What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4201 Posted 11 January 2013 - 10:44 AM
Also tried making a new shotgun but this one shows up wrong in game, the background doesn't become transparent for some reason:
If anyone can help me out as to what is wrong with the background on the new sprite I would greatly appreciate it.
This post has been edited by Bloodshot: 11 January 2013 - 10:45 AM
#4203 Posted 11 January 2013 - 11:19 AM
#4205 Posted 11 January 2013 - 06:10 PM
It combines the regular textures with some from lameduke. Unfortunately, this is meant to be inside a 16 floor building (basement to floor 15 - an single elevator travels accross all 16 floors in any order you want with no additional code) so I'm hoping I don't run out of ideas before I've filled them all.
Edit: Forgot to also mention that in the first shot to the left, is a working 24 hour clock (Also no additional code) - which is a bit overkill, I decided counting days, weeks, months and years was really silly and never put that in, although it's possible - the clock can trigger things in the map at certain times, for example, a train may only run every minute or a door may only be open every thirty seconds etc...
This post has been edited by High Treason: 11 January 2013 - 06:15 PM
#4206 Posted 11 January 2013 - 07:13 PM
Btw, those ceilings are in desperate need of height variations within each room.
#4207 Posted 11 January 2013 - 07:35 PM
Those ceilings... I have a hard time with anything height variation related, I come from a flat city and I've never been inside a building that doesn't have a flat height for it's ceiling accross each floor - in short, I know what you're saying, but I'm not sure that I'm going to do anything about it as it just makes things harder to work with and I'd hope people would be looking at other things if they were playing. I think that hotel in Riverside Town is probably a fine example why I prefer to leave ceilings alone as I tried to do something with it and it turned out rather ugly.
#4210 Posted 12 January 2013 - 08:38 AM
Lunick, on 10 January 2013 - 04:52 PM, said:
Still not as bad as Caleb Grosse.
Bloodshot, on 11 January 2013 - 10:44 AM, said:
Assuming you're trying to add it into the actual tiles: Even when you import the right colour transparency with EDITART, you still need to press TAB at another sprite's transparent background, then C to paste it to yours. For some reason the colour gets lost in the translation.
This post has been edited by Daedolon: 12 January 2013 - 08:39 AM
#4211 Posted 12 January 2013 - 10:32 AM
Here's a subway car voxel model for my project OCD
without shading
with in-editor shading
Still need to add the light fixtures for the out and in. Plan on playing with the shading burn effect for the final piece, but it needs to be a wall or floor sprite to not vanish when the player is inside it.
In fact I use wall and floor sprites for several voxel models meaning the game will be 8-bit only due to the models turning into their sprite placeholders in 16bit and above. Voxel models get crudely converted into polygon models.
#4213 Posted 12 January 2013 - 11:54 AM
Some ingame shots:
This post has been edited by Bloodshot: 12 January 2013 - 11:55 AM
#4214 Posted 12 January 2013 - 12:18 PM
Commando Nukem, on 12 January 2013 - 10:50 AM, said:
About 2-3 hours for the model in sketchup, and nearly 4-5 hours for the coloring and cleanup. Probably the most time consuming piece as of yet.
#4215 Posted 12 January 2013 - 04:34 PM
#4217 Posted 16 January 2013 - 11:44 AM
#4218 Posted 16 January 2013 - 12:27 PM
Duke64 pistol:
LameDuke RPG
I'll ask here since nobody seems to know in the DP thread, how would I give the DukePlus DB shotty and MP5 a sprite so I can use them on my laptop that can't handle OpenGL?
This post has been edited by Bloodshot: 16 January 2013 - 12:29 PM
#4219 Posted 16 January 2013 - 03:05 PM
Quote
I think it´s very difficult because those weapons use only a few frames to animate the model. A model can have a complete reload animation with only one frame, a tile would need one frame per tile being displayed. Deeperthought coded it like that because he didn´t have a tile replacement in mind. Even if you find the dummytiles used for the frames it will look very clumsy because you´ll have one frame per action which would be awful.
#4220 Posted 16 January 2013 - 03:17 PM
Myst:
The idea of aliens taking over Myst island is hilarious to me somehow.
References:
http://members.optus...reens/dock1.jpg
http://lparchive.org...4-2024_Pool.jpg
Unreal:
Unreal just has awesome architecture.
References:
http://i252.photobuc...Unreal/Orig.jpg
http://ep09.pld-linu...tex2/Shot01.jpg *LARGE*
This post has been edited by MusicallyInspired: 16 January 2013 - 03:33 PM
#4221 Posted 16 January 2013 - 03:49 PM
#4222 Posted 16 January 2013 - 03:59 PM
Gambini, on 16 January 2013 - 03:05 PM, said:
What about WGR2? I know it has a DBS almost Identical to the DPlus DBS, but it uses sprites. Is there any way I could somehow replace the weapon from DP with that one?
This post has been edited by Bloodshot: 16 January 2013 - 03:59 PM
#4223 Posted 16 January 2013 - 04:16 PM
#4224 Posted 16 January 2013 - 04:18 PM
#4226 Posted 16 January 2013 - 10:11 PM
This post has been edited by MusicallyInspired: 16 January 2013 - 10:13 PM
#4227 Posted 17 January 2013 - 10:34 AM
Made some damn cool special effects but these one can only be seen when playing the mod ;0
#4228 Posted 20 January 2013 - 05:52 PM
#4230 Posted 21 January 2013 - 02:56 AM
Zaxtor, on 20 January 2013 - 06:03 PM, said:
Is this TC will release like your old one too, episodic style?
This post has been edited by Player Lin: 21 January 2013 - 02:57 AM