Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 362 Pages +
  • « First
  • 331
  • 332
  • 333
  • 334
  • 335
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#9961

Still working on Wet-Dry World.
Uptown, one of the biggest changes is that there are now working Arrow Lifts. (Does anyone remember how useless they were in the original game?)
Downtown, most of the basic sectorwork for building interiors and such is now in place.
I still haven't done hardly any texturing (let alone shading) so almost everything is still using #182 as a placeholder texture.
As usual, all the TROR is causing the classic renderer in Mapster to eat shit, but that's just a minor detail.

Attached thumbnail(s)

  • Attached Image: capt0000.png
  • Attached Image: capt0001.png
  • Attached Image: capt0002.png
  • Attached Image: capt0003.png
  • Attached Image: capt0004.png
  • Attached Image: capt0005.png
  • Attached Image: capt0006.png


This post has been edited by ToiletDuck64: 06 August 2021 - 07:26 PM

8

User is offline   Aleks 

#9962

Attached Image: duke0010.png Attached Image: duke0011.png
I took some inspiration from the Crane Gate in Danzig (which is apparently the oldest docking crane in Europe) for this structure. Here's the real life photos for comparison (I've altered the street-side quite a bit though, as it's a bit too plain in real life):
Photo 1

Photo 2

8

User is offline   Sangman 

#9963

TROR CBP entry, actually was nice to be restricted to 1000 walls again. Prevented me from spending too much time overthinking rooms

Posted Image
8

User is offline   jimbob 

#9964

rendering a live action footage file to create a custom ending .anm and .ivf file. the acting is hammy as hell but its something. :P

Attached thumbnail(s)

  • Attached Image: frame.png

5

User is offline   jimbob 

#9965

wel, anim2pcx doesnt seem to work on modern computers, is there a decent too to convert .pcx images to a .anm file? making a .ivf file is easy enough but for compatibility reasons i also want to make a .anm file in 320*200
0

User is offline   OpenMaw 

  • Judge Mental

#9966

It should work through DOSBOX.
0

User is offline   jimbob 

#9967

View PostOpenMaw, on 14 August 2021 - 05:55 AM, said:

It should work through DOSBOX.

i'll give it a try :)
0

User is offline   Seb Luca 

#9968

Posted Image



This post has been edited by Seb Luca: 17 August 2021 - 02:04 PM

6

User is online   brullov 

  • Senior Artist at TGK

#9969

I'm remaking one of the original levels, can you guess which one?

Posted Image
8

User is offline   Ninety-Six 

#9970

Hm, Pigsty?
0

User is online   ck3D 

#9971

Screen is looking marvelous. Maybe Death Row or Rabid Transit? It's not Freeway, right?

This post has been edited by ck3D: 21 August 2021 - 05:17 PM

0

User is offline   Ninety-Six 

#9972

View Postck3D, on 21 August 2021 - 05:16 PM, said:

Screen is looking marvelous. Maybe Death Row or Rabid Transit? It's not Freeway, right?


I suppose Freeway is possible for the Skynet connection, but I'm not sure what a subway station would want with a server farm. At least I assume that's a server farm...
0

User is online   ck3D 

#9973

Ah, good looking out if that's indeed a server farm. I'm so sharp with tech, I just assumed it was some kind of power station, which in a subway station or on death row (...) would make sense. There's also what looked like a train ticket to me on the floor, but that may be just a random piece of paper for detail. I mentioned Freeway because from afar in the thumbnail on my phone, the detail on the ceiling looked like windows with a view on that one grey, toppled skyscraper texture - but looking at it in full screen now, I can clearly see it's beams or piping and totally not what I originally assumed it was.

This post has been edited by ck3D: 21 August 2021 - 07:50 PM

0

User is online   brullov 

  • Senior Artist at TGK

#9974

Ninety-Six is right, it's a server room. But to be honest, it's not a fair screenshot, I took full liberty here because the original level has no plot in this place. It's not Freeway or Rabit Transit, Death Row is the closest guess in terms of the genre.
0

User is offline   Ninety-Six 

#9975

View Postbrullov, on 22 August 2021 - 03:46 AM, said:

Ninety-Six is right, it's a server room. But to be honest, it's not a fair screenshot, I took full liberty here because the original level has no plot in this place. It's not Freeway or Rabit Transit, Death Row is the closest guess in terms of the genre.


I did guess Pigsty.
0

User is online   ck3D 

#9976

Speaking of Freeway, here are a few full visibility screenshots of the map for Project: A.W.O.L. I've been working on, which is a humble, indirect nod to that level - just more straightforward in terms of layout and bigger to match the action-heavy, enhanced AI-based, mission-oriented style. Don't get too attached to the .art as all those textures I've been using I was just told were in fact placeholders the whole time, and so I'm actually in the process of fixing the picnums of 14000 walls and 8000 sprites right now (thank you Mapster32 lords for Alt + C which actually makes that quite fun, especially since the new .art is much better than what's on display here and so while that's still a lot of stuff to double check manually, it still feels like enhancing the level). Otherwise besides that, one or two small sections I have yet to build and the gameplay that I still need to implement then the map is pretty much done, but the skin of the final product will look very different from this, therefore those screenshots are also for posterity.

