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Reputation: 237 My posts turn threads into gold
Group:
Members
Active Posts:
325 (0.11 per day)
Most Active In:
Everything EDuke32 (265 posts)
Joined:
07-May 09
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12,306
Last Active:
User is online 8 minutes ago
Currently:
Viewing Board Index

My Information

Age:
27 years old
Birthday:
June 4, 1990
Gender:
Not Telling Not Telling
Location:
St. Petersburg, Russia

Contact Information

E-mail:
Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ:
ICQ  355591824
Skype:
Skype  the_lezing

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Posts I've Made

  1. In Topic: EDuke32 Scripting

    24 June 2017 - 10:08 PM

    View PostDavid B., on 24 June 2017 - 05:27 AM, said:

    Opening is solved but nothing happens when I hit space for closing the door, the sound is not played neither so it ignores totally the second part of the script.
    I tried also 'savegamevar' & 'readgamevar' for "closed 1" thinking it didn't record its value, with no result.

    It isn't supposed to happen, since all your code is placed inside the "ifaction 0" condition. Action 0 is the default action for an actor, which can be used to initialize its properties, and as soon as you switch to another action (opening animation), that code is never executed again. Your door actually should have four different states, as actor animations keep looping forever after reaching last frame. Use "ifactioncount" to check for the right time to stop opening animation and put the actor into a fixed opened state (separate action, 'closed' variable isn't needed), from which it can begin closing.
  2. In Topic: Duke 3D Voxel Pack

    24 June 2017 - 11:30 AM

    View PostGambini, on 24 June 2017 - 08:54 AM, said:

    I always thought that?d be a good idea, to add normals and probably speculars to original tiles. It?d be a good modern spice up to the old look, add that to shadetable-based ligthing on an optimized polymer and you have me orgasming for hours.

    Sounds cool, but note that the tiles themselves need to be altered to get rid of any predefined lighting on them, as most Duke tiles have some sort of lighting (some even contain light sources). If you light up a texture which is already lit, the result would be incorrect. Ideally there should be normalmaps, displacement (depth) maps, specular (roughness) maps, glowmaps and finally diffuse color maps with uniform lighting.

    This guy seems to work on some neat tools for pixelart normal maps.
    https://twitter.com/...641806712520705
  3. In Topic: What are you working on for Duke right now?

    23 June 2017 - 04:08 AM

    View PostPaul B, on 22 June 2017 - 06:46 AM, said:

    Does it handle version 9 of the map format? And how well does it work with version 7 maps that use SOS?

    It will load any contemporary build maps, although room-over-room stuff won't be visible on 2D overhead map. So far I don't dig into the 3D stuff, just had outlined the future renderer architecture some years ago. I'll start a new thread when I make more progress on this.
  4. In Topic: What are you working on for Duke right now?

    20 June 2017 - 06:48 PM

    View PostLkMax, on 20 June 2017 - 04:55 AM, said:

    What am I looking at exaclty, a map editor or something?

    Just drawing the overhead map imported into my engine from Duke. Going to fix texture coordinates and implement Z sorting. After the interface with the Build engine is complete, one could port Duke to this technology.
  5. In Topic: What are you working on for Duke right now?

    19 June 2017 - 11:16 AM

    Say hello to DUKE3D64 B)
    Posted Image

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