What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3903 Posted 20 October 2012 - 11:44 PM
#3906 Posted 22 October 2012 - 04:48 AM
#3908 Posted 22 October 2012 - 02:34 PM
Quote
Serious =/= kicking demon ass
This post has been edited by Gambini: 22 October 2012 - 02:35 PM
#3909 Posted 22 October 2012 - 04:23 PM
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.
#3910 Posted 24 October 2012 - 10:24 AM
Micky C, on 22 October 2012 - 03:28 AM, said:
Neat. Think I'll play that when it comes out
#3911 Posted 24 October 2012 - 10:36 AM
IVF will be about 1mb when done.
#3912 Posted 24 October 2012 - 11:22 PM
#3914 Posted 26 October 2012 - 06:53 AM
I just realized it's Halloween next week so I got back onto it and I'm gonna try to finish it by then.
#3915 Posted 26 October 2012 - 06:58 AM
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?
#3917 Posted 26 October 2012 - 08:59 AM
Micky C, on 26 October 2012 - 03:10 AM, said:
Nice! Reminds me of the temple of Chizra.
MetHy, on 26 October 2012 - 06:53 AM, said:
I just realized it's Halloween next week so I got back onto it and I'm gonna try to finish it by then.
Nice spooky shot. The added fog really adds to the atmosphere.
#3918 Posted 26 October 2012 - 02:20 PM
MetHy, on 26 October 2012 - 06:53 AM, said:
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:
*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
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).
#3919 Posted 26 October 2012 - 03:13 PM
#3920 Posted 26 October 2012 - 04:02 PM
Micky C, on 26 October 2012 - 02:20 PM, said:
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:
This post has been edited by Gambini: 26 October 2012 - 04:06 PM
#3921 Posted 26 October 2012 - 04:09 PM
MetHy, on 26 October 2012 - 06:53 AM, said:
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
#3922 Posted 26 October 2012 - 04:29 PM
#3923 Posted 26 October 2012 - 04:36 PM
Zaxtor, on 26 October 2012 - 08:50 AM, said:
Yeah, great work icecoldduke!!
#3924 Posted 26 October 2012 - 04:37 PM
Quote
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
#3925 Posted 26 October 2012 - 05:07 PM
Gambini, on 26 October 2012 - 04:02 PM, said:
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 1 spotlight and I'm done (might add a more point lights though).
#3927 Posted 26 October 2012 - 05:58 PM
Polymer doesn't look so bad now does it?
This post has been edited by Micky C: 26 October 2012 - 05:58 PM
#3928 Posted 26 October 2012 - 06:29 PM
If Polymer ever includes shadetables for 8bit tiles, I´d like to see lights affecting it. That would be some frigging cool feature.
#3929 Posted 26 October 2012 - 07:36 PM
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.
#3930 Posted 27 October 2012 - 02:50 AM
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