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AMC TC general

#271

Ah thanks I would have never thought of this ^^

I heard that only once in my playthroughs so I kinda forgot about this.
Does it have to be 1H in-game time or Real Time ?
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User is offline   Jblade 

#272

in real time, but I don't mean you have to spend an hour ingame - you just have to be near that grandfather clock when an hour passes onto the next in real time (There should be a clock in your game PDU, if you just start up the map at about 2 minutes to an hour IRL than you can go to that clock and wait for it to chime :) The belltower will also ring out how many hours the time is as well.
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#273

Okay it worked :)

Damn that's a very clever trick !

Now I just got to get the two last achievements for killing 250,000 enemies and 200 with foot attacks :/
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User is offline   Jblade 

#274

Yeah sorry they're a bit of a grind, they're not really neccesary but I thought I'd make them high so people who still play it alot will have a target to go for :)
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#275

almost done James's Pistol
i will open a new topic later and post my work there
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User is offline   Jblade 

#276

Thanks dude, but I have already got voxel models for most of James and Highwire's guns - of course if it's for personel use that's cool but as I said Geoffrey, Mikko, Zaxtor (and sang as well actually) don't have any models done yet :)
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#277

View PostJames, on 20 April 2014 - 07:32 AM, said:

Thanks dude, but I have already got voxel models for most of James and Highwire's guns - of course if it's for personel use that's cool but as I said Geoffrey, Mikko, Zaxtor (and sang as well actually) don't have any models done yet :)


i forgot that, but after 20min of work i made Geoffrey's pistol. and now working on Mikko's BFG

This post has been edited by Ivan Dragunov: 21 April 2014 - 06:44 AM

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#278

finally done with Zaxtor's SMG and M16 , here are some pics
btw, am i allowed to start a new topic to post my works, so i can see suggestions to improve my voxels

This post has been edited by Ivan Dragunov: 21 April 2014 - 10:23 AM

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User is offline   Jblade 

#279

View PostIvan Dragunov, on 21 April 2014 - 06:48 AM, said:

finally done with Zaxtor's SMG and M16 , here are some pics
btw, am i allowed to start a new topic to post my works, so i can see suggestions to improve my voxels

You're more than welcome to, if it's just for AMC TC voxels than post it in the AMC TC general but if you want to make voxels for other things than do it in editing.

Those look really excellent, great work! :)
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#280

View PostJames, on 21 April 2014 - 11:26 AM, said:

You're more than welcome to, if it's just for AMC TC voxels than post it in the AMC TC general but if you want to make voxels for other things than do it in editing.

Those look really excellent, great work! B)

Thanks. I guess i won't open a topic.
here are some new gun voxels
Sang's weapon 1 Mikko's autoshotgun and gold pistol
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User is offline   Jblade 

#281

Nice! I've already made voxels for Sang's spell 2 books as well as his necronomicon and his BAR/PPSH1 sprites, so you won't have to worry about those B) Actually when I get some time tommorow or the day after I'll send you the voxels I've got so you know what's there and stuff, and to move towards making a complete set of stuff.

This post has been edited by James: 22 April 2014 - 12:16 PM

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#282

View PostJames, on 22 April 2014 - 12:15 PM, said:

Nice! I've already made voxels for Sang's spell 2 books as well as his necronomicon and his BAR/PPSH1 sprites, so you won't have to worry about those B) Actually when I get some time tommorow or the day after I'll send you the voxels I've got so you know what's there and stuff, and to move towards making a complete set of stuff.


i see, that's really awesome. here are some more pics

Mikko's pistol, silver tallon and SMG( redoing the texture)
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#283

View PostIvan Dragunov, on 24 April 2014 - 03:11 AM, said:

i see, that's really awesome. here are some more pics

Mikko's pistol, silver tallon and SMG( redoing the texture)


i am not sure about the texture, how is it?

This post has been edited by Ivan Dragunov: 24 April 2014 - 08:09 AM

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User is offline   Jblade 

#284

Yeah, that looks pretty good!
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User is offline   Micky C 

  • Honored Donor

#285

If you're making them with models, have you thought about experimenting with higher res voxels? They can always be scaled down to the right size in-game.
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User is offline   Zaxtor 

#286

Here is screenshots of the level for the AMC mod.

