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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#3271

View PostMusicallyInspired, on 13 March 2012 - 12:41 PM, said:

The whole thing looks like Unreal, actually. Right down to the texture and tinting of the rockface. And that is definitely Unreal water. The trees also closely resemble Unreal trees. Everything looks like it's made in Unreal, actually. If that's Build than bravo! I love the look of Unreal.


How does the trees resemble unreal?
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User is offline   Diaz 

#3272

There are some trees from Unreal indeed, but I believe I'll replace them. They're ugly as hell :)
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#3273

lol, you might reconsider that since people seem to like them ^^
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User is offline   Wolf 

#3274

Today I decided to work on maps a bit, but got caught up in the lighting aspect only. I stripped the default "textureless" texture to be a solid shade of grey to better emphasize the lighting. I really, really wanted to work on how light bounced around in the dark, and well, here's what I came up with.

Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

Over the ages I've heard this technique called by many names, but here's a wikipedia page on it:
Posted Image
Radiosity (computer graphics)


But obviously with Duke, being too detailed with polymer means FPS takes a dive. It's times like this that I kinda wish it were easy to implement lightmaps into duke, heh. A good example of this technique (baked in, at least, not dynamic) was Mirror's Edge, which, if you'd like to take a look at what I mean..

(1)here
(2)you
(3)go

Notice how the colors of the (vibrantly painted) orange and yellow walls reflect onto the nearby walls. This is something i plan on trying to do subtlely with colored lights and bright surfaces.

This post has been edited by Wolf: 14 March 2012 - 06:21 PM

4

User is offline   Jimmy 

  • Let's go Brandon!

#3275

It's a cool concept, but I think it's something you could easily go overboard with and ultimately come out looking unrealistic/strange.
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User is offline   Danukem 

  • Duke Plus Developer

#3276

View PostCaptain Awesome, on 14 March 2012 - 07:03 PM, said:

It's a cool concept, but I think it's something you could easily go overboard with and ultimately come out looking unrealistic/strange.


Or, you could do it right, as I suspect wolf will.
1

User is offline   Jimmy 

  • Let's go Brandon!

#3277

Aye. It's just that I've only noticed that sort of thing in precise conditions, it's not something that happens in every room, etc. I'm more worried about other people than Wolf though, hahahah. Some people will drive a concept/feature into the ground.
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User is offline   Diaz 

#3278

Now that's some good use of what I was talking about (Polymer lights + classic shading for shadows and ambient lighting).
The fact that we can control shade on every surface means we have nice control over ambient lighting. In Half-Life 2, the ambient term was generated automatically using a radiosity algorithm, and in Quake 3 it was a single value for the whole map (which sucked).
If used sparingly and not many areas can be seen at once, FPS shouldn't go down to the unplayable. Keep up the good work!

This post has been edited by Diaz: 15 March 2012 - 05:07 AM

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User is offline   Jblade 

#3279

Mirror's Edge is still the best looking game I've ever played, and it was released years ago. Common DICE, get your shit together and make a second one!
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User is offline   Mblackwell 

  • Evil Overlord

#3280

View PostJames, on 15 March 2012 - 01:33 AM, said:

Mirror's Edge is still the best looking game I've ever played, and it was released years ago. Common DICE, get your shit together and make a second one!


Sadly it didn't do particularly well so who knows if/when we'll see one. And with EA's big focus on DLC and every game needing multiplayer I can't even fathom what form a sequel might take.

Really excellent game though.
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User is offline   LkMax 

#3281

View PostMblackwell, on 15 March 2012 - 05:01 AM, said:

Sadly it didn't do particularly well so who knows if/when we'll see one. And with EA's big focus on DLC and every game needing multiplayer I can't even fathom what form a sequel might take.

Really excellent game though.

I don't see, In this specific case, how a multiplayer mode would be bad for Mirro's Edge 2. Actually, I can imagine awesome parkour races (with guns, heh).

This post has been edited by LkMax: 15 March 2012 - 06:43 AM

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User is offline   Mblackwell 

  • Evil Overlord

#3282

Mirror's Edge wasn't really a shooter and it was shoehorned in there to make it saleable. The game plays much better if you never pick up a gun, and I'm glad for it (tired of everything being a shooter).
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User is offline   Jblade 

#3283

That's true, but I liked that the choice to shoot them was there. It doesn't affect the game apart from an achievement but I imagined that Faith wasn't afraid to kill if things got dirty. It's not really a deep enough game to explore those kind of themes though.
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User is offline   Paul B 

#3284

Hmm. Some how I replied to a post and it posted it in this section and I lost the section i was in .... Strange.. don't mind me =)

Okay I'm in the right forum just a bit late.. I am referring to Loke's replies.

I want to know why we have to be so hostile when it comes to people's comments. Who cares... the author is quite capable of deciding what he wants to do if some one offers or recommends something we shouldn’t be shooting them down just because we don't agree. We all have our own opinions and we should be able to share them without getting flamed. Loke is definitely not falling short of creativity, this guy has an incredible use of creativity and talent and it's amazing what he can pull off with just the basic tiles from Duke. Unreal and nice work!

