I think you're going to have to explain those last four..
I'm working on my new mod Trequonia "(latest mod in progress).,.,.."
#31 Posted 05 June 2010 - 12:29 AM
#32 Posted 05 June 2010 - 12:43 AM
Rusty Nails, on Jun 5 2010, 08:29 PM, said:
I think you're going to have to explain those last four..
I really hope he hasn't gone and added a few HRP textures thinking that no one has ever seen them before.
This post has been edited by The Commander: 05 June 2010 - 12:43 AM
#33 Posted 05 June 2010 - 12:54 AM
I was making facepalm for every of these pics and then once again in rapid succession just to make sure it's been facepalmed sufficiently.
#34 Posted 05 June 2010 - 01:36 AM
last four pictures are.
png,jpg (high colors gif) pictures.
8 bits can't make that realistic pic like that,
can't make frozen items with transparency, in 8 bit you have to use 2 sprites stick together.
png,jpg (high colors gif) pictures.
8 bits can't make that realistic pic like that,
can't make frozen items with transparency, in 8 bit you have to use 2 sprites stick together.
This post has been edited by Zaxtor: 05 June 2010 - 01:38 AM
#36 Posted 05 June 2010 - 05:18 AM
REALISTIC SEXY WOMAN PORTRAIT. Holy shit, I laughed for like, full minutes.
#39 Posted 08 June 2010 - 08:35 PM
Here is a few shots of level 1 and 2 after turning most of its textures into jpeg/png and very few gif based graphics.
#40 Posted 15 June 2010 - 03:15 AM
Second load of Lv2
Pic1; Spaceship near the mountain (not the launching bay, Launching bay is further, probably we see it in next pic load.
Pic2; Inside the spaceship with the guest seats.
Pic3; Frontal/Roof Window (trick I've dreamed of it in rl).
Pic4; Diff view of the ship's pilot room. (note: the window aren't sprites.)
Pic5; Frozen lake inside the cave with the great wall of ice.
Pic6; The Great wall of ice at closer view.
Pic7; Frozen lake.
Pic8; The boss room.
Pic9; Underwater.
Pic10; Diff view including the Great wall of ice from underwater.
Pic1; Spaceship near the mountain (not the launching bay, Launching bay is further, probably we see it in next pic load.
Pic2; Inside the spaceship with the guest seats.
Pic3; Frontal/Roof Window (trick I've dreamed of it in rl).
Pic4; Diff view of the ship's pilot room. (note: the window aren't sprites.)
Pic5; Frozen lake inside the cave with the great wall of ice.
Pic6; The Great wall of ice at closer view.
Pic7; Frozen lake.
Pic8; The boss room.
Pic9; Underwater.
Pic10; Diff view including the Great wall of ice from underwater.
#42 Posted 15 June 2010 - 10:29 AM
Probably, will be tons of new FX, tricks etc.
Music wont be midi they will be .ogg
Music wont be midi they will be .ogg
#44 Posted 24 June 2010 - 03:11 PM
More shots for Level 2
Spaceship was insanely long to make, It would take almost 30hrs if I would work on it nonstop without sleeping, working etc. But took around 4days or so to make it.
100% of the spaceship is made of sprites and is freaken huge probably taller than any mountains
but is half underground.
Pic01; Pic lots of forest and shrubs when you come out of the cave shortly after killing a boss.
Pic02; Mountains and some forest plus a huge spaceship at the launching bay.
Pic03; Very long waterfall with a frozen lake.
Pic04; Some tunnel artificially dug into the mountain.
Pic05; Way to the private launching bay.
Pic06; Top view of the big spaceship.
Pic07; Ship's reactors and the back.
Pic08; Large liquid hydrogen reserve tanks.
Pic09; Top/side view, White tanks are liquid nitrogen tanks.
Pic10; Ship's door.
Pic11; Ship's underneath which is almost flat for landing.
Pic12; Side/top of the ship.
Spaceship was insanely long to make, It would take almost 30hrs if I would work on it nonstop without sleeping, working etc. But took around 4days or so to make it.
