What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#841 Posted 10 January 2010 - 02:00 PM
#842 Posted 10 January 2010 - 03:32 PM
This post has been edited by Marked: 10 January 2010 - 03:35 PM
#843 Posted 11 January 2010 - 05:44 AM
blizzart, on Jan 6 2010, 02:52 PM, said:
Yeah I know, shading is big problem for me. I always forget to do that.
Gambini, on Jan 7 2010, 04:39 AM, said:
Thanks!
#844 Posted 11 January 2010 - 09:17 AM
Personally it was like a trip back in the old days. I started that level back when Duke3d was still ported for DOS, and got it running on my XP machine. Kinda saw how my skills have developed.
After seeing a few things here, my skills are nothing compared to others around here (obviously)
As soon as I can find a place to upload it, I would like someone to beta test Ragnarok. Its not quite complete, gotta play around with SE-49's and make some of the really dark areas better.
#845 Posted 11 January 2010 - 06:31 PM
DeeperThought, on Jan 10 2010, 10:26 AM, said:
get the HRP whatever tile format there useing is a MUST.
I'm getting 30 FPS and it's acting like it's a newer game. not glich no nothing.
your videocard should thank you after.
i have an ATI on a labtop.
This post has been edited by NerdZilla: 11 January 2010 - 06:33 PM
#846 Posted 12 January 2010 - 07:21 AM
This post has been edited by Sangman: 12 January 2010 - 07:22 AM
#847 Posted 12 January 2010 - 09:02 AM
Sangman, on Jan 12 2010, 07:21 AM, said:
thats because im messing with the geo fog. does anyone know how to make other colers?
#848 Posted 12 January 2010 - 01:28 PM
Edit: Throw a few forests in there and watch that framerate change
This post has been edited by Andrew Hunt: 12 January 2010 - 01:35 PM
#849 Posted 13 January 2010 - 07:52 AM
Andrew Hunt, on Jan 12 2010, 10:28 PM, said:
Why would it change?
#850 Posted 13 January 2010 - 08:03 AM
For example, look at the FPS drop on this forest in my map.
#851 Posted 13 January 2010 - 09:04 AM
#852 Posted 13 January 2010 - 09:43 AM
BTW how is the FPS in that map without Polymer? Perhaps it's not the models that consume that much rendering time but rather the engine that has to render the lights and shadows. I've had lower FPS counts in Polymer in fairly simple hallways that didn't have many 3D models to speak of.
This post has been edited by Sangman: 13 January 2010 - 09:45 AM
#853 Posted 14 January 2010 - 06:27 PM
#854 Posted 14 January 2010 - 09:25 PM
The park area is basically finished, it's pumped full of details and has more secret areas/passages than you'd expect in a singleplayer level. Once you get past that, the level of detail drops, that's because I haven't quite finished those areas yet, especially the maze bit in the last pic. You can even see the ventilation duct is only halfway across the roof! Yeah those areas need serious work. I plan to make the map roughly twice as big, adding an underwater area and an alienified area.
I was thinking the story could be: The Aliens made a surprise invasion and took over Earth, all hope is lost and the EDF are evacuation the remaining population to another planet. Duke is the last to go, and before he can escape, the aliens invade the safe zone, and the EDF won't grant him an escape ship until he can clear the area of all hostiles for the risk of one of them getting on the escape ship.
I might make a thread about it when I've made a bit more progress/upload a video to youtube/DukePlus 2.07 gets released, and I'll release a WIP of my map for people's opinons. Since it's my first map its extra necessary that I get tips and points in the right direction/feedback on how I'm doing so far.
Here are some screenshots:
This post has been edited by Micky C: 14 January 2010 - 10:14 PM
#855 Posted 14 January 2010 - 09:33 PM
But what I can make out looks good from what I see.
#856 Posted 14 January 2010 - 10:01 PM
EDIT: You removed all the screens I commented on, except for the maze one.
This post has been edited by DeeperThought: 14 January 2010 - 10:02 PM
#857 Posted 14 January 2010 - 10:11 PM
This post has been edited by Micky C: 14 January 2010 - 10:13 PM
#858 Posted 14 January 2010 - 10:14 PM
DeeperThought, on Jan 15 2010, 07:01 PM, said:
lol, he has uploaded bigger screens now.
For a first map ever, this is looking pretty good.
Sure there are a few things that the veteran mappers will come along and point out, but you get that with any map.
EDIT:
Micky C, on Jan 15 2010, 07:11 PM, said:
Instead of using that blue texture it may look more like an office if you used something like, say texture tile "746"
Because that blue texture really does stand out to much and is to bland. IMO
This post has been edited by The Commander: 14 January 2010 - 10:18 PM
#859 Posted 14 January 2010 - 10:24 PM
The Commander, on Jan 15 2010, 03:44 PM, said:
Instead of using that blue texture it may look more like an office if you used something like, say texture tile "746"
I've changed it and I'll keep it for now, but it always reminds me of the Japanese villa in e3l1.
