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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8313 Posted 13 April 2018 - 08:21 PM
#8317 Posted 15 April 2018 - 01:46 AM
#8318 Posted 15 April 2018 - 05:13 PM
#8319 Posted 17 April 2018 - 04:55 PM
In addition to the extensive wall use, another limitation is that the brighter bits are simply whiter, not brighter. Meaning that if you turn down the visibility, the bright bits won't darken down to the original texture, rather a blacker version of the white texture. See the example below with low visibility to understand what I mean:
It could certainly be used in a more wall-limited fashion though!
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This post has been edited by Micky C: 17 April 2018 - 04:56 PM
#8321 Posted 17 April 2018 - 08:11 PM
All the shading is done by the light scripting. As you can see, it worked pretty well, with a few limitations. The biggest limitation is that for it to look good, sectors all had to be small and of similar shape and size. Even then, you get very blocky lighting -- charming, though. My code was not great at determining line of sight to the light source; if the "center" of the sector could not see the light, the whole sector would stay completely unlit. Also, my code completely ignored floor/ceiling distance and only looked at xy distance. I would have developed it further, but soon after this Polymer became available and we all assumed that it would be pointless to keep using a sector based system. I also had this code in DukePlus for a while, and to be honest I don't remember the exact timeline of when it finally got removed, but it was definitely because of Polymer.
EDIT: William Gee made the map in the video, and Hellbound made the player model and the torch sprites.
This post has been edited by Trooper Dan: 17 April 2018 - 08:25 PM
#8322 Posted 17 April 2018 - 08:36 PM
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#8323 Posted 17 April 2018 - 08:54 PM
Ninety-Six, on 17 April 2018 - 05:30 PM, said:
I was inspired by this post: https://forums.duke4...post__p__298807
It can be used for the sort of lighting used in that image, although I'd add a few extra sectors to smooth it out so it's not so abrupt. Nowhere near as smooth as my example of course, but smoother than James'. Note he's probably going for classic level design where that kind of discrete shading is standard.
In terms of the visibility issue, the sectors can manually have their visibility increased to avoid the issue in-game.
Otherwise, a similar effect can be achieved with floor-aligned transparent sprites using additive blending, like in the AMC TC episode 2. It doesn't work when the floor is black like shown here, as there's nothing to add. But for full or semi-bright rooms it works quiet well.
This post has been edited by Micky C: 17 April 2018 - 08:55 PM
#8324 Posted 17 April 2018 - 10:27 PM
Micky C, on 17 April 2018 - 08:54 PM, said:
It can be used for the sort of lighting used in that image, although I'd add a few extra sectors to smooth it out so it's not so abrupt. Nowhere near as smooth as my example of course, but smoother than James'. Note he's probably going for classic level design where that kind of discrete shading is standard.
In terms of the visibility issue, the sectors can manually have their visibility increased to avoid the issue in-game.
Otherwise, a similar effect can be achieved with floor-aligned transparent sprites using additive blending, like in the AMC TC episode 2. It doesn't work when the floor is black like shown here, as there's nothing to add. But for full or semi-bright rooms it works quiet well.
If this lighting effect is sector based then it would explain why in AMC you can't crawl or slide through those lights like in the TV station map, originally I had thought it was just sprites that were left solid but now I realize that you guys are really working like crazy professional graphists O_o
#8325 Posted 17 April 2018 - 10:45 PM
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#8326 Posted 18 April 2018 - 01:01 AM
TheDragonLiner, on 17 April 2018 - 10:27 PM, said:
That's been fixed. It's amazing what a small amount of mapster script can do...
#8327 Posted 18 April 2018 - 05:10 PM
Micky C, on 17 April 2018 - 04:55 PM, said:
In addition to the extensive wall use, another limitation is that the brighter bits are simply whiter, not brighter. Meaning that if you turn down the visibility, the bright bits won't darken down to the original texture, rather a blacker version of the white texture. See the example below with low visibility to understand what I mean:
It could certainly be used in a more wall-limited fashion though!
Cool effect, a bit overdone though considering the amount of walls used. ExtCLUT was meant for making more advanced lighting in maps, still being compatible with vanilla maps. But such paletted lighting is incompatible with Build's sector visibility, so overbright surfaces should have the visibility set to max to avoid such artifacts.
#8328 Posted 20 April 2018 - 04:08 AM
A new small part of my ideas for a "Mr The Killer" second episode ... I Hope you love chicken
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I used pics of my old camera tripod, and a big job in Photoshop, to create this very convenient "Mutoleculator" rayblaster
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This post has been edited by Seb Luca: 20 April 2018 - 04:12 AM
#8329 Posted 23 April 2018 - 08:49 AM
#8330 Posted 23 April 2018 - 11:18 AM
This has probably already been done, but here is my version of a building with reflections.
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PS :
@Trooper Dan : Awesome ! The idea and the realization are excellent!
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@ Jolteon : I do not understand ... Is not it the sprite #4740?
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EDIT : Yeeaah ! My 100th + !!
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This post has been edited by Seb Luca: 23 April 2018 - 11:30 AM
#8331 Posted 25 April 2018 - 04:00 PM
Mostly urban type textures for making city maps. Outside walls, windows, doors, inside walls, sidewalks, etc...
Does this sound like anything you guys would want? I'll start out with a few dozen and see how it goes. If I can figure out a way to batch process some parts of the conversion I'll do more. But even manually one at a time its not too tedious.
#8332 Posted 25 April 2018 - 06:07 PM
This post has been edited by Mark.: 25 April 2018 - 06:09 PM
#8333 Posted 25 April 2018 - 10:29 PM
#8334 Posted 25 April 2018 - 11:29 PM
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So, if there are 37 made and viable so fast, it's impressive. GG
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#8335 Posted 26 April 2018 - 04:08 AM
Very little tweaking done after conversion. Thats why it went so fast. Its also why I'm waiting to see them in a test map before showing anything. This is all new to me so I need to make a few mistakes to learn from. For instance, a brown wood door gets patches of green when converted to the duke palette as-is. The most noticable problems are a texture with faded light green or blue gets converted to grey. Other colors can become desaturated. Color can be introduced where it looked like grey in the original. All the little things you guys seem to know about already. Because of that I have not included those textures right now.
#8336 Posted 26 April 2018 - 07:22 AM
I'll attach the new ART file anyway just so its not a complete loss. Maybe the new tiles in it will actually work for someone's map. I grabbed the TILES021.ART file from some old project on my drive. I don't remember which one. I replaced the first 36 tiles with my new ones. IIRC they start at 5376 in Mapster. If I want to continue this I'll have to do a little more trial and error research For a better result.
Attached File(s)
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TILES021.7z (894.66K)
Number of downloads: 110
This post has been edited by Mark.: 26 April 2018 - 07:25 AM
#8337 Posted 26 April 2018 - 07:44 AM
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Yes, high resolution makes it easier to avoid color conflicts. But the counterpart is sometimes to obtain a too photorealistic effect. Prehaps you'll may have to find a balance between these two points
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__________________
Meanwhile, on the side of "Mr The Killer" :
A new enemy has been created ... But I think I made it a little bastard mob
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This post has been edited by Seb Luca: 26 April 2018 - 07:45 AM