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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   Diaz 

#3901

^ Thanks! Just did, and it's fixed now :D
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User is offline   Mblackwell 

  • Evil Overlord

#3902

You are very welcome!
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User is offline   Zaxtor 

#3903

Exploring the art of using IVF in my mods and making clips. Without being obligated to use default sounds in clips.
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User is offline   Micky C 

  • Honored Donor

#3904

Serious intro video.


4

#3905

Posted Image
:D
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User is offline   MetHy 

#3906

I like it. The upper part on the right, is it sprites or TROR made?
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#3907

It's sprites, I don't use TROR.
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User is offline   Gambini 

#3908

Very good looking shot Mr. Sinister. Two small nitpicks: Why so many parking meters? are there so many parking lots? And the yellow line in the road, coming outside the tunnel... I´d make it curved and in both directions, kind of an Y.

Quote

Serious intro video


Serious =/= kicking demon ass

This post has been edited by Gambini: 22 October 2012 - 02:35 PM

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User is offline   Zaxtor 

#3909

More on intro clip replacing the nuke thingie.

Soo far looks like clip works.

Made a partial of clip and works.

I made 3 still frames instead of 1 due to speed.
Well some scene has faster and some slower.
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User is offline   Sangman 

#3910

View PostMicky C, on 22 October 2012 - 03:28 AM, said:

Serious intro video.




Neat. Think I'll play that when it comes out :D
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User is offline   Zaxtor 

#3911

Still working on the LOGO (intro) clip. Almost 2k frames clip will be about 2m and the half long.
IVF will be about 1mb when done.
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User is offline   Micky C 

  • Honored Donor

#3912

Sam can never seem to get away from those underground Egyptian areas can he...

Posted Image
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User is offline   Micky C 

  • Honored Donor

#3913

Damn, it's lookin' good!

Posted Image
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User is offline   MetHy 

#3914

Some of you might remember this. It's the first thing I worked on in 2005 when getting back to Duke Nukem 3D after discovering AMC.

I just realized it's Halloween next week so I got back onto it and I'm gonna try to finish it by then.

Posted Image
7

#3915

This looks awesome great work whoever made this.
Posted Image

What the hell is this supposed to be? The level design is decent but whats supposed to be going on in this room? Why does this room exist?
Posted Image
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User is offline   Zaxtor 

#3916

I love these pillars nice shots.
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User is offline   Loke 

#3917

 Micky C, on 26 October 2012 - 03:10 AM, said:

Posted Image


Nice! Reminds me of the temple of Chizra.

 MetHy, on 26 October 2012 - 06:53 AM, said:

Some of you might remember this. It's the first thing I worked on in 2005 when getting back to Duke Nukem 3D after discovering AMC.

I just realized it's Halloween next week so I got back onto it and I'm gonna try to finish it by then.

Posted Image


Nice spooky shot. The added fog really adds to the atmosphere.
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User is offline   Micky C 

  • Honored Donor

#3918

 MetHy, on 26 October 2012 - 06:53 AM, said:

Some of you might remember this. It's the first thing I worked on in 2005 when getting back to Duke Nukem 3D after discovering AMC.

I just realized it's Halloween next week so I got back onto it and I'm gonna try to finish it by then.

*spooky image*


That looks very atmospheric, but I'm afraid those fog sprites are going to look ugly when you move/look around and you realize they're just static sprites rotating around a point.


 icecoldduke, on 26 October 2012 - 06:58 AM, said:

This looks awesome great work whoever made this.

*foggy image*

What the hell is this supposed to be? The level design is decent but whats supposed to be going on in this room? Why does this room exist?

*column image*



Thank you, I made them. My name was next to the post they were in and this isn't exactly the "what are other people working on now thread".

There's nothing supposed to be going on in the room. I'm imitating Serious Sam not Duke 3D. The point is to have a bunch of egyptian looking rooms to blow shit up in.

And it seems you somehow got Zaxtor thinking that you actually made those rooms and not me since he commented under your post and gave you the rep point Posted Image
I don't care about the points but I'd like to be acknowledged for my work and not have people think someone else created what I built. I know that this is a rare oversight but its yet another reason to not quote images (see my quotes for example).
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User is offline   Mark 

#3919

Remember now, Obama said "you didn't build that". ( american political humor )
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User is offline   Gambini 

#3920

 Micky C, on 26 October 2012 - 02:20 PM, said:

I don't care about the points but I'd like to be acknowledged for my work and not have people think someone else created what I built.


You are making a fool of yourself and your ego is getting in the way of other people´s work.

Now in all seriousness, I don´t think Zaxtor misread his post. I think he voted it because his remark makes sense, something like "why this room exists?" or "who was here and what they was doing" are questions someone designing a map should always ask to himself. Besides that, I think that construction with the pillars looks a lot like those elevated water canals built along the roman imperium. So yes. It looks very good. A lot of work seems to have been put for the shading.

