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I'm working on my new mod Trequonia  "(latest mod in progress).,.,.."

User is offline   Zaxtor 

#61

My browser acted like a hooker and logged me out..... wtf.
Neways more shots.
Outside part is like finished, all is left are caves, inside mountains and small base.

Pic 01; Big fusion well.
Pic 02; Diff view of the fusion well with lots of pipes.
Pic 03; One of the atmospheric generator (for exterior).
That one was a very huge pain in the ass to make, was extremely hard to make.
Pic 04; Diff view of the atmospheric processor.
Pic 05; Atmospheric processor seen far.
Pic 06; View of part of the exterior part.. We can see lights, mountains and etc.
Pic 07; Some big tech structure. (was a real pain and long to make).
Pic 08; Top view of the structure.
Pic 09; Underneath view of the structure.
Pic 10; Frozen fusion gas pipes that becomes superheated (horizontal ones).
Pic 11; Top view of the fusion pipes.
Pic 12; Underneath of the tech structure.

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User is offline   Mike Norvak 

  • Music Producer

#62

Wow!!! This will be a massive level!!!

BTW u should increase the sector visibility imo, it´s me or that picks are too dark...
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User is offline   Micky C 

  • Honored Donor

#63

Whoa how did you make that tower in the third and forth pics? Almost looks like it needed some kind of ROR
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#64

pic 3 and 4 are those simple sprite placements? looks cool anyway
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User is offline   Zaxtor 

#65

They are just ordinary sprites. Well new sprites.
no hax, no ror no con hax etc.

Just very hard spritework.

Outside is suppose to be dark like that,
inside those cave probably in the next load will be more luminous.
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#66

was it that hard to create that structure? i mean it looks pretty simple ^^ unless ofcourse there is more to it than what i thought

This post has been edited by Jhect: 03 December 2010 - 04:26 PM

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User is offline   Mike Norvak 

  • Music Producer

#67

View PostJhect, on Dec 3 2010, 06:25 PM, said:

was it that hard to create that structure? i mean it looks pretty simple ^^ unless ofcourse there is more to it than what i thought


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User is offline   Micky C 

  • Honored Donor

#68

In Duke 3D some of the simplest things can be a lot of work, or course that just makes them more awesome when you do come across them.
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#69

yea i actually saw that while i was posting norvak xD that must be the real hard work he was talking about
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User is offline   Zaxtor 

#70

More shots.

Pic01; Small room inside tower with an elevator.
Pic02; Corridor to the small base.
Pic03; Big room where we must fight lizard lord and press a switch.
Pic04; Internal antenna (complex spritework).
Pic05; Underneath of the internal antenna.
Pic06; This famous window trick but on the ceiling too. Ceiling are made of sprites but the exterior is made of sectors and normal risen floors etc.
Pic07; Basement corridor.
Pic08; half underground corridor.
Pic09; diff view of the corridor.
Pic10; Something similar to starwars phantom menace "I think". Those balls are effectors we don't see them in game. This thing rotates, lights up and fire a deadly energetic ray.
Pic11; Top view of the rotating beam. Circle is the beam. very complex con coding. It's a damn neat trick.
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#71

Waaaoouuuhh, I like your mod, design is very impressive !!!! Add more pic !!!!! please
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#72

Still looks cool. I love the good sprite work in this mod. But doesn't it lag just a little bit?
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User is offline   Zaxtor 

#73

View PostJhect, on Jan 13 2011, 01:16 PM, said:

Still looks cool. I love the good sprite work in this mod. But doesn't it lag just a little bit?



I use 2.7 Ghz duocore and no lag for me.
3GB ram.

I get little to almost no lag in the big ANWR forest. Which has like 3 times more sprites than this.

This post has been edited by Zaxtor: 13 January 2011 - 05:23 PM

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User is offline   Scott_AW 

#74

That's pretty amazing, must of took a lot of time to make some of those structures.
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User is offline   Zaxtor 

#75

Thx also and
More shotz. http://forums2.duke4...tyle_emoticons/default/cool.gif

Contain some pretty complex spritework.

Pic01 ; Those effectors for the beams, Like those rotating things in Star wars : Phantom menace (I believe).
Pic02 ; A huge transformer to make the beams work.
Pic03 ; High voltage power lines View1.
Pic04 ; High voltage power lines View2.
Pic05 ; High voltage power lines View3.
Pic06 ; High voltage power lines View4 and a big white pipe to a huge energy supply tank.
Pic07 ; Top view of the energy supply tank.
Pic08 ; Energy line reaching the wall.
Pic09 ; Floor grid with overlapping floors.
Pic10 ; Other floor passing below this floor.
Pic11 ; Huge pipe passing through the rock with neat light effect.
Pic12 ; The door to the lower floor.

