Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 363 Pages +
  • « First
  • 173
  • 174
  • 175
  • 176
  • 177
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Cage 

#5221

I'm using palette dump tool from DoomCrap program set - but it only saves the palette as the Photoshop format (.act) - no idea if PSP supports it, but I think it's easier to look for a solution to convert it to a supported format instead of having nothing :wub: cheers!

Here's the link: http://baghead.drdteam.org/tools.xml
1

User is offline   OpenMaw 

  • Judge Mental

#5222

Thanks Cage. With the program I was able to convert it to .act, then use GIMP to index the original image properly. Palette is now game ready. Posted Image

I love it when a pipeline finally comes together...
1

User is offline   Daedolon 

  • Ancient Blood God

#5223

Thanks to dpax, I got inspired to start working on some Duke3D stuff, starting yesterday. Excuse missing lighting and other stuff.

Posted Image

This post has been edited by Daedolon: 10 December 2013 - 01:47 AM

16

User is offline   Micky C 

  • Honored Donor

#5224

Very nice, is that your first attempt at mapping?
0

User is offline   Lunick 

#5225

View PostMicky C, on 10 December 2013 - 02:23 AM, said:

Very nice, is that your first attempt at mapping?


ಠ_ಠ
6

User is offline   neoacix 

#5226

@Micky C, thanks for your suggestion with the lights.
Didn't know that trick with the transparency.

View PostDaedolon, on 10 December 2013 - 01:37 AM, said:

Thanks to dpax, I got inspired to start working on some Duke3D stuff, starting yesterday. Excuse missing lighting and other stuff.


Well, this gives me some inspiration too. ^^
1

User is offline   Micky C 

  • Honored Donor

#5227

View Postdpax, on 10 December 2013 - 03:39 AM, said:

@Micky C, thanks for your suggestion with the lights.
Didn't know that trick with the transparency.


Glad I could help Posted Image

View PostLunick, on 10 December 2013 - 02:43 AM, said:

ಠ_ಠ



Posted Image
0

User is offline   Gambini 

#5228

View PostDaedolon, on 10 December 2013 - 01:37 AM, said:

Thanks to dpax, I got inspired to start working on some Duke3D stuff, starting yesterday. Excuse missing lighting and other stuff.

Posted Image


Very sexy!! Combines good architecture with detail and color scheme.
2

User is offline   Jimmy 

  • Let's go Brandon!

#5229

Looks great Daedolon. It actually sort of reminds me of stuff built by quakis.
So don't abandon it.
2

User is offline   Daedolon 

  • Ancient Blood God

#5230

Thanks, guys!

Since it mostly is starting to look presentable, I'll just keep adding meat to it to hopefully get a proper map out at some point.
2

User is offline   DavoX 

  • Honored Donor

#5231

Fuck yeah it looks awesome, great work!
1

User is offline   brullov 

  • Senior Artist at TGK

#5232

I'm preparing something for Dukers in special atmosphere! Posted Image
Posted Image
3

User is offline   OpenMaw 

  • Judge Mental

#5233

This is technically Duke related. So I don't feel too bad derailing the topic with this once again. Though it's not Duke3D related. (Don't let the last row fool you.)

Attached Image: Palette Explination.png


I was wondering if you guys could offer up some criticisms, and suggestions on my palette? I'm trying to nail a solid gritty look, but still have a decent range of colors, and I was wondering if any of you could spot where I might have weaknesses? Obviously it's hard to tell without seeing it applied to anything, but, those of you who have worked with limited palettes in the past may know where i'm gonna run into trouble. Posted Image
1

User is online   Hendricks266 

  • Weaponized Autism

  #5234

It's really hard to say without seeing the art itself, but one observation is that the number of brown shades you have gives Blood's palette a run for its money.
1

User is offline   Scott_AW 

#5235

Thats pretty close to how I setup a program to quickly convert such an image into a duke palette file, attached below.

You will have to adjust each square and give them a buffer between each color, but it can easily be converted and then you can see how it runs. It doesn't handle look up tables, so I'm not sure what you'd use for that. Your best bet is make sure that your gradients match up in length with the originals. Like I'm not sure if your additional highbright green will be read, but of course you can test it out.

Attached File(s)


2

User is offline   Cage 

#5236

View PostCommando Nukem, on 13 December 2013 - 03:50 PM, said:

[size="2"]I was wondering if you guys could offer up some criticisms, and suggestions on my palette? I'm trying to nail a solid gritty look, but still have a decent range of colors, and I was wondering if any of you could spot where I might have weaknesses?


In general, there's pretty high contrast in the dark shades, which can pose problems if you'd like to have dark areas in your project - either harsh transitions between colors, or you might need to use colors from other ramps to make the transition fluid - which may, or may not work. Also, the change in the lightness/values could be more evenly distributed (Flesh tones/mud)

Most of your ranges also lack really bright hues (fading to white, or somewhere close), which can create some problems if you'd like to have some specular highlights on textures or create colored light fixture textures.

