New Add-on for SW "Click here to discuss, join or see progress of the SWC Add-on."
#211 Posted 01 February 2015 - 05:47 PM
This post has been edited by Mark.: 01 February 2015 - 05:47 PM
#212 Posted 01 February 2015 - 05:58 PM
Could probably use some sloped TROR with polymer though. In the future WOW would be the ideal solution.
#213 Posted 01 February 2015 - 07:43 PM
The video way of things gives a realtime view when looking out.
It's not really completely seamless as it gives a little millisecond hiccup when you cross over.
This post has been edited by Robman: 01 February 2015 - 07:55 PM
#214 Posted 01 February 2015 - 08:48 PM
#215 Posted 02 February 2015 - 02:13 AM
bobs up and down like it's "hovering."
This post has been edited by Robman: 02 February 2015 - 02:17 AM
#216 Posted 02 February 2015 - 02:20 AM
Robman, on 02 February 2015 - 02:13 AM, said:
I need to see this.
#217 Posted 02 February 2015 - 02:24 AM
Lunick, on 02 February 2015 - 02:20 AM, said:
You can play with my toys when I'm done! The shadow goes up and down with it too ...
This post has been edited by Robman: 02 February 2015 - 03:32 PM
#218 Posted 02 February 2015 - 04:30 AM
#219 Posted 02 February 2015 - 04:34 AM
Micky C, on 02 February 2015 - 04:30 AM, said:
#220 Posted 02 February 2015 - 12:29 PM
Micky C, on 02 February 2015 - 04:30 AM, said:
The brick textures on the end of the walls aren't lined up, tsk tsk.
Don't make me make mine spin !!! I'll do it !!! ( nah I won't .. I'd have to re-think the shadow on the wall idea. ) ... Mine does pulse with light
however. I haven't played any duke mods, so I don't know what's been made and what hasn't.. I did have the idea from quake in mind though.
Here I made something original for you, lol
This post has been edited by Robman: 02 February 2015 - 02:48 PM
#221 Posted 02 February 2015 - 02:55 PM
Also heheheh middle finger is good is that where the teleport transports you ? You could transport on the finger nail then have to go down a hallway like cave with some rounding of the edges and detail inside could be a decent room x)
#222 Posted 02 February 2015 - 03:08 PM
Duke64, on 02 February 2015 - 02:55 PM, said:
Also heheheh middle finger is good is that where the teleport transports you ? You could transport on the finger nail then have to go down a hallway like cave with some rounding of the edges and detail inside could be a decent room x)
Thanks man ... Yeah the teleport is inside the first room of the pyramid, the teleport section is only 1/4 of the room though. This map actually seems to be coming together really nicely I think, a combination of build skillz maturing a bit and I like the idea of the pyramid scene and inside.. it doesn't demand a lot of sprite details but relies more on architecture and shading + build tricks which is kind of fun to do.
The teleport just teleports you to a blank room at the moment. Still deciding what to do next.
Thanks again for the upvotes and support 64, you give me points here and I lose them in other places, lol.
The finger? ... I just googled "middle finger" ... saw an image and placed it to the left hand side of the screen with build open, then turned gridlock off and whipped it up. Took all of 5 minutes cause I just had to be a smartass again. I like Micky, don't git me wrong ... The thumb is kinda messed up on it, lol
The magic carpet gains like 30 units? speed every time it goes around it's circuit. After about 5 minutes if you go back outside the carpet is doing like 120mph, lol
Especially amusing if you ride it at that speed.
This post has been edited by Robman: 02 February 2015 - 11:27 PM
#223 Posted 02 February 2015 - 03:56 PM
Robman, on 02 February 2015 - 03:08 PM, said:
The teleport just teleports you to a blank room at the moment. Still deciding what to do next.
Thanks again for the upvotes and support 64, you give me points here and I lose them in other places, lol.
I like Micky, don't git me wrong
Yeah I would say finish what you got so far before moving on I'm sure will come together unless you are like me build alot of things halfway detailed and then come back to areas again and again and again
heheh welcome to Duke4 if I post in a lot of the other threads i'm almost bound to get down voted to lol so I try to stay with what I know especially try my best stay away from general discussions and gaming. But haha the drinking I do doesn't help me with that mindset Lord knows I am drinking to much lately. It's not about the down vote point rep more so about how some guy you don't know decided to take a moment of there life to show he doesn't like your opinion. I hardly down vote people but hey we all have the option I guess. Normally if I just said my opinion and they downvote then they can expect one to but if I am being a dick then I probably deserved it hehe
Ye Micky is cool guy doesn't mean harm think he just showing it has been done there, after all he's normally not the one down voting people.