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User is offline   Zaxtor 

#76

Last load for Level 3.
Will be mostly shots of a damaged bridge.
Probably the longest sprite work I ever did soo far.
Took few days to make it, rotating so they touch eachothers the sprites (side).
This bridge contains extreme complex spritework (in the damaged part) and special "blocker effector" sprites since the broken part of the bridge are sprites you pass through. In the last pic you will see the secret of it.

Pic 01: The way to the bridge.
Pic 02: The bridge with severe damage.
Pic 03: underneath the damaged bridge.
Pic 04: the broken part with a pigcop standing on it.
Pic 05: diff view of the broken bridge.
Pic 06: sideview of the broken bridge.
Pic 07: topview of the broken bridge.
Pic 08: underneath the damaged area of the bridge.
Pic 09: close view of the damage part.
Pic 10: detail view of the damaged bridge road.
Pic 11: otherside view.
Pic 12: bridge close view.
Pic 13: in mapster mode, that glowing red stuff that are invisible ingame are the blocker effector. many flat sprites following the side of the bridge to make the damaged area (blockable) since the normal bridge road sprite is not blockable.

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User is offline   Zaxtor 

#77

Back 2 Modding..
Working on 2 levels at the same time (extremely rare behavior) :)
Since the icy level is the secret level of ANWR (in level 1 or 2?) and Level 4 are diff pathway it wont create "level conflict".
Would cause confusion if I would work on Level 5 before Level 4 because Level 5 would start by the end of Level 4.

Level 4 is the big city (a city level) on the planet

L-Pic 1. The ending of Level 3 (level 4)
R-Pic 1. Top view of the secret level num1 (mod has 2 secret levels total). (level 14)

L-Pic 2. Top view of the exit of the base inside the mountain (level 4)
R-Pic 2. Very neat cave trick (was hard as hell to make), Cave is NOT made of sprites btw. Only icicle are sprites. (level 14)

L-Pic 3. Ship landing spot if you go forward on the road. (level 4)
R-Pic 3. Diff cave view from on the road. (level 14)

L-Pic 4. Other side of the broken bridge of Level 3. (level 4)
R-Pic 4. This time the cave is made of sprites but did a neat trick while the shadow darkens inside and inside sprites while not on the top. (level 14)

L-Pic 5. View from the other side of the broken bridge (level 4)
R-Pic 5. Inside the cave, ceilling is made of sprites until deeper inside cave. (level 14)

L-Pic 6. Locked gate if we continue on the road from the broken bridge. (level 4)
R-Pic 6. Mountain with that cave. (level 14)

L-Pic 7. Forest (we don't do) at the other side of the locked gate. (level 4)
R-Pic 7. Small cave when going up the hill. (level 14)

L-Pic 8. Cave toward the big city. (level 4)
R-Pic 8. More and more forests. (level 14)

L-Pic 9. Roads in the city (Note buildings are under heavy contructions). (level 4)
R-Pic 9. Big mountain with another cave. (level 14)

L-Pic 10. Beds, ladder in a room (inside the brown building). (level 4)
R-Pic 10. Lots of icy forests and roads. (level 14)
Right side of pictures ends here.

L-Pic 11. Receptionist room. (level 4)

L-Pic 12. The brown building, door is locked until we find a key, I openned it on purpose. (level 4)

L-Pic 13. Bridge underneath. (level 4)

L-Pic 14. Bridge topview. (level 4)

L-Pic 15. More roads. (level 4).

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User is offline   DavoX 

  • Honored Donor

#78

You're probably the guy with the most made and released stuff for Duke 3D :)

I love how you make all the different structures and the spritework is insane. I still don't know how you made that broken bridge!!!
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User is offline   Player Lin 

#79

View PostDavoX, on 28 June 2011 - 01:48 PM, said:

You're probably the guy with the most made and released stuff for Duke 3D :P

I love how you make all the different structures and the spritework is insane. I still don't know how you made that broken bridge!!!


Yeah, I like those insane structures and spriteworks in his mod, they're looking very nice...but except his mod difficulty! That's insane too! :)

This post has been edited by Player Lin: 29 June 2011 - 06:12 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#80

I wonder if Zaxtor is aware that we have the ROR effect now.

Last time I looked he wasn't aware of adding in High Res textures till last year and started adding in a couple of textures like it was the next best thing from sliced bread. (But this could be due to him not checking the forums regularly)

So Zaxtor, if you still have not seen it then read this topic, you may be able to pull off some more weird ass shit with it instead of using millions of sprites all the time.

http://forums.duke4....room-over-room/

This post has been edited by The Commander: 29 June 2011 - 09:12 PM

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User is offline   Zaxtor 

#81

I thought the RoR thing was these hard-core hack thing.
I saw thread.


