What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10051 Posted 19 September 2021 - 06:25 AM
#10053 Posted 19 September 2021 - 07:07 AM
Ah and I improvised something yesterday - it was pavigna's 16th birthday and his parents got him a present I replicated in my A.W.O.L. map after he shared a photo of it: https://twitter.com/...361812152078338
This post has been edited by ck3D: 19 September 2021 - 08:50 AM
#10054 Posted 19 September 2021 - 10:35 PM
I'm going to have to separate the infrastructure pieces into another map. Plus create two terrain pieces maps. One for more advanced users without premade corner pieces and another with those premade corner pieces.
This also means teaching in my tutorial to discard what you've used and if you plan on going big, how to build within multiple maps.
Here's a picture showing the work I'm doing. I've organized all the parts that connect to a flat surface on the right side and odd angles to the left. Then moved the more complex the equations further to each side. I've also lined up the steepness of the angles so it's easier to find what you're looking for.
This post has been edited by Graphics: 19 September 2021 - 10:40 PM
#10055 Posted 21 September 2021 - 08:23 AM
Graphics, on 14 September 2021 - 01:35 PM, said:
Thanks so much! Here's another work-in-progress shot.
#10056 Posted 21 September 2021 - 02:58 PM
This post has been edited by Graphics: 21 September 2021 - 03:00 PM
#10057 Posted 23 September 2021 - 10:55 PM
I haven't done much in that last couple days... But I have been messing around with my island. Because it was the background that didn't work properly in polymore. I got rid of it and went with basic blue sky. Now my map is very stable.
I did however test this out right after. I can make the map the whole size of the mapster32 grid-map if I wanted too. The down side is, I'll have some glitches from a distance. But one map with multiple smaller islands. Seems possible.
I going to do further testing to find out.
#10058 Posted 29 September 2021 - 03:29 AM
#10059 Posted 30 September 2021 - 09:37 PM
[Update Includes]
1 : 6x high slopes, from the 4x high slopes.
2 : More angles to landscape terrain pieces.
3 : Roads to build along side the terrain with.
4 : Plus I organized all the landscape parts.
I decided it's more fun to leave the buildings to the mapper. But added roads to make it easier to plan that with. So other mappers can do their own thing.
This post has been edited by Graphics: 30 September 2021 - 10:12 PM
#10060 Posted 02 October 2021 - 08:01 AM
Which means the Shaky Grounds episode is nearing completion! It all took a bit longer than expected but I think the results will be worth it.
A couple of final screens:
#10061 Posted 03 October 2021 - 10:14 AM
This post has been edited by ck3D: 03 October 2021 - 10:16 AM
#10062 Posted 04 October 2021 - 08:31 AM
So that's well spotted! And yeah this is the lair of the enemy so it needs to look hostile and menacing. The reds really help with that.
#10063 Posted 05 October 2021 - 05:21 AM
#10064 Posted 05 October 2021 - 09:29 AM
@Merlijn : As red as impressive
@Aleks : Sober but finely built
#10065 Posted 08 October 2021 - 04:51 AM
in retrospect, i think glasses would have made him look more smart...
This post has been edited by jimbob: 08 October 2021 - 04:52 AM
#10066 Posted 09 October 2021 - 09:08 PM
#10067 Posted 11 October 2021 - 09:49 PM
#10069 Posted 14 October 2021 - 09:19 PM
Graphics, on 11 October 2021 - 09:49 PM, said:
I can't be the only only one seeing it
https://youtu.be/-J2mHExgQlk
#10070 Posted 14 October 2021 - 10:03 PM
jimbob, on 08 October 2021 - 04:51 AM, said:
Very nice work Maybe a little bit for improvement, if I may?
#10071 Posted 14 October 2021 - 10:14 PM
Truck Stop Santa Claus, on 14 October 2021 - 09:19 PM, said:
You wouldn't be wrong. That texture is from an old MGS VR Missions mod that I never released. I now use it to make measurements.
#10072 Posted 15 October 2021 - 04:37 AM
Here are the first three levels to Metal Gear Nukem VR Missions. Thanks to modern mapping techniques, I think I could recreate all of the VR levels.
#10073 Posted 17 October 2021 - 12:31 AM
#10074 Posted 17 October 2021 - 02:30 AM
#10075 Posted 17 October 2021 - 02:32 AM
dandouglas, on 17 October 2021 - 12:31 AM, said:
amazing how the build engine can look with just the right textures
#10076 Posted 17 October 2021 - 02:42 PM
dandouglas, on 17 October 2021 - 12:31 AM, said:
Looks amazing. I like the careful use of texturing. It's very well done.
Talking about textures. I've been adding lighting to my VR map with the use of them.
At first I was going with sprites for the lighting. But Oasiz on Discord reminded me of the framerate loss in software mode. So I back tracked and used Photoshop to create these textures.
This post has been edited by Graphics: 17 October 2021 - 02:52 PM
#10077 Posted 17 October 2021 - 10:54 PM
Seb Luca, on 14 October 2021 - 10:03 PM, said:
Not sure what program you used but I highly recommend that people use ImageAnalyzer to convert colours to any palette. It's superior to expensive programs like Photoshop for video game art in this arena. You'll completely avoid the problem of white colours converting to blue and other nasty problems.
This post has been edited by Jimmy: 17 October 2021 - 10:56 PM
#10078 Posted 18 October 2021 - 06:21 AM
#10079 Posted 19 October 2021 - 12:51 AM
Jimmy, on 17 October 2021 - 10:54 PM, said:
there was a bit of blue in the originals, because of the blue background i used. but i'll install that program anyway because importing greens is a nightmare.
#10080 Posted 19 October 2021 - 05:40 PM
Graphics, on 17 October 2021 - 02:42 PM, said:
Talking about textures. I've been adding lighting to my VR map with the use of them.
At first I was going with sprites for the lighting. But Oasiz on Discord reminded me of the framerate loss in software mode. So I back tracked and used Photoshop to create these textures.
I like it