Attached thumbnail(s)

  • Attached Image: awol002.png
  • Attached Image: awol003.png
  • Attached Image: awol004.png


This post has been edited by ck3D: 22 August 2021 - 06:31 PM

11

#9977

Was going to wait for the DLC to come out before coming back to Ion Fury
but why wait I guess
Attached Image: capt0000.png
4

User is offline   Graphics 

#9978

I'm just porting an old map over to Ion Fury. So far this is what it looks like.

Posted Image

I love how this game has code for slowing down when going up hills. Very cool stuff.
7

User is online   ck3D 

#9979

^ Nice terrain work there - looking forward to seeing how it looks like once the shading is in place and the scenery has the extra depth. Did this used to be an unreleased Duke 3D map or what's the story?
0

#9980

yeah I wonder if there are any tricks
Or just careful use of slops
It really dose looks like HL2 terrain or something
0

User is online   ck3D 

#9981

^ Probably 'just' careful use of slopes, which is no feat to downplay in fact. But if you want to experiment with such terrain mapping yourself, then the sector grid technique I've described on here before (coupled with knowledge of the Mapster32 shortcut for perfect slopes) I'd say is a good first step towards achieving this kind of perfect geometry, since it's all about establishing regularly structured player space you can then try and distort to your liking (and the one of mathematics).

This post has been edited by ck3D: 29 August 2021 - 10:37 PM

0

#9982

I can respect how seamless it looks
Not a spiked edge in sight
Attached Image: capt0003.png
Attached Image: capt0004.png
Oh and having to delete large parts of your levels is always a joy :wallbash:

This post has been edited by Truck Stop Santa Claus: 30 August 2021 - 03:45 PM

1

User is offline   Graphics 

#9983

"Did this used to be an unreleased Duke 3D map or what's the story?"
Just an unreleased map that shows high sloping hills. My new method is better.

"yeah I wonder if there are any tricks. Or just careful use of slops"
Yes there is. I create each possible angle in 3x(10x10) sector. Then copy and paste.

[Currently Working On]
Just finished porting the duke map Mars over to Ion Fury. I kind of prefer my new way of making landscapes over my old. Yeah the old hills map has high angles at a 5x slopes and it looks nice... But no diversity in design. This is more dynamic. Besides, I'm making taller slopes for the new method as I write this.
Posted Image

This post has been edited by Graphics: 30 August 2021 - 04:01 PM

5

#9984

yeah would great for some serious sam style mayhem
0

User is offline   MC84 

#9985

View PostGraphics, on 30 August 2021 - 03:55 PM, said:


"yeah I wonder if there are any tricks. Or just careful use of slops"
Yes there is. I create each possible angle in 3x(10x10) sector. Then copy and paste.


It's rare to see such natural looking terrain in build. Would be cool if you did a tutorial/write up sometime.
0

User is offline   Graphics 

#9986

"yeah would great for some serious sam style mayhem"
That's kind of what I did. Only it's also an 8 to 16 player co-op or deathmatch.

"It's rare to see such natural looking terrain in build. Would be cool if you did a tutorial/write up sometime."
I'm planning on explaining how I did it with a map that makes it easy for other mappers.

[Current Update]
The map now has enemies and one mission... Defeat the boss in the middle of the map. It's co-op and deathmatch ready.
Posted Image
4

User is offline   jimbob 

#9987

i like that natural looking terrain :)

still working on my mod, crushing bugs, adding new features wich in turn create new bugs to crush. so for now, crates!
and some TROR, the single best thing to happen to build since build itself.


thinking of adding some new enemies, probably some plain clothed gestapo, maybe a few scientists neutrals to add some live to it aswell. might do some civillian AI aswell at one point. i just need to stop adding too much and release the first episode already :o just two bugs that potentially break the game need to be fixed before i fling it out there. but those are top priority.

Attached thumbnail(s)

  • Attached Image: duke0000.png
  • Attached Image: duke0002.png
  • Attached Image: duke0003.png

5

User is offline   Graphics 

#9988

"i like that natural looking terrain :)"
Thank you. Also your mod is looking good. Looking forward to trying it out.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#9989

Major Goldeneye vibes.
0

User is online   ck3D 

#9990

View PostMC84, on 30 August 2021 - 08:55 PM, said:

Would be cool if you did a tutorial/write up sometime.


I suspect it would start off as similar to mine here: https://www.moddb.co...pping-technique you'd just need to make some of the blocks different slopes that are compatible with each other (including angles) and then copy-paste and assemble everything (including on the vertical axis with floor elevations, but that's quick). In that tutorial I don't really go in-depth about terrain mapping in particular (maybe I kind of indirectly bring it up on a micro scale when talking about cliffs), but that's the basic concept and one of the many possible extensions and applications of the 'sector grid' approach. As a complement, you could also look up quakis' guide on drawing perfect circles in Build for extra geometry theory.

This post has been edited by ck3D: 31 August 2021 - 11:16 PM

0

Share this topic:


  • 362 Pages +
  • « First
  • 331
  • 332
  • 333
  • 334
  • 335
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options