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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   Forge 

  • Speaker of the Outhouse

#5881

View PostMike Norvak, on 20 June 2014 - 07:24 PM, said:

Shading is okay imo, could use some shadows as you said.

okay. so i didn't specify that i meant sector shading. not wall shading. my fault.

This post has been edited by Forge: 20 June 2014 - 07:59 PM

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User is offline   Mike Norvak 

  • Music Producer

#5882

Yeah you are right Forge, sector shading sounds more appropriate ^_^

BTW Is there already an a.m32 line to automatically shade walls depending on it's direction?
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User is offline   Micky C 

  • Honored Donor

#5883

IIRC LEBuild has some kind of shading feature, it might even insert new walls and sectors. I can't remember how successful it was, but these days it isnt worth using LEBuild with its different feel of controls, incomplete 3D mode and incompatibility with newer features.

I'm sure a smart coder could whip something up though ^_^
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User is offline   Zaxtor 

#5884

Adapting my levels to Duke32 (64) bits,
The bug issues causing to "see sprites through walls" from TROR. I found a way to "fix it". Is rather an exploitive way using Con trick.
Also putting sprites to "hide certain TROR bug" in polyester.
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User is offline   The Commander 

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

#5885

Wtf did I just read?

Posted Image

This post has been edited by The Commander: 22 June 2014 - 05:32 AM

0

User is offline   Mark 

#5886

Bugs in polyester ?

Find a new laundrymat to clean your clothes. ^_^
6

User is offline   Zaxtor 

#5887

With Eduke32 for 64 bit.
It causes certain sprite bugs.

like that http://forums.duke4....2-win647z-file/ is what I mean sprites can be seen through walls. TROR related issues on Polyester mode.
But I found a way to "fix it"
0

User is offline   The Commander 

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

#5888

When has EDuke32 had anything to do with Polyester?
1

User is offline   Jblade 

#5889

He's talking about polymost.
1

User is offline   The Commander 

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

#5890

Yes I think we all knew that.
1

User is offline   Mblackwell 

  • Evil Overlord

#5891

I honestly had no idea.

Spoiler

7

User is offline   Forge 

  • Speaker of the Outhouse

#5892

polyester ferret hotel. they check in, but don't check out
Posted Image
2

User is offline   Gambini 

#5893

It could have been Polymer. James is not being obvious, he´s coming to a conclusion based on how the guy describes the problem. AFAIK Polymer TROR is bug free.
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User is offline   Zaxtor 

#5894

Polymost I mean.
I was sleepy.
1

User is offline   Scott_AW 

#5895

Light glow that vanishes when you shoot-out the lights



Very simple actually, the light glow sprite checks the sector, if its > 0 in shade then it dies. Supereffective.
4

User is offline   Cage 

#5896

I'm starting to get actually worried about reaching the wall limit before I'm done with the map

Attached thumbnail(s)

  • Attached Image: mapster.png

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User is offline   Gambini 

#5897

That top view reminds me of some of my maps. The stretched dead ends and triangles for screens mostly ^_^
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#5898

View PostMickey C, on 21 June 2014 - 08:22 PM, said:

IIRC LEBuild has some kind of shading feature, it might even insert new walls and sectors. I can't remember how successful it was, but these days it isnt worth using LEBuild with its different feel of controls, incomplete 3D mode and incompatibility with newer features.

I'm sure a smart coder could whip something up though ^_^


That was just an experimental auto-shading feature with some limited cast shadow generation. One can benefit from it in some cases (since it's mathematically correct and supports multiple light sources), but manual shading rules anyway =)

We're level artists after all, so everything should have some kind of artistic touch to get a distinctive style. By the way, cool screens of your map pmw, clean and tidy. Keep it up, I like how it looks =)
1

User is offline   Daedolon 

  • Ancient Blood God

#5899

View PostCage, on 22 June 2014 - 03:20 PM, said:

I'm starting to get actually worried about reaching the wall limit before I'm done with the map


I love this map.
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User is offline   Zaxtor 

#5900

I had a few maps of fearing of reaching limit before finished.

Especially those maps has multi routes. Such as you must go in multi rooms before reaching the ending.

When I reach a 14k to 15k walls it usually catch up and map is finish before 16370 to 16384.
is like is pre-planed ^_^, I never in my life reached line limit before finishing map, even in the 1024 max sectors era.

E4L7 (level 7 in my mod) example, when I run low on walls I make "less important things such as deco computers towers made of sprites instead of sectors"

2318 sectors 12754 sprites, 16384 lines.
Only map I will show its map.

Posted Image
1

#5901

Ivan what's happened to all of your (awesome) voxel pictures ? It seems you deleted an entire archive
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#5902

still here and still working on amc tc(and other) voxels. i can now make 2d sprites from voxels like the mp40(by reaperman).

Attached thumbnail(s)

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  • Attached Image: fas 2014-06-23 14-57-09-687.jpg
  • Attached Image: mp40.png

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User is offline   Micky C 

  • Honored Donor

#5903

I'm a bit confused, are these for the actual AMC TC or are you working on some kind of side-project that uses the AMC TC as a base? (Not unlike how Imperium and Duke Nukem Eternity use DukePlus as a base).
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#5904

View PostMickey C, on 23 June 2014 - 03:05 AM, said:

I'm a bit confused, are these for the actual AMC TC or are you working on some kind of side-project that uses the AMC TC as a base? (Not unlike how Imperium and Duke Nukem Eternity use DukePlus as a base).


as i said 'and other' voxels svd,tt33,ak103,asval are for amc tc. and yes, i'm working on a side-project
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User is offline   Kyanos 

#5905

I've been confused about all your voxels too. Are they model conversions or from scratch? Also, are they pickups with code and real game effects or just decoration?
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#5906

View PostDrek, on 23 June 2014 - 04:07 AM, said:

I've been confused about all your voxels too. Are they model conversions or from scratch? Also, are they pickups with code and real game effects or just decoration?


most are from scratch(2d sprites) and some conversions. they are all pickups
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#5907

Posted Image



Finally finished getting around to finishing up the alcohol for my expansion.
3

User is offline   Kyanos 

#5908

I'm making another arena style DM map today. Small, best for 1 on 1, calling it Crater.
Posted Image

Done ^_^
http://forums.duke4....post__p__199892

This post has been edited by Drek: 24 June 2014 - 10:02 AM

2

User is offline   Mark 

#5909

There are so many distractions, but I'm going to try to get my Graveyard mod finished before the end of summer. I've been placing and testing monsters, weapons and ammo. Plus there are still a few more effects I want to place in the maps. It has been taking way longer than I thought to get this finished. But I'm starting to see light at the end of the tunnel.

Attached thumbnail(s)

  • Attached Image: duke0011.jpg

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User is offline   Scott_AW 

#5910

@Mark That's some freaky shit

Finalized the lighting effect, changed the killit to an else CSTAT change so the light effect now works with lightswitches. Didn't know why I forgot about this...

http://youtu.be/iivADUxhw-o
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