What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10081 Posted 19 October 2021 - 08:29 PM
Also to Truck Stop Santa Claus. Thank you. I just finished fine-tuning those textures. Here's a picture.
PS : I've been reading the other posts. I might check out that program that was mentioned. I'm using an old Photoshop I've had since Windows XP. So anything new helps. As the new Photoshop is a bit too pricey for me.
This post has been edited by Graphics: 19 October 2021 - 08:45 PM
#10083 Posted 20 October 2021 - 04:10 AM
As for me. I just finish making that huge island map and the glitch from a distance is gone. Also, I might have figured out why it that was happening.
Finally, I know my map isn't as cool as Dandouglas's mod. But I'm thankful for all the support that has lead up to this finished map. Thanks everyone.
#10084 Posted 25 October 2021 - 10:05 AM
This post has been edited by jimbob: 25 October 2021 - 10:05 AM
#10085 Posted 25 October 2021 - 12:34 PM
@jimbob: Do these tanks have a nuke symbol at the rear end for some cheap auto-destruct activation?
Here's few more beige and grey pics from me:
#10086 Posted 26 October 2021 - 07:08 AM
Aleks, on 25 October 2021 - 12:34 PM, said:
@jimbob: Do these tanks have a nuke symbol at the rear end for some cheap auto-destruct activation?
Here's few more beige and grey pics from me:
duke0047.png duke0048.png duke0049.png
i like those shots, its a nice and tight design
#10087 Posted 26 October 2021 - 11:43 AM
Looking forward to playing some multiplayer sometime. Also I want to publicly say thank you too the everyone that helped me out with the new color palette. I've been having a lot of fun learning. It's much appreciated.
#10088 Posted 27 October 2021 - 10:01 AM
This post has been edited by jimbob: 27 October 2021 - 10:01 AM
#10090 Posted 01 November 2021 - 04:31 PM
I decided to start with E1L6, as it seemed to be the smallest in size and less pop for remakes (Hollywood Holocaust was remade a lot of times). As for the size, I was wrong: there are few large spaces, but they are complex, have an unusual structure, and have a complex scripting system. My task is to rework not only the visual but also, if possible, improve the scripted scenes. True room over room requires clear planning and leaves no chance for error.
At the moment, about 95% is ready, it remains to complete work on the largest location. The release is tentatively scheduled for November.
#10092 Posted 02 November 2021 - 08:43 AM
#10093 Posted 02 November 2021 - 06:44 PM
It's crunch time but I've been working on this new map for Project A.W.O.L. for the past week and experimenting with a concept I had had in mind for a bit, although not much of a stretch from classic works like Flood Zone I guess.
This post has been edited by ck3D: 02 November 2021 - 06:44 PM
#10094 Posted 03 November 2021 - 01:44 AM
Here's some pictures of how everything is looking so far.
By the way. If anyone can help me make a shade table or point me to a program and how to page. That would be well appreciated.
This post has been edited by Graphics: 03 November 2021 - 02:06 AM
#10095 Posted 03 November 2021 - 07:15 AM
ck3D, on 02 November 2021 - 06:44 PM, said:
I agree! So much cool stuff being worked on
Your concept looks wicked as well, I'm guessing it's a city that's half in/above the clouds? That's a pretty cool twist on the flood zone concept.
#10097 Posted 03 November 2021 - 09:52 PM
(Well, okay, there's other awesome stuff that people are working on, but especially that.)
As for me...well...I'm working on a map based on a certain race course from the Mario Kart 64 reject bin.
Screen #1 is a zoomed-out 2D overview in Mapster.
Screen #2 is the same map, but spun around using the F3 feature in Mapster's 2D view.
Screen #3 is atop the building roofs in the northwest corner of the map, looking southeast. (That big dish/receiver thing in the distance can also be seen in some other screenshots here.)
Screen #4 is where the start-finish line was in the Mario Kart 64 course, looking southeast.
Screen #5 is also at the start-finish line, looking northwest.
Screen #6 shows a restaurant west of the center of the map. (This would be a Duke Burger, but there are too many Duke Burger locations in maps already, so I decided to name it something else instead.)
Screen #7 shows a church south of the center of the map (and some buildings nearby, including the one with the big dish).
Screen #8 shows the interior of the church.
Screen #9 shows a view from atop the hill (above the tunnel in the southwest part of the map) looking northeast.