100% of the spaceship is made of sprites and is freaken huge probably taller than any mountains
but is half underground.
Pic01; Pic lots of forest and shrubs when you come out of the cave shortly after killing a boss.
Pic02; Mountains and some forest plus a huge spaceship at the launching bay.
Pic03; Very long waterfall with a frozen lake.
Pic04; Some tunnel artificially dug into the mountain.
Pic05; Way to the private launching bay.
Pic06; Top view of the big spaceship.
Pic07; Ship's reactors and the back.
Pic08; Large liquid hydrogen reserve tanks.
Pic09; Top/side view, White tanks are liquid nitrogen tanks.
Pic10; Ship's door.
Pic11; Ship's underneath which is almost flat for landing.
Pic12; Side/top of the ship.
#45 Posted 24 June 2010 - 05:11 PM
Looks totally awesome man. ^^ This is one of the TCs I'm looking forward to. The ship in the last set of pics looks totally badass. I love all the ice and transparencies that you're throwing around.
#47 Posted 25 June 2010 - 05:21 AM
Sobek, on Jun 24 2010, 07:46 PM, said:
Agreed, I really like everything I'm seeing.
The boss room is my favourite.
Really badass ship. Reminds me a little bit of Space Adventure Cobra.
#49 Posted 06 July 2010 - 01:41 AM
Last load for LV2
There will be many nice/neat sprite trick in these shots.
Plus I have added holders to hold the ship cus the thing was in the air (still)
Pic01; Inside the Launching bay, main corridor with rooms, stairs etc.
Pic02; small office with windows showing side of the ship.
Pic03; Temporally glass tube to the ship's doors.
Pic04; Now the basement of the Launching bay.
Pic05; Few floors of storing floors.
Pic06; Bunch of wooden crates and barrels.
Pic07; Armored metallic crates with high explosive gas cylinders.
Pic08; More wooden crates and high explosive crate.
Pic09; And more wooden crates with metal crates at the floor bellow.
Pic10; Stacked metal crates.
Pic11; More stacked metal crates.
Pic12; Fence at the edge of the floor (accept top and bottom floors)
Pic13; Nice view of the spaceship.
Pic14; Floor's fences, hole, metal mesh and spaceship.
There will be many nice/neat sprite trick in these shots.
Plus I have added holders to hold the ship cus the thing was in the air (still)
Pic01; Inside the Launching bay, main corridor with rooms, stairs etc.
Pic02; small office with windows showing side of the ship.
Pic03; Temporally glass tube to the ship's doors.
Pic04; Now the basement of the Launching bay.
Pic05; Few floors of storing floors.
Pic06; Bunch of wooden crates and barrels.
Pic07; Armored metallic crates with high explosive gas cylinders.
Pic08; More wooden crates and high explosive crate.
Pic09; And more wooden crates with metal crates at the floor bellow.
Pic10; Stacked metal crates.
Pic11; More stacked metal crates.
Pic12; Fence at the edge of the floor (accept top and bottom floors)
Pic13; Nice view of the spaceship.
Pic14; Floor's fences, hole, metal mesh and spaceship.
#53 Posted 27 November 2010 - 01:28 AM
I R back.
Was working again after a break, well worked about 1-2 months before posting this.
Finishing the 2nd level was a pain in the ass because of very insane spritework, coding, new textures and more (boss was long to program) but made kewl results.
Now on the surface of the planet.
Well still have some rocks, soil etc left. While majority of the planet is artificial just like Zebes in Super Metroid.
Maybe Earth may even look like that in the distance future
Well the 1st part of the planet has 2 ways, 1 wrong way and 1 right way.. Well the wrong way is not a death trap or any killable things.
Is just a way that may become useful at the very end of the mod.
Surface won't be that hard tho, enemies will be fairly low. But will have some nasty obstacles but fairly easy to dodge/avoid.
Pic-01; The ship where you land.
Pic-02; Some big pipes and bright lights etc.
Pic-03; More pipes, lights and supports etc.
