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Reputation: 17 I seem to be liked
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Junior Members
Active Posts:
45 (0.08 per day)
Most Active In:
Duke Nukem 3D maps & level editing (19 posts)
Joined:
16-November 16
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User is offline May 16 2018 12:10 AM
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Posts I've Made

  1. In Topic: What are you working on for Duke right now?

    05 March 2018 - 02:05 AM

    View PostSanek, on 04 March 2018 - 09:51 AM, said:

    One of the serious issues I've questioned myself lately is whether my game looks good or not.
    I'm looking for the minimalistic approach to the visual style, but at the same time I want the maps to look detailed and professional, so it will look like a "good indie game" instead of a "crap indie game".
    Below you can see the screenshots from the latest map I'm working on ("Dreampipes") and I want to question you - does it look quality for the kind of game I make, or not?


    Here's a quick mock-up I did quickly in GIMP; to be honest it just depends on how much time you wanna spend. But some bolder palette choices and more contrast would definitely help IMHO.
  2. In Topic: 3D modelling/rendering advice?

    23 February 2018 - 06:19 PM

    I think you'll find that most pros will always post-process their 3d renders in photoshop/gimp etc. That's all I'd do; just start refining the lighting, adding minor details, add backlight etc as desired in a 2d program.
  3. In Topic: Floor (texture) alignment help

    12 February 2018 - 08:57 PM

    View PostZaxtor, on 12 February 2018 - 07:18 PM, said:

    Did you try Alt+F and pointing toward a direction?

    Maybe ALT+F pointing toward side of the road can correct the issues and you can use "F" to rotate it to the correct angle



    That's it!

    Thanks heaps man. I knew there'd be some easy answer :rolleyes:
  4. In Topic: Noobie coding question

    22 January 2018 - 04:04 AM

    View PostJblade, on 22 January 2018 - 02:59 AM, said:

    I didn't know DUCK was hard-coded, although I've never looked for it in the con files so I can hardly blame him for trying it. You may have to resort to moving the tile around somewhere else rather than messing about with its code.


    Thanks mate; yes I think I didn't understand the difference between modified .CON files and core Build code. If what I'm trying to do involves editing the core/source code then I can understand why it would be problematic.
  5. In Topic: Noobie coding question

    22 January 2018 - 03:56 AM

    View PostTrooper Dan, on 22 January 2018 - 02:45 AM, said:

    If you are a noobie coder, then why are you trying to comment out tiles that have hardcoded shit on them? I can't think of a scenario in which there is any real benefit to doing that.


    Well to be honest I probably haven't fully thought it through; my main reason for doing this is because I am creating a lot of custom artwork for my mod, and I suppose the pedantic/perfectionist in me wants to fill each space with a tile that I'll actually use, as opposed to having all of these crappy low res tiles that I'm never going to use littered throughout my custom artwork.

    But if it's going to create big headaches later on then I can let it go.

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