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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#361 Posted 13 August 2009 - 12:03 PM
#362 Posted 13 August 2009 - 01:30 PM
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#363 Posted 13 August 2009 - 01:46 PM
http://www.garrysmod...a=view&id=16252
http://www.garrysmod...a=view&id=22189
http://www.garrysmod...a=view&id=24690
http://www.garrysmod...a=view&id=63344
let me know
![:blink:](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
#364 Posted 13 August 2009 - 07:36 PM
just basically need to replace the model of the recon car and copy its AI, those DP recon cars can track / follow / and fire rockets at you whilst your in the skycar surprisingly well, i have had some awesome dog fights with them.
ill post the map tonite (still very much a beta) , for ppl to play around in.
#365 Posted 13 August 2009 - 10:25 PM
DanM, on Aug 13 2009, 01:00 AM, said:
like that "RoR" i found for polymer, its not solid and it disapeers at certain angles, are the only things wrong with it
its solid if you enter the RoR sector from where it was made but everything else disapeers, one day maybe tx & plagman will fix that, they are doing some already crazy shit with SoS alone, never ever thought id see build engine doing the stuff it is now
![:blink:](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
using your thoery of tiles duplicated & rotated i managed to throw a full polymer lit city for skycar flight, its actually really fun flying around smashing those recon cars, good challenge too
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![Attachment](https://forums.duke4.net/public/style_images/cgs/attachicon.gif)
no it can be practical. from what i can tell i mite be aboul to put the bace mirror anywhere in the map. so the player does'nt even have to have it in the room. but the room inside the bace mirror has to reach the player if fliped around. its hard to explane.
i think if the glich i figger out could be used in the programing of a new e-duke. this is just an idea. but if it was programed into it? it could be made into a low and high tag you put on the wall with mirrors as the tile. due to the fact the mirror tile in e-duke seem to render a black secter. then, much like how standerd water is done. you could, make a room that would be renderd for that area? somewhere else in the in the map. with the same low and high tags and mirror tiles (of course).
so that way, if you make a roof? its as simple as making swimable water. something i think thay should have build in ROR for anyways. i meen with water it makes to make the secters above and below.. but with roofs it seems more simple to make them into walls.
now thats just an idea and im sorry for the large this comment.
by the way the ploymor is looking awesome!! i cant wait to use it. but could e-duke use a draw distance? i would love to design a whole plant map for that ship fly in. and a draw distance would be perfict for stable grafics. and maybe that ROR idea could be used to make the room repeat as if your going around the world????.... omg, imagin remaking ff7's world map? then dukeing it out in it?... a mapper can dream you know.
This post has been edited by NerdZilla: 14 August 2009 - 01:10 AM
#366 Posted 13 August 2009 - 10:57 PM
darkcaleb, on Aug 13 2009, 02:46 PM, said:
http://www.garrysmod...a=view&id=16252
http://www.garrysmod...a=view&id=22189
http://www.garrysmod...a=view&id=24690
http://www.garrysmod...a=view&id=63344
let me know
![:blink:](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
dude those ships would be awesome in duke. if you made some of those, that would be cool to see.
#367 Posted 13 August 2009 - 11:52 PM
anyway have fun in this city, its fully lit by polymer, and runs really well surprsingly, i dont know why, ive got maps with half as much stuff that dont run this nice.
![Attached File](https://forums.duke4.net/public/style_extra/mime_types/zip.gif)
Number of downloads: 821
#368 Posted 14 August 2009 - 12:30 AM
now my game is lacking the skilled coding. but im applying highly skilled loughs. now i made stephen colbert's imaginary gun, sweetness in my game. but the tile, was'nt right. like having a CS gun tiles for a guns.
well i have to say thank you to stephen colbert (ones again). he's a good guy, thanks to him i can take my mod from cheeze burger, to bacen cheeze burger. because on his show he gave me the perfict tile, for the gun sweetness.
but the problem im having is. i dont have a good art editer. im useing dukeres with photoshop. but it does'nt seem to work with tiles with clear parts... EA spites. the tiles have no clear parts. dose anyone know a good duke tile editer or how to use DukeRes better?
PS: i really need help with the coding of my mod. its simple stuff if anyone can help me?
This post has been edited by NerdZilla: 14 August 2009 - 01:33 AM
#369 Posted 14 August 2009 - 12:52 AM
This post has been edited by DanM: 14 August 2009 - 01:01 AM
#370 Posted 14 August 2009 - 01:03 AM
DanM, on Aug 14 2009, 12:52 AM, said:
anyway have fun in this city, its fully lit by polymer, and runs really well surprsingly, i dont know why, ive got maps with half as much stuff that dont run this nice.
![Attachment](https://forums.duke4.net/public/style_images/cgs/attachicon.gif)
shadow warror did that? if only that could be ported over. then i think, the trick would be ; getting the spite to be aboul to move into the projected secter. i know with no clip on, you can walk into a walls to a perfict point between the secter and nothing. thay could no clip that wall and tallaport at that point? im sure its not out of reach for the godlike e-duke designers.
maybe the designers could add both metheds? i bet the maps from that kind of editor would be amazing. i meen, nothing would be out of reach us mappers... =D ....the maps id make....
#371 Posted 14 August 2009 - 01:19 AM
DanM, on Aug 14 2009, 01:52 AM, said:
thank you. the thing i really needed was something for the duke 3d it self... for the tile folder.
#372 Posted 14 August 2009 - 03:25 AM
It's cool reading this and seeing there is some awesome stuff still being made for this game! I'm just hoping these projects get completed. WGR2, Sonic and the Jurassic Park TCs look really friggin' cool. Been away from Duke for quite a while now, I had an idea to make a TNMT mod..Figured it could be fun. I gotta learn half the shit all over again though, haha.
#374 Posted 14 August 2009 - 07:20 AM
DanM, on Aug 14 2009, 07:51 AM, said:
Is that supposed to be for iron sights? Unfortunately it doesn't look like Duke's pistol.
#376 Posted 14 August 2009 - 10:08 AM
#377 Posted 14 August 2009 - 10:13 AM
DeeperThought, on Aug 14 2009, 08:20 AM, said:
sweetness is'nt going to replace the duke pistol. she's going to replace the duke's RPG.
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This post has been edited by NerdZilla: 14 August 2009 - 03:27 PM
#378 Posted 14 August 2009 - 10:33 AM
Geoffrey, on Aug 14 2009, 08:08 PM, said:
when taken of context this quote would sound so wrong lol
Yeah but no I agree with the overall sentiment here, doesn't look that great!
#379 Posted 20 August 2009 - 08:09 PM
![Attached Image: DNE09.jpg](https://forums.duke4.net/uploads/monthly_08_2009/post-1256-1250827606_thumb.jpg)
just using them as PAL 40+ varients of similar tiles.
#382 Posted 21 August 2009 - 03:52 AM
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#384 Posted 21 August 2009 - 04:41 PM
#387 Posted 23 August 2009 - 08:03 AM
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This post has been edited by Marked: 23 August 2009 - 08:06 AM
#388 Posted 23 August 2009 - 09:44 AM
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Heroes in a half-shell
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When the evil Shredder attacks
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Splinter taught them to be ninja teens (He's a radical rat!)
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Teenage Mutant Ninja Turtles
Teenage Mutant Ninja Turtles
Teenage Mutant Ninja Turtles
Heroes in a half shell
Turtle power!
#389 Posted 23 August 2009 - 10:29 AM
DanM, on Aug 14 2009, 07:51 AM, said:
im good with photo shop. im a grafict design artist. but how do i get that into the video game. with the pinkesh part all clear so it works right in game??