What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9481 Posted 01 September 2020 - 03:26 AM
I got some WIP too.
#9482 Posted 01 September 2020 - 09:29 AM
Mister Sinister, on 01 September 2020 - 03:26 AM, said:
Thanks, but having played some maps from Gambini or Quakis recently, I guess you can get more detailed
And nice screen, that's some textures you don't see very often (I almost forgot that door texture existed). I'd suggest adding some ambient gradient lighting around that fire pot in the corner.
#9483 Posted 01 September 2020 - 10:21 AM
Use the following command line to use it:
"-g DN3DAE_16_9_Aspect_Ratio_NAM_Weapons'_Sprites_Fixes.zip"
It also contains widescreen version of hands for Сlaymore Mine (taken from Duke Nukem 3D widescreen tiles)
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_NAM_Weapons'_Sprites_Fixes.zip (6.57K)
Number of downloads: 139
#9484 Posted 01 September 2020 - 04:21 PM
Been making some progress on map 3 and it's just about to reach 1000 sectors. Been mostly taking a break from the spread out cityscapes (although those grew too), and focusing on more indoor areas instead. Here's a random arcade room, still in need of some detail and working lights:
This post has been edited by ck3D: 01 September 2020 - 04:21 PM
#9485 Posted 02 September 2020 - 05:46 AM
#9486 Posted 02 September 2020 - 06:40 AM
This post has been edited by ck3D: 02 September 2020 - 06:42 AM
#9487 Posted 02 September 2020 - 12:52 PM
I assume they must be multiplayer textures, which is sadly something I've never had opportunity to play.
#9488 Posted 02 September 2020 - 01:09 PM
Use the following command line to use it:
"-g DN3DAE_16_9_Aspect_Ratio_WW2GI_Weapons'_Sprites_Fixes.zip"
It also contains widescreen version of hands for TNT (taken from Duke Nukem 3D widescreen tiles)
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_WW2GI_Weapons'_Sprites_Fixes.zip (8.58K)
Number of downloads: 159
#9489 Posted 02 September 2020 - 01:15 PM
OVERLORD, on 01 September 2020 - 10:21 AM, said:
Use the following command line to use it:
"-g DN3DAE_16_9_Aspect_Ratio_NAM_Weapons'_Sprites_Fixes.zip"
It also contains widescreen version of hands for Сlaymore Mine (taken from Duke Nukem 3D widescreen tiles)
Made a little amendment. Here is the latest version.
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_NAM_Weapons'_Sprites_Fixes.zip (6.57K)
Number of downloads: 146
This post has been edited by OVERLORD: 02 September 2020 - 01:16 PM
#9490 Posted 02 September 2020 - 01:21 PM
Ninety-Six, on 02 September 2020 - 12:52 PM, said:
I assume they must be multiplayer textures, which is sadly something I've never had opportunity to play.
Yup, all vanilla (honestly always satisfying when people aren't sure, ha); if I'm ever using new art for this project it'll probably be for new monsters only - and even that I'm not sure, I might just end up manipulating the existing ones (for that I have quite a few ideas). Metropolitan Mayhem was all vanilla textures too, and about the nature of this particular image you're right, the base game has a few multiplayer-intended tiles that are tucked away from the single player campaign and commonly overlooked by user mappers. Actually it's because the green team/brown team textures exist as they are that I had to make both 'teams' in that Metropolitan Mayhem boss fight you're thinking of green and brown respectively with pal 7 and 8 (otherwise I'd have picked different palettes).
This post has been edited by ck3D: 02 September 2020 - 01:24 PM
#9491 Posted 02 September 2020 - 03:35 PM
#9492 Posted 02 September 2020 - 03:58 PM
OVERLORD, on 02 September 2020 - 01:09 PM, said:
The seams of where the original tile ends and your extensions begin stand out.
OVERLORD, on 02 September 2020 - 01:15 PM, said:
This one is looking better. The camo patterns are still a bit different in your extensions compared to the original tile.
Something that may help you with both is to delete the boxes where the numbers go and fill in the gaps with what the background should look like. This may give you a better idea of how to extend them out.
#9493 Posted 03 September 2020 - 12:07 AM
This was my first experience and it was quite a tricky thing to do.
The reason I have 2 empty grooves on both sides of WW2GI Widescreen HUD is because I wanted to make a perception that it is stamped, like a metal nameplate. That was complicated to get a proper look of that texture, lots of cropping and editing.
As for NAM, both sides actually have a texture from NAM itself, it is a resized and edited background rectangle from "Choose your skill level" sign.
It looks to me as if nobody has done widescreen bars for those two games.
#9494 Posted 03 September 2020 - 03:28 AM
Now it looks just nice in my opinion. I ilke it.
Here is the latest version.
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_WW2GI_Weapons'_Sprites_Fixes.zip (8.55K)
Number of downloads: 139
This post has been edited by OVERLORD: 03 September 2020 - 03:35 AM
#9495 Posted 03 September 2020 - 03:35 AM
The archive also contains WWII GI Widescreen HUD and Widescreen Version of hands for TNT (taken from Duke Nukem 3D widescreen tiles).