Like deeperthought thing that you can swim in clear water and turns blue.
Weird sector effector numbers (unknown to mapster).

Weird sprites and etc.

EDIT:

Sprite area you don't walk into the heavy trees,

Only in the "forest roads"

Or if you refer as the broken bridge (pink effectors).
It doesn't take insanely too much sprites.
Its like (primitive voxel w/e is called).

This post has been edited by Zaxtor: 29 June 2011 - 10:44 PM

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User is offline   Zaxtor 

#82

Forgot to say.
That slope with the cave. is that trick with Se40 (similar to RoR).
Or if it has part of it in the url u showed me.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#83

View PostZaxtor, on 29 June 2011 - 11:12 PM, said:

Forgot to say.
That slope with the cave. is that trick with Se40 (similar to RoR).
Or if it has part of it in the url u showed me.

I have no idea what you are trying to say, but try reading the thread I linked to instead of just looking at the pictures.

You will see that it is a new effect inserted in to Mapster32 by Helixhorned.
(The guy that is doing all the Mapster32 updates)
It doesn't use the the old SE40 effect, this is a new system.

Download the demo map and make sure you open it with the LATEST eduke32 from the synthesis.

http://dukeworld.duk...ke32/synthesis/
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User is offline   Zaxtor 

#84

View PostThe Commander, on 30 June 2011 - 10:57 AM, said:

I have no idea what you are trying to say, but try reading the thread I linked to instead of just looking at the pictures.

You will see that it is a new effect inserted in to Mapster32 by Helixhorned.
(The guy that is doing all the Mapster32 updates)
It doesn't use the the old SE40 effect, this is a new system.

Download the demo map and make sure you open it with the LATEST eduke32 from the synthesis.

http://dukeworld.duk...ke32/synthesis/


Ill check that thing.

I'll choose,


eduke32_win32_20110629-1924.zip5056KB - Jun 29 2011 01:02:18 PM

This post has been edited by Zaxtor: 30 June 2011 - 12:36 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#85

Yes, that is the latest version as of this posting.
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User is offline   Zaxtor 

#86

Lol seems to be easy as hell.

Did a random test and worked.

No sprites needed to fall floor 2 floor.
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User is offline   Zaxtor 

#87

Making that thing is easy as this

RoR rox.
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User is offline   Micky C 

  • Honored Donor

#88

Now you don't have to worry about making quite so many uber complex sprite constructions since you have ROR backing you up. (that broken bridge for example should now be a piece of cake to do with sectors)

This post has been edited by Micky C: 03 July 2011 - 03:55 PM

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User is offline   Zaxtor 

#89

Still working on the same 2 diff levels . Level 4 and secret level 1 (14).

Doing more on the secret part of ANWR and the big city levels.

L-Pic 01. Roof of a small grocery store. (level 4)
R-Pic 01. Deep inside the cave. (level 14)

L-Pic 02. Corner view of the grocery store. (level 4)
R-Pic 02. Deep inside the cave under the stone. (level 14)

L-Pic 03. Inside the grocery store around the cashier and, fruits and vegetables. (level 4)
R-Pic 03. Deep inside the cave further down. (level 14)

L-Pic 04. Cash machine, was damn hard to make the small screen sides, top and underneath. (level 4)
R-Pic 04. Small mountain with an icy window. (level 14)

L-Pic 05. Cereals, frozen foods, boxes and etc in the grocery store. (level 4)
R-Pic 05. Window on the slope of the small mountain. (level 14)

L-Pic 06. Top view of the shelves of the grocery store. (level 4)
R-Pic 06. Another icy window on a slope, is the window of the cave to the secret mountain. (level 14)

L-Pic 07. Inside the building near the grocery store inside the secured room. (level 4)
R-Pic 07. Lots of forest. (level 14)

L-Pic 08. Computer with a switch and tough guardian lizard mans. (level 4)
R-Pic 08. Perma-frozen lake with an underground cave. (level 14)

L-Pic 09. Computer core of the building. That was hard as hell to make. (level 4)
R-Pic 09. Other part of the cave. Not soo deep. (level 14)

L-Pic 10. Diff view of the computer core. (level 4)
R-Pic 10. Under the stones floors in the cave. (level 14)

L-Pic 11. Close view of the computer core. (level 4)
R-Pic 11. More forests with small trail to the cave. (level 14)

L-Pic 12. Ground view of the computer core. (level 4)
R-Pic 12. The cave. (level 14)

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#90

I dont need to play this when this is released because you spoil it all with 100's of pictures...
-1

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