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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   Mia Max 

#3421

View PostHendricks266, on 01 April 2012 - 10:33 AM, said:

It is... it is red.


:)
I like red.
Do you like red too?
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#3422

Maybe you should turn the red a bit off :S
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3423

View PostMia Max, on 01 April 2012 - 09:07 AM, said:

Well, I want to be unterstood as serious too.

So, seriously, what do you think about this skin?


Doesn't look good. Sorry.

View PostMarked, on 01 April 2012 - 10:12 AM, said:

I would suggest de-saturating the skin color and apply some texture to it.

This.

Quote

I decided to try out a skin tweak myself. This is what I came up with in about 15 minutes. Nothing really added. Just filters and textures.


Pretty neat. With an accompanying matching normal and spec set that would look pretty neat in Polymer.
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User is offline   Mia Max 

#3424

Now this is absolutely serious:

Attached thumbnail(s)

  • Attached Image: duke0009.jpg

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User is online   Danukem 

  • Duke Plus Developer

#3425

Skin edits like that would be good if you were making an HRP-only mod, and they were for special enemy types. Otherwise, I don't see why they would be used.
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User is offline   Mia Max 

#3426

View PostTrooper Dan, on 01 April 2012 - 11:10 AM, said:

Skin edits like that would be good if you were making an HRP-only mod, and they were for special enemy types. Otherwise, I don't see why they would be used.


I plan to add new enemy skins to Dukeplus.
But don't be affraid, right now I'm just doing some practice.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3427

View PostMia Max, on 01 April 2012 - 11:04 AM, said:

Now this is absolutely serious:

Skinned enforcer from hell?
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User is offline   Jimmy 

  • Let's go Brandon!

#3428

All of these edits make their skin look like turds.
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User is offline   Mark 

#3429

If thats what your turds look like you should change your diet immediately. :)
2

User is offline   Diaz 

#3430

View PostMarked, on 01 April 2012 - 10:12 AM, said:

I would suggest de-saturating the skin color and apply some texture to it.

I decided to try out a skin tweak myself. This is what I came up with in about 15 minutes. Nothing really added. Just filters and textures.


Not bad. The only bad thing about these skins with a lot of noise detail is that it looks like the monster is a solid piece of material. It has no muscles, no lighting...

This post has been edited by Diaz: 01 April 2012 - 12:48 PM

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User is offline   Mark 

#3431

I agree with you completly. I just couldn't resist a quick try when I saw what MiaMax did.
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User is offline   Sangman 

#3432

Mia Max is trolling the shit out of you guys :)
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User is offline   pmw 

#3433

I think I'm gonna publish my Tampere-episode in summer 2012.

Episode is basically completed. I'm just betatesting it with many people as I can.

There's also multiplayer-difficult (Damn I'm good). Normally in games, when you play as coop, there are _way too less_ enemies to fight with. Multiplayer coops are _way too easy_.
So, this isn't.

Example:

Posted Image
Posted Image

And:

ps. music in video is just for testing purpose.
1

User is offline   Mikko 

  • Honored Donor

#3434

It's good that you're reserving the huge monster loads for the DIG/multiplayer mode. Some people (like me) get bored when there are too many enemies.
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User is offline   Kyanos 

#3435

I've got the md3 exporter calculating def code scale :)
Pick an axis and frame of reference, tell the script how big it should be in build. Def scale is in the log file on export. You will be able to choose between 4 Build units: x,yBLD from wall lengths, zBLD from floor/ceiling heights, zKEY PgUp/PgDn, and 8BIT which is art tile pixel widths.
Posted Image

This post has been edited by Drek: 02 April 2012 - 06:35 PM

4

User is offline   Spiker 

#3436

View PostDrek, on 02 April 2012 - 06:33 PM, said:

I've got the md3 exporter calculating def code scale :)
Pick an axis and frame of reference, tell the script how big it should be in build. Def scale is in the log file on export. You will be able to choose between 4 Build units: x,yBLD from wall lengths, zBLD from floor/ceiling heights, zKEY PgUp/PgDn, and 8BIT which is art tile pixel widths.

Great exporter!
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User is offline   pmw 

#3437

Probably not best place to ask but, I don't want to make own topic for this.

