
#2966 Posted 30 October 2011 - 10:56 PM
The Commander, on 30 October 2011 - 10:51 PM, said:
Ha, yea but here it's am. I know, you can't wait to see it!
#2967 Posted 30 October 2011 - 11:05 PM
Micky C, on 30 October 2011 - 10:55 PM, said:
buts soon NZ will fall into the sea
on your series vinsane, heh hope its some whorehouse of horror like the Simpson story's
Forge, on 30 October 2011 - 06:34 PM, said:
posted this awhile ago in the polymer thread but that's one of the more "hostile" environments planned
#2968 Posted 30 October 2011 - 11:07 PM
DanM, on 30 October 2011 - 11:05 PM, said:
Not a chance.
DanM, on 30 October 2011 - 11:05 PM, said:
[Video]
You need to re-record it again in better quality.
This post has been edited by The Commander: 30 October 2011 - 11:07 PM
#2969 Posted 30 October 2011 - 11:12 PM
The Commander, on 30 October 2011 - 11:07 PM, said:
You need to re-record it again in better quality.
Yeah don't worry everyone will be fine. You'll just be floating on sheep afterwards
I don't see why he should re-record it per se; it'll be out in less than a few months and we can see it first hand.
#2970 Posted 30 October 2011 - 11:17 PM
and yeh i cant be bothered with high res often, they are large and the upload speeds are so terrible here