When I release a WIP map for people to look at, I'll welcome the suggestions of veteran mappers, as long as it doesn't take too much time and effort to implement them
This post has been edited by Micky C: 14 January 2010 - 10:26 PM
#860 Posted 14 January 2010 - 10:30 PM
http://www.youtube.c...h?v=8Fgxc5ftj4M - That is the only mod I know of that can use the same textures and get away with it.
#861 Posted 14 January 2010 - 11:05 PM
I have some ideas like adding one or two drink fountains. I also plan to go through the original levels again, paying close attention to how they designed their office areas.
#862 Posted 15 January 2010 - 12:42 AM
i really would refrain from the castle tower in the middle of a city park, and the pillars too
perhaps dirty public toilets? skate ramps? paths? sporting areas ie basktball courts it would seem alot more realistic / believable too me, also try surround the park with actual sector based buildings (only 4 walls, dont waste to many walls on "skybox" stuff)
how about a duck pond for the old man to goto
#863 Posted 15 January 2010 - 01:42 AM
Too bad I've put too much time and effort into the colums and towers to get rid of them
Are they really that much of a mood killer? I was kind of thinking that the column area was meant to be a reflection of the park area from several thousand years in the past, but I don't think I can express that idea in the game easily. I'm uploading a video of me playing though the level that I took this morning, but it's taking ages. In the video I'm showing the basic gameplay, like a speedrun. There are lots of really neat features I put in (well I think they're neat at least ) but it would take too long to show everyone, besides, I want people to find them out for themselves
I think I'll release what I've done when DukePlus 2.07 is released. No pressure DT Because the secret areas and interactivity really are a big part of my map, except for the maze bit and to a degree the lava bit which aren't finished. Don't forget I'm having Dukematching in mind while making it, I only recently began prioritizing for a single player map.
Edit: here's the movie. I put the 1998 trailer music over it, so you can't hear some of the things Duke says, like "hmm looks like it's time for me to go postal" when the door opens after killing all the aliens in the area. It goes for about 3 and a half minutes.
http://s734.photobucket.com/albums/ww345/c...ilestonebig.flv
This post has been edited by Micky C: 15 January 2010 - 01:52 AM
#864 Posted 15 January 2010 - 08:21 AM
I have a tendency not to make too many difference in one shade to the next so it looks kind of plain.
As I have posted in my Maps thread, I am now working on a more classic space-station themed map, hopefully making use of my better eye of detail rather than working on something I never finished from like 6 years ago.
But for a Duke Plus map, well I cannot critique too much on that.
#866 Posted 15 January 2010 - 02:37 PM
@ Andrew, looking forward to trying out your new map. Guess I should be posting this in your map thread... oh well, too late now.
#867 Posted 15 January 2010 - 03:10 PM
There are more problems than just repetitive texturing in the last shot. It looks oversized as well and is fullbright.
#868 Posted 15 January 2010 - 03:30 PM
Is there like a page somewhere that I can read to learn about properly using the SEs 49 and 50?
#869 Posted 15 January 2010 - 04:55 PM
PLACING POLYMER LIGHTS IN MAPSTER
SE 49 = point light
A SECTOREFFECTOR with lotag 49 is a point light.
HITAG = light distance
The HITAG of the SE is the maximum distance, in build units, that the light will travel. Note that it is impossible to enter a number higher than 65535.
XVEL/YVEL/ZVEL = RGB values
To edit these, press F8 on the SE in 2D mode, then select them and type in numbers. Numbers should be in the range 0-255
TRANSPARENCY = priority
a solid sprite is a high priority light, press T once (33% transparency) for lower priority, again (66%) for lowest priority
SE 50 = spot light
light distance, color and priority are as above
ANGLE = LIGHT ANGLE (duh)
SHADE = width
shade values are between -127 and 127, each gives a different width....experiment
EXTRA = horiz (up/down angle)
set EXTRA by pressing 'M on the sprite. 100 is straight ahead, higher positive values angle up, and values lower than 100 (including negative values) angle the light down.
#870 Posted 15 January 2010 - 09:18 PM
To edit most of them options you need to highlight the SE and press F8 in 2D mode.
Also, changing the OWNER member for the spotlight can give really nice looking effects if done correctly.
e.g. Change it to 9000 or 9001 if you have the Polymer HRP.
You can also define any other tile numbers.
This can be used to emulate a projector or similar.
EDIT: This might also explain why the flashlight in Fusion Redux displays the APLAYER sprite as IIRC the code changes the lights owner member to the APLAYER spawning the light.
This post has been edited by The Commander: 15 January 2010 - 09:29 PM