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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   MusicallyInspired 

  • The Sarien Encounter

#5131

That's kind of nice!
1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5132

You could make a nice wallpaper out of that.
1

User is offline   Bloodshot 

#5133

Something I thought was kinda neat which I did by accident is that Duke actually fits fairly well into the save/load frame when there's no screenshot in it.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5134

Posted Image
After spending like 12 hours finding the right programs etc to extract the resources from the original game.
I will slowly spend time working on this and probably end up just releasing all the resources from it.

The only thing I haven't been able to rip/extract are:
Maps: Maps appear to have been made in a special editor and almost have a model/mesh feeling to them.
Models: Items/Weapons etc. are displayed as models.

This post has been edited by The Commander: 24 October 2013 - 10:47 PM

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User is online   Lunick 

#5135

What are the sprites from?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5136


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User is offline   CruX 

#5137

View PostThe Commander, on 24 October 2013 - 10:44 PM, said:

After spending like 12 hours finding the right programs etc to extract the resources from the original game.
I will slowly spend time working on this and probably end up just releasing all the resources from it.

The only thing I haven't been able to rip/extract are:
Maps: Maps appear to have been made in a special editor and almost have a model/mesh feeling to them.
Models: Items/Weapons etc. are displayed as models.

Hot damn, you were able to get ALL the sprites? Even the androids?

This post has been edited by Emerica: 25 October 2013 - 02:16 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5138

Posted Image

I did this based on this image:

Posted Image

This is still just a remasterization, it would require a lot of adjustments to make it a working HUD.
1

User is online   Lunick 

#5139

Add on for The Simpsons wad?
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#5140

View PostLunick, on 27 October 2013 - 10:44 PM, said:

Add on for The Simpsons wad?


http://waltersgamebo...ig/DOOM0000.gif
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User is offline   pmw 

#5141

Just made my first sprite-stairs:

Posted Image

..and tested those:
Posted Image
8

User is offline   neoacix 

#5142

Looks quite nice. :P
But mabye, you should consider TROR before it's to late!
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User is offline   pmw 

#5143

View Postdpax, on 28 October 2013 - 09:05 AM, said:

Looks quite nice. :P
But mabye, you should consider TROR before it's to late!


Thanks but no thanks..I'm never gonna use TROR. I think it's cheating. I'm making old school maps, not new stuff.
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User is offline   neoacix 

#5144

If you consider your map to be played on other ports then eduke, I'm totaly with you, but if not, I don't know what should be wrong or cheating by using TROR.
Using hundrets of sprites to get almost the same effect is more cheating to me then, because old school PCs were not capable to render them with a good fps count.
TROR would be fine on older machines I think. ^^

But hey, it's your choice. :P
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User is offline   Mikko 

  • Honored Donor

#5145

View Postdpax, on 28 October 2013 - 10:05 AM, said:

If you consider your map to be played on other ports then eduke, I'm totaly with you, but if not, I don't know what should be wrong or cheating by using TROR.


System requirements.
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User is online   t800 

#5146

Maybe he just wants polymost compatibility as many Dukers still use it (lower system requirements, texture filtering) and TROR in most cases doesnt render correctly in polymost at all. Not everybody even nowadays can afford to buy computer powerful enough to handle big and complex maps in polymer, and even after you disable dynamic lights with r_pr_lighting 0, it is still much more resources hungry than polymost.

Those are my 2 cents.

(Call me backward thinker if you want, but I still think that TROR shouldnt be used all the time for "heck of it", but only when neccesary to achieve effects that are impossible to achieve without it.)

This post has been edited by t800: 28 October 2013 - 10:32 AM

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User is offline   neoacix 

#5147

Okay, I thought TROR would work fine with polymost.
Thanks for your replies, I learned something again. :P
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User is offline   necroslut 

#5148

View Postt800, on 28 October 2013 - 10:32 AM, said:

Maybe he just wants polymost compatibility as many Dukers still use it (lower system requirements, texture filtering) and TROR in most cases doesnt render correctly in polymost at all. Not everybody even nowadays can afford to buy computer powerful enough to handle big and complex maps in polymer, and even after you disable dynamic lights with r_pr_lighting 0, it is still much more resources hungry than polymost.

Those are my 2 cents.