Plus we all know Parkade takes the cake so what's there to argue about? haha I'm kidding okay

This post has been edited by Paul B: 15 March 2012 - 05:27 PM

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User is offline   Gambini 

#3285

By the way you refer to Loke´s replies, I assume you´re talking about what I said to Deeperthought (a.k.a. Dan G a.k.a. Trooper Dan). You know I wasnt being hostile, even when he may have interpreted my answer in an aggresive tone. I have worked with him heart to heart for a couple of years. We have thousands of hours spent debating about what´s best for Duke and what makes something good or bad, brainstorming ideas and testing eachother´s work. He taught me about half the english i know, and I have helped him with Dukeplus a lot too. But at some point, we took different paths and our projects and goals began to be different and therefore we lost some contact. Our communication is now mostly in open forums, where everybody can read and take part or conclusions. This turns what could be a mere comment, into an aggresion because of the way I can sound exposing him to a sort of offence. Excuse me by the gay analogy :) but it´s like a couple discussing in private vs a couple discussing in front of their parents, the same words can take a 180degrees turn into their meaning.

I do attempt to measure my impulses when replying to his barmy ideas, but I agree I should try harder :wub:

This post has been edited by Gambini: 15 March 2012 - 06:22 PM

2

User is offline   Danukem 

  • Duke Plus Developer

#3286

View PostPaul B, on 15 March 2012 - 05:16 PM, said:

Okay I'm in the right forum just a bit late.. I am referring to Loke's replies.

I want to know why we have to be so hostile when it comes to people's comments. Who cares... the author is quite capable of deciding what he wants to do if some one offers or recommends something we shouldn’t be shooting them down just because we don't agree. We all have our own opinions and we should be able to share them without getting flamed. Loke is definitely not falling short of creativity, this guy has an incredible use of creativity and talent and it's amazing what he can pull off with just the basic tiles from Duke.


Flaming is not something that should be tolerated. But no one was flaming Loke.

Sometimes people make critical or negative comments about other people's work which are honest assessments and not flaming. If you post your work in a public forum seeking feedback, the possibility of negative feedback goes with the territory. In fact, if you were guaranteed to have only positive feedback, then wouldn't it be meaningless? You wouldn't be able to tell if people actually liked your stuff, or if they were just telling you so to be nice.
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User is offline   Paul B 

#3287

View PostGambini, on 15 March 2012 - 06:21 PM, said:

but it´s like a couple discussing in private vs a couple discussing in front of their parents, the same words can take a 180degrees turn into their meaning.


Oh I don't think Loke minds. :)

So if you taught Loke everything he knows about Duke Plus and he taught you english. I'd have to sayi think you got the short end of the stick. (And I'm just teasing by the way)

But you just exposed Trooper Dan in public and here I thought I had more than one friend on the forums and now it just turns out my one and only friend has multiple identities. Now i'm disappointed. =)

By the way, I'd like to add that those screenshots that Wolf posted above while they don't contain any detail they sure do look amazing. Proper shading sure makes the environment look and feel real.

This post has been edited by Paul B: 15 March 2012 - 08:00 PM

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User is offline   Gambini 

#3288

The fuck! you missed the whole point! I was talking about Deeperthought not Loke.
0

User is offline   Micky C 

  • Honored Donor

#3289

View PostGambini, on 15 March 2012 - 08:28 PM, said:

The fuck! you missed the whole point! I was talking about Deeperthought not Loke.


http://www.youtube.c...embedded#t=7m9s :)
1

User is offline   Gambini 

#3290

hehe what about this one? :)


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#3291

Finally got time to try out the rotatepoint command, and god dammit it rocks :)
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User is offline   Paul B 

#3292

View Postrasmus thorup, on 16 March 2012 - 03:21 PM, said:

Finally got time to try out the rotatepoint command, and god dammit it rocks :)


Unnecessary use of fowl language on the public forum when it could have been said like this: Finally got time to try out the rotatepoint command and gosh darn does it rock =P
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#3293

...
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User is offline   Paul B 

#3294

View Postrasmus thorup, on 16 March 2012 - 03:49 PM, said:

...


Are you mad?
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User is offline   Micky C 

  • Honored Donor

#3295

I love what you can do in 20 minutes Posted Image

Posted Image
2

User is offline   Daedolon 

  • Ancient Blood God

#3296

View PostJames, on 15 March 2012 - 03:19 PM, said:

That's true, but I liked that the choice to shoot them was there.


I didn't really see a choice. Neither did this guy.
1

User is offline   Danukem 

  • Duke Plus Developer

#3297

View PostMicky C, on 17 March 2012 - 02:43 AM, said:

I love what you can do in 20 minutes


Maybe you should make a science fiction themed episode. You are very good with technology and making clean symmetrical layouts, so it would play to your strengths. That shaft looks like it came from Bespin. I'll bet that a Dark Forces type of TC would turn out very well. Heck, my gravity gun/pickup/throw code would probably translate well into force powers. It would be a good context to use reverse gravity as well.
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User is offline   Hank 

#3298

View PostTrooper Dan, on 17 March 2012 - 07:11 AM, said:

Heck, my gravity gun/pickup/throw code would probably translate well into force powers. It would be a good context to use reverse gravity as well.

where can I find this? Pretty please, don't worry I'll give credit, hell, I may even make it front page Posted Image
0

User is offline   Jimmy 

  • Let's go Brandon!

#3299

It's been in DukePlus for like ten years.
1

User is offline   Hank 

#3300

View PostCaptain Awesome, on 18 March 2012 - 09:28 PM, said:

It's been in DukePlus for like ten years.

Well, I'm slow! - I never read beyond the Point Light segment and I assumed this is more for HRP. Posted Image And thanks for answering one of my silly questions. Posted Image

This post has been edited by Hank: 18 March 2012 - 09:57 PM

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