But does anyone know, is there a feature in Mapster32 to list all _USED_ hi/lotags in sprites?
I would just want to see what numers I have already used.
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User is offline   Hank 

#3438

View Postpmw, on 04 April 2012 - 07:49 AM, said:

Probably not best place to ask but, I don't want to make own topic for this.

But does anyone know, is there a feature in Mapster32 to list all _USED_ hi/lotags in sprites?
I would just want to see what numers I have already used.

No, is not the best place to ask.
Anyway, go here
http://wiki.eduke32....i/Level_editing
and read how the 'smart' tags work. When you start using it, you no longer have to worry what number you used.
Also, the best forum to ask for help, is in the help section
http://forums.duke4....elp-me-threads/
I am learning Mapster32 myself, and simply made my own thread for n00b questions, they did/do get answered right away. Posted Image

Hope this helps.
0

User is offline   LkMax 

#3439

View PostMia Max, on 01 April 2012 - 11:04 AM, said:

Now this is absolutely serious:

Nice Doritos with teeth and armour you've got there.
Also, I'm surprised few people noticed you were trolling them (1rst April anyone?) or my sarcasm-o-meter was just broken.
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User is offline   Diaz 

#3440

I actually took me a while to notice because we don't have April's fools in my country... I didn't even realize it was April 1 :)

Now, the new Fusion episode is becoming my TROR test ground :wub:

Posted Image

Uploaded with ImageShack.us

And for some weird stuff, my work computer (i5, 2GB RAM, Geforce 310, XP) runs this area better than my home computer (i7, 8GB RAM, ATI 5850, Vista64).
Do we have access to console commands from CON code? I want to bind a key to a code that would switch between different r_maxlightpasses values (for full quality this map area needs up to 18 light passes) to allow for different lighting quality levels, so people on slower rigs can improve performance.

This post has been edited by Diaz: 05 April 2012 - 02:46 AM

7

User is offline   Mia Max 

#3441

Wow, that looks great!
Maybe the best visuals for Duke3D I've seen so far.
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User is offline   Daedolon 

  • Ancient Blood God

#3442

That's totally awesome!
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User is offline   Micky C 

  • Honored Donor

#3443

What's the framerate like?
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User is offline   Diaz 

#3444

Not good, but not bad either. The minimum is 12fps at home and around 17 at work, but the average is well above that. I'm shooting for 10fps min (on a handful of complex areas) at home, and talking about Polymer that's a fair goal (Duke Nukem Eternity dips below 5fps on my home computer, for example)

When I finish this episode I want to start focusing on something with smaller areas, photo textures, a darker setting (less lights, with a smaller radius, so not many passes are needed) and take full advantage of normal/parallax mapping. The result would be something that looks and runs much better than what I'm doing now. I'm convinced we can make Polymer look almost like a current game. If we just had some bloom / HDR rendering... :)

This post has been edited by Diaz: 05 April 2012 - 04:18 AM

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#3445

That is a bad framerate. You aren't even done with decorating are you? But it looks very nice.
1

User is offline   Jblade 

#3446

He just said that's the minimum, I feel fairly safe in saying that DiaZ knows what he's doing when it comes to optimising an area for framerate.
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User is offline   Tea Monster 

  • Polymancer

#3447

Oooooh, that looks nice. What system do you have?
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User is offline   Diaz 

#3448

Unfortunately if a map is to be lit by Polymer lights only, framerate is not going to be great at all, specially if there are big open spaces...
There's some optimization that can be done and I'm trying to reduce the number of light passes needed without losing much quality, but the framerate will still be bad.
The system I use at work is an i5 (don't remember which one, but pretty slow), with 2 gigs of ram and a GeForce 310 which is a crappy videocard, yet the map manages to be playable. There's not much more that can be done except using a combination of classic shading and some Polymer lights; but I want to use Polymer lights only.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3449

Beautiful! The architecture looks great! Are you using TROR for the building itself as well?

I'm not worried about performance on my machine. Polymer always runs fantastic for me on everything I've played so far.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3450

View Postpmw, on 04 April 2012 - 07:49 AM, said:

Probably not best place to ask but, I don't want to make own topic for this.

But does anyone know, is there a feature in Mapster32 to list all _USED_ hi/lotags in sprites?
I would just want to see what numers I have already used.

Check out r2590's "state listusedtags". It's pretty basic and will print sorted by sprites, but the new "getspritelinktype" command should provide a foundation to write more sophisticated m32script code that deals with tags.
0

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