What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5221 Posted 10 December 2013 - 12:05 AM
Here's the link: http://baghead.drdteam.org/tools.xml
#5222 Posted 10 December 2013 - 12:49 AM
I love it when a pipeline finally comes together...
#5223 Posted 10 December 2013 - 01:37 AM
This post has been edited by Daedolon: 10 December 2013 - 01:47 AM
#5225 Posted 10 December 2013 - 02:43 AM
Micky C, on 10 December 2013 - 02:23 AM, said:
ಠ_ಠ
#5226 Posted 10 December 2013 - 03:39 AM
Didn't know that trick with the transparency.
Daedolon, on 10 December 2013 - 01:37 AM, said:
Well, this gives me some inspiration too. ^^
#5227 Posted 10 December 2013 - 04:10 AM
dpax, on 10 December 2013 - 03:39 AM, said:
Didn't know that trick with the transparency.
Glad I could help
Lunick, on 10 December 2013 - 02:43 AM, said:
#5228 Posted 10 December 2013 - 01:55 PM
Daedolon, on 10 December 2013 - 01:37 AM, said:
Very sexy!! Combines good architecture with detail and color scheme.
#5229 Posted 11 December 2013 - 12:08 PM
So don't abandon it.
#5230 Posted 11 December 2013 - 05:54 PM
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.
#5233 Posted 13 December 2013 - 03:50 PM
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.
#5234 Posted 13 December 2013 - 04:20 PM
#5235 Posted 13 December 2013 - 07:35 PM
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)
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BPalEd013111.zip (958.18K)
Number of downloads: 192
#5236 Posted 14 December 2013 - 12:37 AM
Commando Nukem, on 13 December 2013 - 03:50 PM, said:
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.
***
From my experience, I'm almost sure you'll have to do some tweaks in the palette once you get to working on art 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.
Good luck!
#5240 Posted 14 December 2013 - 10:15 PM
#5241 Posted 14 December 2013 - 11:00 PM
Scott_AW, on 14 December 2013 - 10:15 PM, said:
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!
Don't get me wrong, it's an enemy in my map...
And sparks... you won't have the time to watch them...
Okay, enough for the spoilers then...
This post has been edited by dpax: 14 December 2013 - 11:02 PM
#5242 Posted 14 December 2013 - 11:34 PM
Reminds me of Mortimer McMyer's Mangling Machine.
#5243 Posted 14 December 2013 - 11:51 PM
High Treason, on 14 December 2013 - 11:34 PM, said:
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?
#5244 Posted 15 December 2013 - 01:02 AM
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
#5245 Posted 15 December 2013 - 01:12 AM
This is something never mentioned in any tutorial, so thanks a lot man!
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
#5246 Posted 15 December 2013 - 03:26 PM
#5247 Posted 15 December 2013 - 03:36 PM
#5249 Posted 15 December 2013 - 04:20 PM
Cage, on 15 December 2013 - 03:26 PM, said:
Love it