Use the following command line to use it:
"-g DN3DAE_16_9_Aspect_Ratio_WW2GI_PL_Weapons'_Sprites_Fixes.zip"
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_WW2GI_PL_Weapons'_Sprites_Fixes.zip (32.6K)
Number of downloads: 179
This post has been edited by OVERLORD: 03 September 2020 - 03:36 AM
#9496 Posted 03 September 2020 - 08:54 AM
@ ALeks: am I correct in assuming that the speed boat is moving as well? The sloped sprites look rad already, but if the thing is moving as well.. that's impressive!
#9497 Posted 03 September 2020 - 11:06 AM
When playing WWII GI in widescreen mode, there is a cropped right arm which throws a grenade.
That sucked quite considerably, so I fixed it.
Here are the final WWII GI & WWII Platoon Leader Widescreen Packs.
========================================================
WWII GI
-Added latest version of widescreen status bar which I made some time ago
-Added widescreen version of hands which hold TNT (hands taken from Duke Nukem 3D widescreen tiles)
-Added widescreen version of right arm which throws grenade (took me some time to extend it but, oh boy, that looks lovely now)
========================================================
WWII GI Platoon Leader
-Added latest version of widescreen WWII GII status bar which I made some time ago
-Added widescreen version of hands which hold TNT (hands taken from Duke Nukem 3D widescreen tiles)
-Added widescreen version of right arm which throws grenade (took me some time to extend it but, oh boy, that looks lovely now)
-Added widescreen version of three briefing texts displayed at the beginning of each map
========================================================
Take a look at some screenies.
Use the following command line parameters to launch those goodies:
For WWII GI :
-g DN3DAE_16_9_Aspect_Ratio_WW2GI_Weapons'_Sprites_Fixes.zip
For WWII GI Platoon Leader :
-g DN3DAE_16_9_Aspect_Ratio_WW2GI_PL_Weapons'_Sprites_Fixes.zip
Attached File(s)
-
DN3DAE_16_9_Aspect_Ratio_WW2GI_Weapons'_Sprites_Fixes.zip (14.54K)
Number of downloads: 130 -
DN3DAE_16_9_Aspect_Ratio_WW2GI_PL_Weapons'_Sprites_Fixes.zip (38.6K)
Number of downloads: 161
This post has been edited by OVERLORD: 03 September 2020 - 11:09 AM
#9498 Posted 03 September 2020 - 01:22 PM
Merlijn, on 03 September 2020 - 08:54 AM, said:
@ ALeks: am I correct in assuming that the speed boat is moving as well? The sloped sprites look rad already, but if the thing is moving as well.. that's impressive!
Thanks, and yeah, it is moving. Eats a lot of resources (was a bit tricky since all the walls and sprites have to touch/be in the mother sector), but definitely was worth it. I'm quite happy with how the the trailing wave looks.
To be honest, I only made it move to make sure noone notices the glitches in the spritework
This post has been edited by Aleks: 03 September 2020 - 01:22 PM
#9499 Posted 03 September 2020 - 02:49 PM
#9500 Posted 03 September 2020 - 02:53 PM
#9501 Posted 03 September 2020 - 08:04 PM
This post has been edited by 11bush: 03 September 2020 - 08:13 PM
#9503 Posted 04 September 2020 - 06:40 AM
This post has been edited by ck3D: 04 September 2020 - 06:42 AM
#9504 Posted 04 September 2020 - 07:18 AM
This one is going to be a tough cookie, one of the hardest I've done.
#9505 Posted 04 September 2020 - 08:24 AM
This post has been edited by ck3D: 04 September 2020 - 08:29 AM
#9506 Posted 05 September 2020 - 09:44 PM
Handful of WIP screens,
Random little indoor areas and shops:
One more (simple) destruction scene:
Bit of a new street for perspective and the play on the green/red, it's still simple for now but still so far it might be one of my favorite sections in the map in terms of looks (also with the side street on the back left, not displayed here but it kind of captures the same spirit as the rooftops some people liked in Poison Heart), it's pretty fascinating how just some simple angles, bright colors and strong shading can work (but I guess that's how visualization works):
This post has been edited by ck3D: 05 September 2020 - 09:52 PM
#9507 Posted 08 September 2020 - 12:33 AM
#9508 Posted 08 September 2020 - 01:34 AM
Most of those areas are still low on detail, some because still WIP, others because I just don't feel like cluttering them with stuff. For a bit I've always been trying to achieve contrast between big open areas and more cramped rooms depending on whether I want to push a feeling of freedom or claustrophobia on the player during this or that section of the level, but sometimes it can be tricky to balance the latter with the practical, although it can make for some nice visual storytelling by conveying a sense of progression when properly pulled off.
This post has been edited by ck3D: 08 September 2020 - 01:35 AM
#9509 Posted 13 September 2020 - 12:00 PM
The diffuse and most of the normals are the original textures (apart from the hands) and new roughness and metallic channels have been added to get 'dat pop' on the brass and other metal items.
The gloves are mostly new textures that I created with new diffuse and custom normal maps.
Ignore the hair in this shot as I hadn't yet implemented the transparency on the hair cards.
This post has been edited by Tea Monster: 13 September 2020 - 12:03 PM
#9510 Posted 16 September 2020 - 03:24 AM
DOOKE
This post has been edited by Mister Sinister: 16 September 2020 - 03:27 AM