
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4052 Posted 29 November 2012 - 08:44 PM
Fox, on 28 November 2012 - 10:04 PM, said:

Oooh, very nice!
#4053 Posted 29 November 2012 - 09:30 PM


This post has been edited by Fox: 29 November 2012 - 09:40 PM
#4055 Posted 30 November 2012 - 01:29 AM
Fox - that is looking great! Have you approached any of the Doom community with your stuff? Have you ever considered Polymerising any of your Doom levels?
#4057 Posted 01 December 2012 - 06:02 AM
Fox, on 29 November 2012 - 09:30 PM, said:

Looks like you might have filched that ceiling texture from the WolfenDooM project by Laz Rojas?
They were great, weren't they?
Can't wait to try this one out. I imagine it'd be difficult coding the Wolfenstein 3D enemies into the game, though...
This post has been edited by Achenar: 01 December 2012 - 06:03 AM
#4058 Posted 01 December 2012 - 06:45 AM
WolfenDoom used a different texture:

This post has been edited by Fox: 01 December 2012 - 11:08 AM
#4060 Posted 03 December 2012 - 03:32 PM
Edit: Sector shading was never my forte, I think it would be too difficult to give these buildings proper shadows which is a shame. I also don't want to waste the walls or add too many sectors which could potentially affect the framerate since it's a fairly large area. The good news about shrinking it is that I think I've mostly avoided the polymer draw distance in this particular area for the most part.

This post has been edited by Micky C: 03 December 2012 - 03:34 PM
#4061 Posted 03 December 2012 - 05:40 PM
#4063 Posted 03 December 2012 - 07:09 PM
#4064 Posted 06 December 2012 - 10:04 AM

This post has been edited by Fox: 06 December 2012 - 10:08 AM
#4065 Posted 06 December 2012 - 10:27 AM
#4066 Posted 06 December 2012 - 10:57 AM
#4067 Posted 06 December 2012 - 03:51 PM
#4069 Posted 07 December 2012 - 12:02 PM
Fox, on 06 December 2012 - 10:04 AM, said:
Err... umm... what's the point of porting Doom to Duke Nukem 3D? "Just for fun"?

#4070 Posted 07 December 2012 - 04:58 PM
Just started build a new map. Aiming to 16384 walls(like most of maps), let's see what happens.

After this map... I'll probably publish my Episode.
#4071 Posted 07 December 2012 - 07:31 PM
LkMax, on 07 December 2012 - 12:02 PM, said:

Well we've already "ported" Quake to the Duke engine so why not do a decent job of Doom? That reminds me I should probably get back to that Quake map some time, but there are other things I want to finish first.
Edit: Not sure if I've posted this 3D castle pic here yet. You can go on the roof and everything. Don't get too excited it's quite small and simple, and there's only one floor of rooms so nothing overly complicated.

This post has been edited by Micky C: 07 December 2012 - 07:39 PM
#4072 Posted 08 December 2012 - 04:12 AM
pmw, on 07 December 2012 - 04:58 PM, said:
...
After this map... I'll probably publish my Episode.
Was wondering what was going on with that episode. Good to hear it's still coming.
#4073 Posted 08 December 2012 - 04:45 AM
Here is some screenshots of my bump map progress on a cliff wall, I think it doesnt look too shaby, though needs some work in areas, and the shading/dark areas need a better transition.
http://imageshack.us...s/9/mybump.jpg/
http://imageshack.us...19/mybump2.jpg/
Any opinions?
Thanks.
#4074 Posted 08 December 2012 - 05:10 AM
#4075 Posted 08 December 2012 - 01:17 PM
ox-skull, on 08 December 2012 - 04:45 AM, said:
Thanks.
You know that everyone has one.
I could be wrong, but your specular mapping seems off.
Here is the basic concept
http://travismwest.b...l-tutorial.html
other then that, you picked one of the hardest type of textures to start with and so far it looks promising

#4076 Posted 08 December 2012 - 03:56 PM
I tried the tutorial link you posted hank, but the result didnt seem to effect my texture when applied.
Is there anything i might be doing wrong, in saving the PNG, im not sure.
#4077 Posted 08 December 2012 - 05:21 PM
ox-skull, on 08 December 2012 - 03:56 PM, said:
There could be a number of things - why not make a separate topic with that question? That way anyone who knows can help.

#4078 Posted 08 December 2012 - 05:39 PM
Video shows the main reason why my bugtesting takes so long time.. I'm testing every single chance to skip maps.
This post has been edited by pmw: 08 December 2012 - 05:39 PM