Pic-04; Neat pipe I did, believe or not this one alone takes around 500 sprites.
Pic-05; Pretty long staircase.
Pic-06; Supported bridge.
Pic-07; Energy pipes near the bridge.
Pic-08; Other side with another supported bridge.
Pic-09; All sort of pipes, transformers and other machines below the bridge.
Pic-10; Big tanks and pipes.
Pic-11; Vertical and horizontal pipes.
Pic-12; Other side of those pipes and transformers which includes an energy tube.
Was working again after a break, well worked about 1-2 months before posting this.
Finishing the 2nd level was a pain in the ass because of very insane spritework, coding, new textures and more (boss was long to program) but made kewl results.
Now on the surface of the planet.
Well still have some rocks, soil etc left. While majority of the planet is artificial just like Zebes in Super Metroid.
Maybe Earth may even look like that in the distance future
Well the 1st part of the planet has 2 ways, 1 wrong way and 1 right way.. Well the wrong way is not a death trap or any killable things.
Is just a way that may become useful at the very end of the mod.
Surface won't be that hard tho, enemies will be fairly low. But will have some nasty obstacles but fairly easy to dodge/avoid.
Pic-01; The ship where you land.
Pic-02; Some big pipes and bright lights etc.
Pic-03; More pipes, lights and supports etc.
Pic-04; Neat pipe I did, believe or not this one alone takes around 500 sprites.
Pic-05; Pretty long staircase.
Pic-06; Supported bridge.
Pic-07; Energy pipes near the bridge.
Pic-08; Other side with another supported bridge.
Pic-09; All sort of pipes, transformers and other machines below the bridge.
Pic-10; Big tanks and pipes.
Pic-11; Vertical and horizontal pipes.
Pic-12; Other side of those pipes and transformers which includes an energy tube.
#54 Posted 27 November 2010 - 08:55 AM
Cool, was wondering if you had forgotten all about this mod but nice to see you working on it again. Awesome spritework, as always!
#55 Posted 27 November 2010 - 12:50 PM
Didn't forget ;d
Btw with Eduke32 you can make even cooler spriteworks.
Sprite doesn't go through other as not suppose to like the old duke does.
Just like normal walls just like a wall with many angles (faces).
When u put sprites on others the bottom one doesn't hide the light on top of the bottom like older duke does.
Even when sprites partially enter walls the horizontally flatted sprite doesn't continue inside the wall.
Btw with Eduke32 you can make even cooler spriteworks.
Sprite doesn't go through other as not suppose to like the old duke does.
Just like normal walls just like a wall with many angles (faces).
When u put sprites on others the bottom one doesn't hide the light on top of the bottom like older duke does.
Even when sprites partially enter walls the horizontally flatted sprite doesn't continue inside the wall.
This post has been edited by Zaxtor: 27 November 2010 - 12:51 PM
#57 Posted 27 November 2010 - 09:57 PM
The Commander, on Nov 28 2010, 12:13 AM, said:
There goes all my bandwidth, ugh.
http://www.hostican.com/
I could not resist
#58 Posted 30 November 2010 - 12:01 AM
More shots.
Pic1: Something normal Duke engine wouldn't let you make without sprites passing through others.
Pic2: Energy pipes.
Pic3: Supports and lights.
Pic4: Distance view of a small base.
As for the rest I brighten it up to see what it looks like.
Pic5: Small base with an unusual dish.
Pic6: Energy pipes with huge liquify energy tanks.
Pic7: Big mountain.
Pic8: Energy pipes viewed in distance.
Pic9: Way splitting in 2 with all kind of tech stuff.
Pic1: Something normal Duke engine wouldn't let you make without sprites passing through others.
Pic2: Energy pipes.
Pic3: Supports and lights.
Pic4: Distance view of a small base.
As for the rest I brighten it up to see what it looks like.
Pic5: Small base with an unusual dish.
Pic6: Energy pipes with huge liquify energy tanks.
Pic7: Big mountain.
Pic8: Energy pipes viewed in distance.
Pic9: Way splitting in 2 with all kind of tech stuff.