Level might be split in 2.
part one (the forest) and part 2 inside the base in the forest.

Forest is a very rich biodiversity and humid type of forest "rainforest"

Shots of the forest and cabin. I put a few dragonflies etc.
Posted Image
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User is offline   Micky C 

  • Honored Donor

#287

Very nice! And you built it pretty quickly too. A few of the missions in episode 2 are already split in 2 maps so it'll fit right in.

When do you think it'll be "finished"?
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User is offline   Zaxtor 

#288

Not sure. Soon hopefully.
forests are usually long to make.
Base usually (slightly less long) than forests to make (depending on base).
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User is offline   Jblade 

#289

Fantastic, looking forward to seeing the finished product B)
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#290

some new stuff B)

i found a pitchfork in the art files and made a voxel
the lazer gun(will finish it later)
first try to make RPG-7
Mi-24(fixed bugs after i converted)
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#291

View PostMickey C, on 25 April 2014 - 01:13 AM, said:

If you're making them with models, have you thought about experimenting with higher res voxels? They can always be scaled down to the right size in-game.


unfortunately i don't make models. when i convert them with poly2vox, they don't have textures, i have no idea WHY.
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User is offline   Jblade 

#292

Poly2vox should give you an error message saying that it can't find the texture files...it should work fine with skins regardless though. That Hind voxel is very cool, just a heads up though the ingame sprites don't actually have rotors on them however - the rotors are actually another 2D sprite that moves with the helicopter that spins around. It's a flat sprite so it won't work with a voxel but it was a much better looking solution than having the rotor animation with the sprite (and saves tilespace too)
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User is offline   Zaxtor 

#293

You know like I test things before thinking of doing certain things or doing things.


You know if you make a small sector (in height) or vent pipe you crawl in that are like 32x32 pixels or pgup x4 times in mapster.
I tested a bunch of monsters in the AMC mod.

But problem is monsters enter and their upper body (cut by enters the ceiling). I think any sectors that are 50% the height of monsters they can walk in with their head "inside the ceiling".
I think it does that to sector that has a ceiling 50% lower than the monster but more lower than 50% they won't go in.


Is there any codes (incase I make new monsters) to avoid things from entering vents cus is (too small for them)?
And we can use that code to fix the current monsters who are facing this issue.
Does that to non-customized monsters such as default duke mobs.

Like making it so instead of 50% of the height of the monster sector has to be 100% the height of the monster so they enter.
Sector less than its height they can't enter unless they can crouch or crawl.

Doesn't do that to the player, player can enter a sector with the height about 100% the player height, to enter smaller he must dock or be shrunken etc.
Player can't walk in unless he crouch and crawl.


PS
I use Ifceilingdistl xx { fall } to prevent customize monsters etc from entering ceiling when they jump or uses jetpacks.
But dunno the code for monsters who enters sectors that are 50% lower than their heights.
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User is offline   Jblade 

#294

The reason that happens I believe is because many of the new enemies have larger sprites that are sized down, which I've learned can affect how they react with certain sector sizes. I'll see what I can do about it - I may code an actor that'll just turn solid if the player is not nearby so enemies can't get into places but aren't held back by being stayput.
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User is offline   Zaxtor 

#295

Does that to old enemy too.

Does that to all mobs,

If you make a sector little less than 50% the height of the mob it will block its way. Can't crop itself in.
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#296

AK-103
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#297

i dont have time(til summer) to make voxels quick
the RPG-7 took too much time
lamppost from map 'Revolution'
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User is offline   Jblade 

#298

pretty neat stuff, nice work!
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#299

View PostJames, on 01 May 2014 - 05:56 AM, said:

pretty neat stuff, nice work!


thanks. here are new guns

M82
shotgun and m16 from base
as val
fn fal
saiga12
pp kashtan
RPK
the pistol i don't remember

btw, how about adding OTS-14 GROZA and STG-44. i already made voxels

This post has been edited by Ivan Dragunov: 04 May 2014 - 08:17 AM

1

User is offline   Jblade 

#300

excellent stuff! I was thinking of adding a GROZA in, although no promises B)
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