Yellow and hard orange can pose problems, since they like there's no proper color to fade them out in the dark - keep in mind that besides the palette, you still have the color map/shade tables to do.

Low amount of dark shades in the vivid red and vivid green - you can use faded red shades to make it a little more fluid, but the greens will still have the jump.

Not sure how you plan to use the grit range, but I'd make it more saturated myself - this depends on what you want. I't's nice to have some variety in gray textures - if you plan on doing some rusty/stained stuff, it's great to have an in-between range between the gray and the main brown range - Doom, Hacx & Supplice use a tan range for this, and works well, plus it can be used as another color. You can go the Cyclones route, and use a green color, in-between the main gray and green range - works great too. I really like the faded/soft blue range, since a desaturated blue can be used to spice up gray/metal textures/sprites very nicely.

Posted Image

***

From my experience, I'm almost sure you'll have to do some tweaks in the palette once you get to working on art :D Don't worry, usually it works out for the best. Keep in mind to always keep your true-color textures somewhere!

Creating and 8-bit palette is always a trade-off, it's either more shades or more fluid color transitions. Personally, I prefer the idea of a more themed palette (less hues, more shades), but that worked well for the projects I've had - not sure what you're planning to do. :wub:

Good luck!
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5237

Skybox type

Posted Image
6

User is offline   neoacix 

#5238

Posted Image

...weird things, I guess :wub:
8

User is offline   ReaperMan 

#5239

That is one big Techbot.
2

User is offline   Scott_AW 

#5240

Classic, now it just needs head spinning action, maybe sparks.
1

User is offline   neoacix 

#5241

View PostScott_AW, on 14 December 2013 - 10:15 PM, said:

Classic, now it just needs head spinning action, maybe sparks.


Well... head spinning would be cool, but it's not possible I guess, because Mr. Robot is build out of sprites.
But he has some nice fists which will fly IN YOUR FACE! :wub:
Don't get me wrong, it's an enemy in my map...

And sparks... you won't have the time to watch them... :D

Okay, enough for the spoilers then...

This post has been edited by dpax: 14 December 2013 - 11:02 PM

0

#5242

You could possibly make it spin making a small rotating sector, putting script_expertmode in the console and editing the Sectnum of the sprites just before you save & exit. Keep in mind, the Sectnum will change back every once in a while.


Reminds me of Mortimer McMyer's Mangling Machine.
1

User is offline   neoacix 

#5243

View PostHigh Treason, on 14 December 2013 - 11:34 PM, said:

You could possibly make it spin making a small rotating sector, putting script_expertmode in the console and editing the Sectnum of the sprites just before you save & exit. Keep in mind, the Sectnum will change back every once in a while.


Hm.... Mr. Robot is in an elevator.... but that keeps me thinking of some possibilities.

So, if I edit Sectnums in Mapster and save then, it will be saved in the map.
But if I open the map in mapster again it will be reversed.
Right?

Or do you mean ingame console?
0

#5244

In Mapster and yeah, it resets them the next time the map is loaded into Mapster as far as I am aware. Keep in mind, that anything you claim belongs to that sector will disappear if you cannot see that sector - really limiting it's use. If it is on an elevator already you probably can't rotate it in anyway (unless you could somehow sync a rotate and rise sector to it without anyone noticing... Assuming that was a sector type in Duke 3D, haven't used the editor for anything more than CGI lately.

My suggestion would be that rather than risk breaking something you build a room with a moving sector of some kind and change the sectnum of a sprite near the sector to observe how it behaves as it can be a little finnicky. Also note that enabling script_expertmode will disable a lot of the fool-proofing in Mapster32 as well. As a last note, it wreaks havoc with collision detection if you start messing with sectnums, I tried to make a floating elevator once and everything fell through it.

This post has been edited by High Treason: 15 December 2013 - 01:03 AM

1

User is offline   neoacix 

#5245

Well, I won't use this effect for the head, but now I'll consider using it in future thanks to you!
This is something never mentioned in any tutorial, so thanks a lot man! :wub:

I realy hang on stuff never done in any map before without .con modding. ^^ (and that's realy hard I guess)

This post has been edited by dpax: 15 December 2013 - 01:16 AM

0

User is offline   Cage 

#5246

Stuff. I need to put in some light fixtures there.

Attached thumbnail(s)

  • Attached Image: duke0001.png

6

User is offline   zykov eddy 

#5247

View PostFox, on 14 December 2013 - 01:51 PM, said:

Skybox type

Posted Image


Does it move, like in Quake?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5248

Not yet, but that's the plan.
0

User is offline   Lunick 

#5249

View PostCage, on 15 December 2013 - 03:26 PM, said:

Stuff. I need to put in some light fixtures there.

Love it :wub:
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5250


12

Share this topic:


  • 363 Pages +
  • « First
  • 173
  • 174
  • 175
  • 176
  • 177
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options