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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   Zaxtor 

#4171

beautiful ^
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User is offline   Zaxtor 

#4172

Worked on another mass con-coding thing.
We enter a glitchy computer with lots of bugs. Some bugs can be lethal :P and some very annoying and irritating B)
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User is offline   pmw 

#4173

I'm trying to make some rock-walls on my map, never really done these. I need opinions, honest ones.

Posted Image
Posted Image
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User is offline   Jimmy 

  • Let's go Brandon!

#4174

Fairly convincing and they fit your style. Look good to me.
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User is offline   Mark 

#4175

Just messing around while waiting for my pizza.

Attached thumbnail(s)

  • Attached Image: capt0012.jpg

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User is offline   LeoD 

  • Duke4.net topic/3513

#4176

View PostCaptain Awesome, on 06 January 2013 - 01:33 PM, said:

Look good to me.
Agreed, there's nothing wrong with that. The wall on the left of shot#2 could turn out to be a bit generic, but that depends on what I can't see yet, of course.
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User is offline   Mblackwell 

  • Evil Overlord

#4177

They look too regular to me. I'd add some additional layers and play around with more differences in height.
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User is offline   Micky C 

  • Honored Donor

#4178

As far as cliffs in Duke 3D goes that's pretty good. You might want to add a bit of shading so the brightness is not uniform. Other than that, it looks like the player should be able to climb over it, so you should do something about that if that's not the case, hopefully without resorting to blocked walls, although if the lowest sectors are just within Duke's jumping distance, then it's not too bad to block them.
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User is offline   Jimmy 

  • Let's go Brandon!

#4179

I dunno, it seems that PMW's style is rather simple (which is not a bad thing, my friend) and fits with the rest of what I can see in the map. Although I do agree with Micky, some good shading would make them look even better and they could stand to be higher.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#4180

View PostCaptain Awesome, on 06 January 2013 - 11:37 PM, said:

I dunno, it seems that PMW's style is rather simple (which is not a bad thing, my friend) and fits with the rest of what I can see in the map. Although I do agree with Micky, some good shading would make them look even better and they could stand to be higher.


I agree. As I mentioned in a previous thread, PMW's style is refreshing given the hypershading seen in other more recent Duke maps, and a bit of shadowing can be added without too much spent effort. Certainly wouldn't discourage any work; I get the feeling that some prospective mappers are rather intimidated by the fairly high standards we have on this forum.
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User is offline   pmw 

#4181

Thanks for advice! I'm gonna try some better shading and more differences in height. And you guys are right, I like to keep maps simple. And if my whole map is pretty simply made, I don't wanna make my cliffs "super highdetail". But atleast I'll try make shadows better, I've never been good on those..
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User is offline   Mark 

#4182

From day one of mapping I have always been using hires and custom textures and models. Not too long after came fancy Polymer lights and lots of detail. But that same drive for "super quailty" I think has held me back in the long run. As much as I still enjoy what I'm doing I sometimes wish I could just map "old school" . I tried a couple of times but I always end up with something else. So that I'm not completely off topic, I agree with some of the others that the rocks fit well and will be even better with a little more attention.
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User is offline   pmw 

#4183



A small timelapse video of mapster.
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User is offline   Micky C 

  • Honored Donor

#4184

That's kinda cool. The constant switching to 2D mode is distracting though. I remember Davox did a time lapse video of just 3D mode which was fun to watch. How long was that in reality? 20-25 minutes?

Edit: What recording software did you use?

This post has been edited by Micky C: 08 January 2013 - 05:36 PM

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User is offline   pmw 

#4185

In fact I'm not sure, but if you like math you can calculate it. Shots were taken in every 2 second and compiled into 40fps video. Fraps got a pretty good screenshot-feature, I used that.
I like how 2D-mode is flickering there... It just tells how it's like to do maps with build.
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User is offline   Micky C 

  • Honored Donor

#4186

1 frame X 2 seconds X 40 frames per second = 80 seconds of real time per second.
80 X 101 seconds of video = 8080 seconds of real life. Which is 134.7 minutes, which is about 2 hours and 15 mintues. You spent that long on one car? Posted Image
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User is offline   pmw 

#4187

Yeah I did. I use old methods.. Panning/resizing tiles with only numpad, scrolling tilelists with keyboard, not with mouse, stuff like that all together probably increases time a "littlebit".... And, I had no plans, nothing. I just improvised everything, so I had to think couple times; what the hell I'm doing here.


ps. this is a good example why my episode is still under construction..

This post has been edited by pmw: 08 January 2013 - 07:03 PM

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User is offline   Micky C 

  • Honored Donor

#4188

Well the numpad is the only way to pan and resize tiles as far as I'm aware anyway. However the car looks very nice so it's probably worth it.
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User is offline   pmw 

#4189

Hm? I think shift+mouse click + drag works too. Same like on slopes
2

User is offline   Radar 

  • King of SOVL

#4190

View Postpmw, on 08 January 2013 - 05:30 PM, said:



A small timelapse video of mapster.


Why isn't this video allowed on mobile devices?
0

User is offline   pmw 

#4191

I don't know, new youtube is pissing me off.Cant find any settings.
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User is offline   Forge 

  • Speaker of the Outhouse

#4192

View PostMicky C, on 08 January 2013 - 06:28 PM, said:

... which is about 2 hours and 15 mintues. You spent that long on one car?


there's quite a few days i map slow. i have a general idea of what i want, but until i start building it and looking at it from different angles, I don't know exactly what i want.

I can take even longer than that to build a car. i'll make something and destroy it several times over. make something then sit there and look at it for awhile or walk off and think about it while i do something else. make something then spend alot of time adjusting sectors, sprites, and textures until i'm satisfied.

Then again, i'm in no hurry, i make things for the sole purpose of my own entertainment
1

User is offline   brullov 

  • Senior Artist at TGK

#4193

pmw, same story Posted Image I like new design, but they changed the places for settings. Why?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4194

Messing with the Doomguy sprites:

Posted Image
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#4195

View PostFox, on 10 January 2013 - 07:28 AM, said:

Messing with the Doomguy sprites:

Posted Image


Looks like you've amalgamated the Shotgun Zombie and Player sprites. Is this for a DooM->Duke mod?

This post has been edited by Achenar: 10 January 2013 - 07:34 AM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4196

Possible, I have some plans, but I am not sure how far I am going with it.
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User is offline   zykov eddy 

#4197

Still working on STH3D

Posted Image

Posted Image

Posted Image

This post has been edited by zykov eddy: 10 January 2013 - 09:13 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4198

Loosely attempt of making a "marine commando":

Posted Image

This post has been edited by Fox: 10 January 2013 - 03:03 PM

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User is offline   Hank 

#4199

View Postzykov eddy, on 10 January 2013 - 09:13 AM, said:

Still working on STH3D

I & (kids) loved that game. Hoping that you will succeed. - Will Sonic (actor) have the super speed, going uphill to catch more rings ?Posted Image
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User is online   Lunick 

#4200

View PostFox, on 10 January 2013 - 12:06 PM, said:

Loosely attempt of making a "marine commando":

Posted Image


Looks like he put on a little weight...
1

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