All of the above use the classic renderer in Mapster (with the visibility cranked up).
Screen #10 shows the same view as #9, but in Polymer; the draw distance in Polymer prevents distant structures from being visible here.
Screen #11 shows a view along a road on the south side of the map, looking west into the tunnel. (The tunnel actually curves right, but the rest of the tunnel is cut off by the Polymer draw distance.)
Screen #12 shows a Polymost closeup view of the church organ (literally the only thing in the whole map that looks good in Polymost).
Anyway...I tried to rescale the map so that certain dimensions (widths of roads, heights of one-story buildings) made sense, but it's still butt-fucking huge and I don't know if/when it will ever be finished; I'm hoping to put at least something in every single building (even if it's just one big room inside) but I don't know if it will work out that way due to map resources (especially walls).
This post has been edited by ToiletDuck64: 03 November 2021 - 09:54 PM
#10098 Posted 04 November 2021 - 12:33 AM
#10099 Posted 04 November 2021 - 02:39 AM
#10100 Posted 04 November 2021 - 06:42 AM
#10101 Posted 04 November 2021 - 07:51 AM
#10102 Posted 04 November 2021 - 09:15 AM
Merlijn, on 03 November 2021 - 07:15 AM, said:
Your concept looks wicked as well, I'm guessing it's a city that's half in/above the clouds? That's a pretty cool twist on the flood zone concept.
Yeah you guessed right, even as far as the clouds (didn't expect that!). Skybox effect in general should be a lot more interesting than that seemingly empty texture from the classic mode editor shots too. Reaper_Man has been working some magic.
ToiletDuck64 I absolutely adore your selection of Duke 3D level themes. I've had it in the back of my mind to see how much I could recreate of the Super Mario 64 main castle and stages within one same Duke map before. Of course there would be differences due to the nature of the engine but that's actually what would interest me there, maybe I'll try tackling that some day.
Also loving that sunset effect. My first impression upon seeing the shot was, he must have used the orange sunset texture as parallaxed ground floor on the same boundary sectors he's using the black sky on to enclose the map. But looking at it now, it may be 'just' a flat wall with that texture and full bright conditions. I'm curious too! I've tried this kind of mismatch before but could never make it look right.
This post has been edited by ck3D: 04 November 2021 - 09:15 AM
#10103 Posted 04 November 2021 - 09:22 AM
#10104 Posted 04 November 2021 - 02:26 PM
Ninety-Six, on 04 November 2021 - 06:42 AM, said:
Just a simple TROR trick.
#10105 Posted 04 November 2021 - 05:30 PM
brullov, on 03 November 2021 - 03:05 PM, said:
Haha, I'd probably have spent twice the walls and quadruple the sprites - this is an excellent showing of "less is more" to achieve a real neat piece of Build construction. Nice work on its shape and clean texturing, I really do love it's elegance!
#10106 Posted 05 November 2021 - 02:41 AM
As for me... I've just been testing the waters with my new palette. Honestly, no word of a lie.
Here's a picture of my test the waters with this new texture and some prebaked lighting FXs.
By the way. I hope everyone is doing well. Glad to see the great work on this page.
PS: To ToiletDuck64. The map you're working on looks amazing. Will it be compatible with multiplayer?
This post has been edited by Graphics: 05 November 2021 - 04:24 AM
#10107 Posted 05 November 2021 - 06:51 AM
Here's some more WIP shots from my project, still just getting to grips with Mapster32 and I've got loads of detail, shadows and shading to add.
The sightseeing bus is pretty blocky but that's because it trundles through the level as Duke fights off waves of flying enemies and snipers at windows
#10108 Posted 05 November 2021 - 07:32 AM
#10109 Posted 05 November 2021 - 12:49 PM
Too Jimbob. If you're looking for a mapper and know how to edit Con files?
Maybe we can help one another out? I'm sure I could think up a map for you.
Quick update to the water effects. I added some lighting to the surface of it.
This post has been edited by Graphics: 05 November 2021 - 01:13 PM
#10110 Posted 05 November 2021 - 08:36 PM
dandouglas, on 05 November 2021 - 06:51 AM, said:
The sightseeing bus is pretty blocky but that's because it trundles through the level as Duke fights off waves of flying enemies and snipers at windows
So far this is shaping up to be a better take on London than what WT gave us.