(Call me backward thinker if you want, but I still think that TROR shouldnt be used all the time for "heck of it", but only when neccesary to achieve effects that are impossible to achieve without it.)

I don't think there is a computer that can handle large, complex maps in polymer...
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User is offline   neoacix 

#5149

View Postnecroslut, on 28 October 2013 - 10:43 AM, said:

I don't think there is a computer that can handle large, complex maps in polymer...


Actually, I'm building one atm.
Frames dropes down to 12 on some places, but it's still playable with the 64bit build.
I just hope for later optimizations in polymer. :P
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User is offline   Helixhorned 

  • EDuke32 Developer

#5150

In pmw's particular case, I'd opt for spite stairs too. If they were made using TROR, the bunches between the different levels would need to extend along the whole exterior space. While there are maps doing just that (by MickyC and Paul B, for example), I'd prefer to use TROR in a more limited fashion, such as trying to make the bunches close to convex.
1

User is offline   pmw 

#5151

I don't want to use anything new with my maps. It's just my way to do stuff. I started to make dukemaps back in 90s, and still doing maps in the same way as back then. I was forced to update my Duke to Eduke due to wall/sector limits, not for HRP or TROR stuff.
I just want to make maps, not modding duke. Just simple, old fashion maps with no polymers, polymosts, polybla, polyblbo, nothing. Just plain duke, and fun maps.
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User is offline   neoacix 

#5152

I didn't thought about the stairs... building them using TROR is just an overkill I think.
I thought about the exits, doors and having more then 1 stock in a building.

But your right, Helixhorned, I'll think in large maps a good mix of both, sprites and TROR is the right way.
That's why I was posting my issue.

In my map, I started building things without TROR and using sprites for roofs and ceilings, because I want to give the player the ability to fly over every building.
As TROR needs a clear setup (same ceiling or ground heights), before it's applied, it was no longer an option for me.
But I realized that this was not such a bad thing, because TROR hits the wall count realy high.
And on large maps, you have to watch that...

But if you want slopes, some SE which only works with floor and ceiling, buildings with more then 1 stock ... TROR is the right thing.

It's like polymer light and standard shading... I keep on mixing them for the best performance.

But hey, I went offtopic, sorry. ^^

Edit:
pmw, I'm with you, but I don't wan't to have back the bugs of build. :P

This post has been edited by dpax: 28 October 2013 - 11:29 AM

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User is offline   MetHy 

#5153

View Postpmw, on 28 October 2013 - 08:39 AM, said:

Just made my first sprite-stairs:

Posted Image

..and tested those:
Posted Image


This looks cool but it could use a lot of shading. Those buildings could be made much better as well: trimming, different size, high and shape, different textures combos... As they are, they feel very 1996-ish.

The road texture gives the map a West-Europe centertown feel while the building look very USA as they are. Improving the buildings would also fix that.
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User is offline   pmw 

#5154

HOX: shading disappears while shooting with the gun..Everything comes totally bright.
I know, there could be more detail on buildings etc, but I'm too lazy to edit it anymore,and...wall usage 16384/16384.

This map and this road are located in Finland, this whole map is based on real location.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5155

I did a set of sprites of the doomguy using the shotgun. There was already a sprite set with weapons on the Internet, but I tought it wasn't good enough.

Posted Image

At the time I tought it would be cool to have some marines helping you, but I tought it would suck if they showed a rifle but fired other weapons. So I made this sprite for it.
1

User is offline   Scott_AW 

#5156

I've got around to replacing all the effector icons, as I've started making new ART files to replace the ones still chalk full of old duke3d art. I will purge it all!
Attached Image: capt0004.png
Otherwise I've made a bunch of street signs, with a few more left to come. Not shown, cow crossing. Still to make, Caution, people crossing, left/right turn only and no parking.
Attached Image: duke0000.png
Attached Image: duke0001.png
Attached Image: duke0002.png
Attached Image: duke0003.png
Attached Image: duke0004.png
5

User is offline   jet_nick 

#5157

i was working on a ninja skin
Posted Image
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5158

Is that for the shity SW beta mod?
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User is offline   Hendricks266 

  • Weaponized Autism

  #5159

Why not just use the ninja art from Deadly Kiss?

Oh.
1

User is offline   jet_nick 

#5160

was an old job, I decided to pick it up and finish it ;)
0

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