[RESOURCES] Community Stockpile "Free to use resources for mappers and modders."
#271 Posted 14 July 2013 - 11:03 AM
great
This post has been edited by raptor_warrior: 14 July 2013 - 11:04 AM
#275 Posted 15 July 2013 - 12:12 AM
#278 Posted 18 July 2013 - 07:01 AM
Jimmy, on 22 June 2013 - 01:44 PM, said:
Some minor stuff nicked from beta screenshots.
Skull icon used in the health box and kills box on various versions of the HUD.
Infinity symbol used in early versions of the HUD. And a smaller version made by me.
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Alternate HUD numbers font from early versions of the game, and I made a blue version.
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Blue dot used to indicate multiplayer colour in the HUD.
Skull icon used in the health box and kills box on various versions of the HUD.
Infinity symbol used in early versions of the HUD. And a smaller version made by me.
-
Alternate HUD numbers font from early versions of the game, and I made a blue version.
-
Blue dot used to indicate multiplayer colour in the HUD.
Great ones!
Where and how did you get them? Those would be very cool to use. How about any other beta stuff from Duke 3D like these did you find or something? Any beta skybox?
#283 Posted 19 July 2013 - 04:16 PM
The same real-life buildings from the final version LA night sky can be seen there, if anyone is wondering.
#284 Posted 19 July 2013 - 07:44 PM
I'd love to play the original game with that. Someone better use that in a mod.
#285 Posted 19 July 2013 - 08:42 PM
It's not easy, since Duke 3D / Eduke32 stretches all paralaxed skies as if they are 128 px wide textures.
This post has been edited by Fox: 19 July 2013 - 08:42 PM
#286 Posted 19 July 2013 - 10:09 PM
You need to use "pieces" of 128x400 to build a set (you can use five at least) and then make them replace moonsky or bigorbit. In the past it was possible to build your own set, by using a trick I canĀ“t remember (of which Mikko told me) but it got "fixed" at some point. Maybe it is possible to re-enable it via con code?
#288 Posted 19 July 2013 - 11:18 PM
Basically, you would create a set that has the same amount of tiles and dimensions, and then in the map you would have a parallaxed sky that was bigorbit somewhere, and then put the new sky everywhere else. I'm not sure if this trick got fixed.
This post has been edited by Jimmy: 19 July 2013 - 11:18 PM
#289 Posted 19 July 2013 - 11:24 PM
Beta font. This is the one seen in few of the early Dukematch shots and in the beta video too, I think. "Killed Death2all" is the only message seen on the screenshots, so I've made all the missing characters myself.
#291 Posted 20 July 2013 - 05:07 AM
jet_nick, on 19 July 2013 - 12:18 PM, said:
skybox inspired from duke 3d beta
Did you do that one yourself? that one's pretty cool
How about you would make one of those buildings in the background
being heavily damaged? (building as it appears in the shot with flamethrower and
the shot was seen in one of the scans)
#293 Posted 20 July 2013 - 06:26 AM
Jimmy, on 19 July 2013 - 11:18 PM, said:
Basically, you would create a set that has the same amount of tiles and dimensions, and then in the map you would have a parallaxed sky that was bigorbit somewhere, and then put the new sky everywhere else. I'm not sure if this trick got fixed.
Yes that is it. And it was "fixed" at least when we tried it for our mod. Should be enabled again.
#294 Posted 20 July 2013 - 08:24 AM
At least i could try and create my own set of that skybox inspired from duke 3d beta
and replace it to the retail version of the L.A skybox which is used in "L.A Meltdown" and "Shrapnel City"
and also used in some levels of "The Birth" in Duke 3D Atomic
and replace it to the retail version of the L.A skybox which is used in "L.A Meltdown" and "Shrapnel City"
and also used in some levels of "The Birth" in Duke 3D Atomic
#295 Posted 20 July 2013 - 08:28 AM
Gambini, on 20 July 2013 - 06:26 AM, said:
Yes that is it. And it was "fixed" at least when we tried it for our mod. Should be enabled again.
Why would someone fix that? Unfix it, damnit! That's such a cool feature!
#296 Posted 20 July 2013 - 09:33 AM
jet_nick, on 20 July 2013 - 12:07 AM, said:
try it in game http://www.mediafire...v9jnz1ttq7wlmra
What's this containing?
#297 Posted 20 July 2013 - 11:05 AM
Commando Nukem, on 20 July 2013 - 08:28 AM, said:
Why would someone fix that? Unfix it, damnit! That's such a cool feature!
I think it was not a very solid "feature". There is a bigorbit texture in Area 51, yet the red sky still works. If I had to guess it probably relies on the ID order of the sectors, which is something you must get rid of.
#298 Posted 20 July 2013 - 11:45 AM
Gambini, on 20 July 2013 - 06:26 AM, said:
Yes that is it. And it was "fixed" at least when we tried it for our mod. Should be enabled again.
Well, the age-old programming wisdom holds that what's written down is all you get. Negotiate an officially supported feature instead of relying on bugs . (But not here.)
#299 Posted 20 July 2013 - 11:53 AM
Yeah, it's a hack. It'd be much better if there was a way to code in new ones. Is that possible? I haven't a clue.
#300 Posted 20 July 2013 - 12:41 PM
True but there are a couple of broken mods now, mods that relied on that bug.
The age old mapping wisdom holds that a bug that has been exploited for something cool has won a place on the supported features lounge.
The age old mapping wisdom holds that a bug that has been exploited for something cool has won a place on the supported features lounge.