It's mostly in an indoor area.
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7621 Posted 18 January 2017 - 06:12 PM
#7622 Posted 18 January 2017 - 06:15 PM
The interior is looking pretty dark. You sure you didn't mean to post in the Doom 3 forums?
#7623 Posted 18 January 2017 - 07:54 PM
To me it´s the silouette of a cowboy´s hand about to get the revolver, on a duel
#7624 Posted 19 January 2017 - 12:31 AM
OK, I took the obscuring too far. Here is something clearer.
I'm not posting anything else about this till nearer release, but I can say that Gambini is getting warm.
I'm not posting anything else about this till nearer release, but I can say that Gambini is getting warm.
This post has been edited by Tea Monster: 19 January 2017 - 12:31 AM
#7626 Posted 19 January 2017 - 06:48 AM
brullov, on 16 January 2017 - 02:36 AM, said:
Updated shotgun.
The general form and shading is alright, but I did notice a couple of things:
If you follow the perspective lines from the barrel of the gun to the butt/stock/rear portion you'll see that they have two slightly different perspectives which gives the impression that the gun is bent. Should be fixable by shaving off a few pixels. I also notice that the holes around the top of the barrel aren't in perfect alignment, which creates more accidental extra perspective lines. If you work in layers you should be easily able to rotate and shift things around to fix it, although it might require shaving off part of the holes on the rightmost line. Otherwise it's a good start.
#7627 Posted 20 January 2017 - 12:57 AM
I also noticed the 'bent gun' thing, but didn't say anything since I didn't know the names of the gun parts
#7629 Posted 20 January 2017 - 08:22 PM
If it had shaper claws I'd say it's a good candidate for the enforcer:
#7633 Posted 21 January 2017 - 12:32 PM
My heart skipped a beat or two, and then I browsed a few pages back. Gambini, you're a treasure.
#7634 Posted 21 January 2017 - 02:00 PM
Gambini, are you gonna change the final boss? I thought it was cool and fun but it didn't seem to have a connection to any of the DNF build bosses that I know of; Octaking or cycloid. The cycloid has been done a million times though so I respect your decision not to have him and do something different! Can't wait to play what you have brewing!
#7635 Posted 21 January 2017 - 02:13 PM
I hope there will be also new inspired DNF trailer levels or this awesome upgrade to the mod will lose much of his potential or even all it's sense.
#7638 Posted 24 January 2017 - 06:01 PM
The original Warp Factor is wildly out of proportion. Besides the bridge secret, it bears no resemblance to any Federation ship whatsoever, apart from the basic, approximate shape of the layout as a whole.
#7639 Posted 25 January 2017 - 12:11 AM
Wasn´t there an autoshading map script? that´d come handy there, shading will add depth and size to it.
Anyway: I just put the first model on place -which is an achievement considering i had to go really obscure with google to find the right steps- but for some reason the skin looks like half (or even one quarter) its size, making it look all pixelated. The tile is saved as 8bits indexed png, 512x512. Any idea how to fix ir?
Anyway: I just put the first model on place -which is an achievement considering i had to go really obscure with google to find the right steps- but for some reason the skin looks like half (or even one quarter) its size, making it look all pixelated. The tile is saved as 8bits indexed png, 512x512. Any idea how to fix ir?
#7640 Posted 25 January 2017 - 03:09 AM
For the record I'm hoping that you are using a fairly lowish resolution so that the art style is consistent with the rest of the art. But yeah that doesn't look too great in its current glitchy state.
Fox did make an autoshading script that works in-game. Hendricks made a port of it to mapster script at one point but but was glitchy and several surfaces were unaffected. Nothing's really happened since then. A real shame since I'd make extensive use of such a script. In the mean time if there's not much coded behaviour happening in that section of the map, you could start it up in-game with the script running, then do a "dndebug" to output the map with the shading applied.
I've used Hendrick's sector mirroring script to do the underside of the saucer section of that Federation ship. So if he does decide to continue working on scripts I'd want him to know that they're being put to good use as opposed to sitting on a hard drive collecting dust
Fox did make an autoshading script that works in-game. Hendricks made a port of it to mapster script at one point but but was glitchy and several surfaces were unaffected. Nothing's really happened since then. A real shame since I'd make extensive use of such a script. In the mean time if there's not much coded behaviour happening in that section of the map, you could start it up in-game with the script running, then do a "dndebug" to output the map with the shading applied.
I've used Hendrick's sector mirroring script to do the underside of the saucer section of that Federation ship. So if he does decide to continue working on scripts I'd want him to know that they're being put to good use as opposed to sitting on a hard drive collecting dust
#7641 Posted 25 January 2017 - 03:16 AM
Under Render Setup, make sure that 'High Res Texture Quality' is all the way over to the right.
Also, how did you index the PNG?
Also, how did you index the PNG?
This post has been edited by Tea Monster: 25 January 2017 - 03:18 AM
#7642 Posted 25 January 2017 - 05:02 AM
Thanks! Now i realize it only happens in mapster, in eduke it looks fine!
Well i always index these skins so they are true duke look, and then i saved it as png. Now that you ask, maybe it wasnt indexed, just respected the old colors?
Well i always index these skins so they are true duke look, and then i saved it as png. Now that you ask, maybe it wasnt indexed, just respected the old colors?
#7643 Posted 25 January 2017 - 05:40 AM
I was going to say, if you knock the skins down, it will have that 128-pixel-sprite look.
#7644 Posted 26 January 2017 - 09:13 AM
Do you get hungry when wandering around in the average everyday theme park? come on down to the Electric Diner, where we sell burgers, fries, and other kinds of crap! All it requires is a yellow key card.
Here are some shots of inside the diner.
And here are some shots of inside the kitchen.
Also the Blue Octabrain now has a friend.
Here are some shots of inside the diner.
And here are some shots of inside the kitchen.
Also the Blue Octabrain now has a friend.
#7645 Posted 26 January 2017 - 03:42 PM
Is that a tiny baby pig cop with it's parents in the second shot?
#7646 Posted 26 January 2017 - 11:08 PM
Where can I get the Duke Nukem 64 weapon sprites? I'd like to know thanks.
#7648 Posted 27 January 2017 - 05:37 PM
Is it a turtle shell for a new enemy? TMNT
This post has been edited by Mark.: 27 January 2017 - 05:38 PM
#7650 Posted 29 January 2017 - 12:04 PM
Look cool but I would have the body move up and down just a little bit. Just enough to notice.