I just hope best for this project since I am a pretty big SW fan the maps don't have to be something never seen before they can still be good.
This post has been edited by Duke64: 02 February 2015 - 03:59 PM
#224 Posted 02 February 2015 - 04:38 PM
Duke64, on 02 February 2015 - 03:56 PM, said:
Yes. I'm also a showoff
It should be possible to do a similar thing in vanilla Duke (no TROR), however it would be difficult to make the shadow move with it (specifically, the part of the shadow on the ground).
#225 Posted 02 February 2015 - 04:47 PM
Sorry, I just found it amusing to make/post this image. .. carry on.
Funny you say the shadow on the ground, I was just working on that.
Using slide door ht 145. Might just try a walltag "wall sine wave" to simulate some movement on the ground if that doesn't work.
Indeed the shadow on the ground is more of a tricky part. The wall shadow moves perfect with the teleport though.
Could make it more complicated and use a track and or sector object to simulate the floor shadow moving I guess. < - Probly what's going to happen.
This post has been edited by Robman: 02 February 2015 - 06:09 PM
#227 Posted 10 February 2015 - 11:03 PM
Using a duke3d texture, the shimmering sewer brick, the whole room shimmers and lightly pulses with light (using the blue pal) that seems to be coming from the incredibly clear sacred pool of water. Room is taking way too long to make thanks to using ror for the water. Ninjas will drop down a few times and jump forward from that beam of light back there. You'll fight them and 2 mini snake bosses in a large pillar room. Why not. Room should look nice when done.
This post has been edited by Robman: 11 February 2015 - 01:13 AM
#228 Posted 11 February 2015 - 02:27 AM
#229 Posted 11 February 2015 - 02:34 AM
This post has been edited by Robman: 11 February 2015 - 02:36 AM
#230 Posted 11 February 2015 - 02:38 AM
#231 Posted 11 February 2015 - 02:42 AM
This post has been edited by Robman: 11 February 2015 - 02:45 AM
#232 Posted 11 February 2015 - 02:42 AM
#234 Posted 11 February 2015 - 02:51 AM
Daedolon, on 11 February 2015 - 02:42 AM, said:
You mean my lil' water room there looks like something from another game? Haha damnit.. why has everything already been made, lol.
All what screenshots Micky? .. I remember the dojo/woods pics.. that's it. You followed that up with the quake spinning portal and now this new screenie.
Just make sure to get the sizing for everything right for sw, and I'm sure it'll be fine.
I'm coming across a glitch in my map, I'll add stuff and the lighting effects will quit working. At one point I could go in, chage the height of 1 st1 sprite by just 1 tick and then save/ play and the lighting would be working. That's not working now although if I play with monsters on and kill one of the serpent guys, the lighting starts to work.. wtf.
This post has been edited by Robman: 11 February 2015 - 02:58 AM
#235 Posted 11 February 2015 - 02:55 AM
Don't worry, the size will be fine when you play it.
This post has been edited by Micky C: 11 February 2015 - 02:56 AM
#236 Posted 11 February 2015 - 03:06 AM
Micky C, on 11 February 2015 - 02:55 AM, said:
The quake video was a "look what I can make biyatch!" whilst telling me to build something original,
yet the whole thang is moot because the quake video was copying something else to begin with.
I do find the lighting interesting in the quake vid though.
This post has been edited by Robman: 11 February 2015 - 03:07 AM
#237 Posted 11 February 2015 - 03:17 AM
Robman, on 11 February 2015 - 02:51 AM, said:
Soul Reaver has a room very similar in shape and style to this. I can't find a picture of it at the moment but still. It's different enough to keep, I like it anyway!
#239 Posted 13 February 2015 - 05:43 AM
#240 Posted 17 February 2015 - 02:43 AM
Hmm, have the Germans been in this pyramid at some point in time and installed an oldschool generator?
For some lighting and other things... turns on, textures animate, smoke comes out the exhaust, makes sound.. turns on lights. The whole 9 yards, lol.
This post has been edited by Robman: 19 February 2015 - 04:59 AM