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

#4051

That looks pretty, Fox!
0

User is offline   OpenMaw 

  • Judge Mental

#4052

View PostFox, on 28 November 2012 - 10:04 PM, said:

Yet another attempt of making a Wolfenstein 3D port:

Posted Image


Oooh, very nice!
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4053

Lookup palettes for the Wolfenstein 3D project, providing more options of floor / ceiling texture.

Posted Image Posted Image

This post has been edited by Fox: 29 November 2012 - 09:40 PM

5

#4054

Thanks a lot micky! My laptop will be very happy.
0

User is offline   Tea Monster 

  • Polymancer

#4055

Micky C - Very interested in seeing your level!

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?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4056

Not really, I am not much a fan of manually added lights.
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#4057

View PostFox, on 29 November 2012 - 09:30 PM, said:

Lookup palettes for the Wolfenstein 3D project, providing more options of floor / ceiling texture.

Posted Image


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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4058

Actually that's not the case, it's just a texture from Hexen with blue lookup applied.

WolfenDoom used a different texture:

Posted Image

This post has been edited by Fox: 01 December 2012 - 11:08 AM

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4059

That looks nice.
0

User is offline   Micky C 

  • Honored Donor

#4060

Now that the big polymer thing is finished, I now have more time go back and work on my other projects such as the Serious Sam WGRealms 2 episode. I've started fleshing out some of the bigger buildings, and I hope Norvak is happy because I reduced the size of the entire thing by half; if it's still oversized I'm either going to put a bullet in my head or everyone else's. This whole area is basically going to be a an open key card hunt.

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.

Posted Image

This post has been edited by Micky C: 03 December 2012 - 03:34 PM

4

User is offline   Mark 

#4061

I spent a little time messing around with my Doom2 remake map for DukePlus. The window is just for show because there is no room behind the wall to make anything. The NPC was already standing there with his back to the wall so I thought of a way to give the illusion of reflection in the glass. There was just barely enough room behind the glass sprite to put another copy of the model with a little transparency set to it.

Attached thumbnail(s)

  • Attached Image: capt0000.jpg

2

User is offline   Micky C 

  • Honored Donor

#4062

Why not use an actual mirror? Performance issues?
0

User is offline   Mark 

#4063

A mirror in that hallway location made no sense. Plus with the SE49 and SE50 lights in the area I assumed it would be a performance hit.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4064

Just another screenshot from my Doom project with a simplified mini HUD:

Posted Image

This post has been edited by Fox: 06 December 2012 - 10:08 AM

5

#4065

swweeeet, i just beat all the pc doom levels on ultra violent. ultimate doom, doom2 and plutonia is a blast. How many episodes are you making?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4066

I am not really working on levels, I am just trying to reverse engineering the game with a few test maps.
0

User is offline   Mike Norvak 

  • Music Producer

#4067

View PostMicky C, on 03 December 2012 - 03:32 PM, said:

I hope Norvak is happy


I'm happy I'm happy :P
0

User is offline   Micky C 

  • Honored Donor

#4068

I'm happy people actually read what I write Posted Image
0

User is offline   LkMax 

#4069

View PostFox, on 06 December 2012 - 10:04 AM, said:

Just another screenshot from my Doom project with a simplified mini HUD:

Err... umm... what's the point of porting Doom to Duke Nukem 3D? "Just for fun"? :)
1

User is offline   pmw 

#4070

My episode will never be done.

Just started build a new map. Aiming to 16384 walls(like most of maps), let's see what happens.
Posted Image



After this map... I'll probably publish my Episode.
0

User is offline   Micky C 

  • Honored Donor

#4071

View PostLkMax, on 07 December 2012 - 12:02 PM, said:

Err... umm... what's the point of porting Doom to Duke Nukem 3D? "Just for fun"? :)


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.

Posted Image

This post has been edited by Micky C: 07 December 2012 - 07:39 PM

2

User is offline   Mikko 

  • Honored Donor

#4072

View Postpmw, on 07 December 2012 - 04:58 PM, said:

My episode will never be done.
...

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.
0

User is offline   ox-skull 

#4073

Im working on Hi-res texture creation at the moment.
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.
0

User is offline   Mark 

#4074

Those complicated textures are hard to touch up and get perfect with normal maps. Those thin lines along some edges for example. A little minor tweaking and I think you're good to go.
0

User is offline   Hank 

#4075

View Postox-skull, on 08 December 2012 - 04:45 AM, said:

Any opinions?

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 Posted Image
0

User is offline   ox-skull 

#4076

I have an issue with my spec map, It doesnt seem to be effecting the texture, i try it with spec map and without spec map, and i cant notice any change or difference.
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.
0

User is offline   Hank 

#4077

View Postox-skull, on 08 December 2012 - 03:56 PM, said:

Is there anything i might be doing wrong, in saving the PNG, im not sure.

There could be a number of things - why not make a separate topic with that question? That way anyone who knows can help. Posted Image
0

User is offline   pmw 

#4078

Just wanted to show this:
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

0

User is offline   Cage 

#4079

Couldn't you just make the walls one side blocking? :)
2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4080

Or in case Jetpack is avaiable, put some fences on the windows.
0

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