Edit: something like this is what i mean:

Posted Image

This post has been edited by Gambini: 26 October 2012 - 04:06 PM

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User is offline   Gambini 

#3921

 MetHy, on 26 October 2012 - 06:53 AM, said:

Some of you might remember this. It's the first thing I worked on in 2005 when getting back to Duke Nukem 3D after discovering AMC.

I just realized it's Halloween next week so I got back onto it and I'm gonna try to finish it by then.


I never liked that cheap way of building trees. Other than that it looks good. The fog really makes up for it.

This post has been edited by Gambini: 26 October 2012 - 04:10 PM

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User is offline   MetHy 

#3922

Yeah, but now if I change those trees and make them out of sprites you're going to get mad because you've done it in It Lives "first".
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3923

 Zaxtor, on 26 October 2012 - 08:50 AM, said:

I love these pillars nice shots.

Yeah, great work icecoldduke!!
2

User is offline   Gambini 

#3924

Quote

Yeah, but now if I change those trees and make them out of sprites you're going to get mad because you've done it in It Lives "first".


If your mind gets in a predicament when trying to understand the difference between doing something that has been done before and ripping something off someone´s else work, then I´m sorry for you.

A forest full of spritebased trees is going to be a mess, though. But you can soften the edges of those tops by using palmy sprites only in the borders.

This post has been edited by Gambini: 26 October 2012 - 04:38 PM

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User is offline   Micky C 

  • Honored Donor

#3925

Ok guys point taken Posted Image

 Gambini, on 26 October 2012 - 04:02 PM, said:

Now in all seriousness, I don´t think Zaxtor misread his post. I think he voted it because his remark makes sense, something like "why this room exists?" or "who was here and what they was doing" are questions someone designing a map should always ask to himself. Besides that, I think that construction with the pillars looks a lot like those elevated water canals built along the roman imperium. So yes. It looks very good. A lot of work seems to have been put for the shading.


What I was saying though that Serious Sam didn't have much of that, neither did Doom. Yes there were general ideas like "this big area is a suburb" or "this big area is full of temples" but nothing specific usually. And IMO it worked.

That room was actually built relatively quickly. And lots of effort put into shading? Oh please Posted Image 1 spotlight and I'm done Posted Image (might add a more point lights though).
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User is offline   Gambini 

#3926

Oh shit and all this time I thought it was sector shading :D
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User is offline   Micky C 

  • Honored Donor

#3927

Hmm, spend 10 seconds doing perfect 3D shading or spend an hour doing a rough approximation... so hard to decide...

Polymer doesn't look so bad now does it? Posted Image

This post has been edited by Micky C: 26 October 2012 - 05:58 PM

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User is offline   Gambini 

#3928

Good point. A big drawback about Polymer, though, comes from the expense of using spotlights. I know they cast realistic shadow but they are also performance killers. Pointlights instead, are just (or they look like) glow spheres. The same primitive system used in Quake for rockets and grenades.

If Polymer ever includes shadetables for 8bit tiles, I´d like to see lights affecting it. That would be some frigging cool feature.
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User is offline   Micky C 

  • Honored Donor

#3929

I think spotlights and lights in general can still yield good framerates if you manage them properly. You just need to make sure your rooms are actually seperate and try to avoid situations where you can look into several rooms with lights at the same time.

Diaz showed that you can have a large amount of lights with a good framerate, and if you look at the pic with the columns, the framerate is almost 80 fps, and that's a pretty figgin' huge spotlight.

I'm under the impression that one day polymer will definitely support the shade tables and proper palates, in which case I hope it brings over some more of the veteran mappers.
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User is offline   Diaz 

#3930

Gambini, pressing "1" on a spotlight sprite (to make it one-sided) disables shadows now. It's great because we can now project textures without killing performance, and the spotlight shape is more realistic in many cases.

When taking lighting into account for performance, you must keep in mind that each light will cause every object and map geometry affected by it to be redrawn once. So basically, if you have 5 lights affecting 20 objects and complex geometry, those objects will be drawn 100 times and the geometry will be drawn 5 times, and that's what kills performance. Maybe the mechanisms at work aren't that simple but that's it roughly. If you want to keep a reasonable framerate, you can have a large amount of lights affecting simple geometry, or fewer lights affecting more complex geometry. Lowering shadow quality also helps a big deal with spotlights.

I've made a small app for my mod that uses sliders to allow the user to change r_pr_maxlightpasses, r_pr_shadows, r_pr_shadowdetail and r_pr_maxlightpriority in the .cfg, so performance is scalable. Full-blown lighting on my maps means both complex geometry and a large amount of lights seen at once, which requires a modern computer, so I had to do that.

There also seems to be some sort of bug/memory leak in Polymer that causes performance to drain as time passes. A restartvid in the middle of a game can sometimes double performance.

This post has been edited by Diaz: 27 October 2012 - 02:57 AM

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