What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3121 Posted 29 January 2012 - 02:44 PM
This post has been edited by Fox: 29 January 2012 - 02:45 PM
#3122 Posted 29 January 2012 - 02:51 PM
If he drew it was long to make.
#3123 Posted 29 January 2012 - 02:55 PM
Fox, on 29 January 2012 - 02:44 PM, said:
That's insane, a really really cool idea.
#3124 Posted 29 January 2012 - 03:00 PM
Here is a picture from Plutonia 2:
The map wasn't so hard to make as it may appear. They are two textures with walls points to create deepness.
This post has been edited by Fox: 29 January 2012 - 03:07 PM
#3125 Posted 30 January 2012 - 03:30 PM
#3126 Posted 31 January 2012 - 04:51 AM
This post has been edited by Micky C: 31 January 2012 - 04:52 AM
#3128 Posted 31 January 2012 - 06:38 AM
This post has been edited by Norvak: 31 January 2012 - 06:38 AM
#3129 Posted 31 January 2012 - 11:56 AM
Micky C, on 31 January 2012 - 04:51 AM, said:
Yep, that's entirely feasible, and that's one of the first things that I thought of when TROR first came out, as my first experience with level design of this nature was actually with the Tomb Raider 3 engine using Dxtre3D 2. Ideally, you could make catwalks over catwalks over catwalks with endless ROR layers.
You could actually make cubes or islands floating in mid-air this way too if you felt so inclined.
#3130 Posted 31 January 2012 - 01:31 PM
Daedolon, on 31 January 2012 - 05:32 AM, said:
Someone post a link with the ROR texture being displayed for him...
#3131 Posted 31 January 2012 - 02:32 PM
This post has been edited by Micky C: 31 January 2012 - 02:33 PM
#3133 Posted 31 January 2012 - 06:57 PM
I prefer to slop one before I make it TROR.
#3134 Posted 31 January 2012 - 07:31 PM
#3136 Posted 01 February 2012 - 04:00 AM
Micky C, on 31 January 2012 - 07:31 PM, said:
I only missed the last sentence about layers being adjacent
#3137 Posted 01 February 2012 - 12:58 PM
This is what i want it to look like
And here you can see the difference.
Please tell me if you didn't notice any difference. I think it looks much better.
This post has been edited by rasmus thorup: 01 February 2012 - 01:02 PM
#3138 Posted 01 February 2012 - 03:27 PM
And instead of a flat rock wall make it a little wavvy to help break up the straight edges.
This post has been edited by Marked: 01 February 2012 - 03:30 PM
#3139 Posted 06 February 2012 - 05:06 PM
This post has been edited by Marked: 06 February 2012 - 05:08 PM
#3140 Posted 07 February 2012 - 01:33 AM
Marked, on 06 February 2012 - 05:06 PM, said:
That looks damn good!
#3141 Posted 07 February 2012 - 01:42 AM
In the mean time, I've been playing with Mapster a lot, I don't want to make another urban map, I did want to make an industrial one but my attempts looked really bad and so I played with other themes. I've taken a back-to-basics approach, I have played a lot of really old maps recently and some of them are really good in that they had some neat ideas, but they look shabby by todays standards, so what I am trying to do is to make a map that feels like an old map but doesn't skimp on quality, I have forbidden myself from using Polymer or High Resolution graphics, I have allowed myself, however, to tamper with CON code. Some of the ideas for the area I am working on at the moment came from Aqua 3 and some thought that went through my mind when playing it, the difference is, my map is on the moon, or more to the point, inside the moon. I really despise having to use shading, but I'm determined to master it, this all takes me back to my days of mapping for Blood, but shading was much easier in that game as the lighting system was incredibly flexible in comparison to the one from Duke.
All I wish to share right now is a platform I have that moves, it still needs tweaking and will probably be removed entirely to be honest. Also a shot from inside one of he cell blocks, the prison is being used to hold women, though there aren't any there yet, nor are there any aliens, enemies are always among the last things I add.
#3142 Posted 07 February 2012 - 02:21 AM
#3143 Posted 07 February 2012 - 04:45 AM
#3144 Posted 07 February 2012 - 04:53 AM
Nontheless, I will keep an eye on it, as I have had problems getting the scaling right in the past.
Edit: @Marked: I could do, I planned on doing that, for the time being, however, I have just made duplicates of the platform and placed them a tiny bit below each other, it actually looks alright.
This post has been edited by High Treason: 07 February 2012 - 04:55 AM
#3145 Posted 07 February 2012 - 08:31 AM
#3146 Posted 10 February 2012 - 03:48 AM
A Mess Hall;
There is only one mess hall, but it is implied there are more like this in the facility.
Corridor outside reactor;
The shading here is controlled by the door opening. BTW, I was crouching here.
Cell block control;
This is between two cell blocks really, this is a command centre which controls several gates in the level.
I think I'm getting the hang of this "shading" stuff now anyway, now I just have to remember to dirty these places up towards the end of building, which is probably some weeks off, and I might not release this map on it's own, so it could be even longer before anyone gets to see it.
This post has been edited by High Treason: 10 February 2012 - 03:51 AM
#3147 Posted 10 February 2012 - 04:33 AM
High Treason, on 10 February 2012 - 03:48 AM, said:
Pretty good looking. The darker shading scheme and the rusty(ish) texture choice in the last shot is kinda invocative of Silent Hill. Those bright red walls in the second shot, however, clash horribly with everything else. Might wanna consider changing them.
*EDIT*
What do those strings of numbers mean?
This post has been edited by EmericaSkater: 10 February 2012 - 04:33 AM
#3148 Posted 10 February 2012 - 07:56 AM
One question, is there a way to make midi out of an mp3? Or can you use a wav file instead of a midis for background music? I don't want to use midis from other Tcs but I have songs I can legally use for background music.
#3149 Posted 10 February 2012 - 08:54 AM
Hank, on 10 February 2012 - 07:56 AM, said:
Make OGGs. They will be played automatically if they are named like the MAP.
Command line encoder
High Treason, on 10 February 2012 - 03:48 AM, said:
If a mess hall has such ugly walls I'd prefer to sit in those beautiful colored corridors.
This post has been edited by LeoD: 10 February 2012 - 08:57 AM