PDA

View Full Version : Ill have some new pics soon, what are you guys up to, anything new?


mikenet2005
10-29-2006, 02:53 PM
I just wanted to let you guys know that the map im working on is still coming along. I've had more time in recent weeks to work on it so I'll have some new pics of my map soon. Probably next weekend.

I usually like to stay as original as possible however im currently working on a shower room that will be connected to a locker room. In this shower room im going to use a trick I saw done by "Piano Man" Im not sure who originaly thought of this but I'll have to thank him for the idea. Many of you here have probably seen his map here already but here is the link just in case http://forums.3drealms.com/vb/showthread.php?t=18330

The trick involves creating the apperence of a reflective finish on a floor. This illusion works by making a room with a ceiling twice as high as you would normaly want it then making a floor out of sprites and positioning it at the midpoint between the ceiling and real floor. All the textures and structures must be identical on both sides but on the bottem half they need to be reversed. If you make the sprite floor in the middle translucent it will reveal the area below, however if the area below is designed to be an exact upside down version of the area above it will appear as if the floor is reflective.
It does have some limits. Invetory of any kind should not be placed in such areas, nor shall any monsters. Doors are a challenge and look best if they meet the ceiling.

So who here has a full map in the works??? I know the dttp project falling through kind of bummed some of you out but does anyone have anything of there own in the works?

Iggy
10-29-2006, 03:02 PM
I hád a full map in the works but got put on hold because I'm getting haunted by some strange OpenGL problem I can't get rid off.

Ah well, here are old screenies;

http://img111.imageshack.us/img111/9352/duke00002xq.th.jpg (http://img111.imageshack.us/my.php?image=duke00002xq.jpg) http://img139.imageshack.us/img139/1370/capt00001ja.th.jpg (http://img139.imageshack.us/my.php?image=capt00001ja.jpg) http://img157.imageshack.us/img157/1327/sewerfog2ct.th.jpg (http://img157.imageshack.us/my.php?image=sewerfog2ct.jpg) http://img118.imageshack.us/img118/3060/capt0000nu0.th.jpg (http://img118.imageshack.us/my.php?image=capt0000nu0.jpg)

It's using EDuke32's fog plus I'm hoping to get someone to write additional con-code for some gameplay tweaks I have in mind.

Oh, the map is called Sewerside.

mikenet2005
10-29-2006, 06:15 PM
those are nice looking pics, how is it editing with the hrp? Do you use a modified version of mapster to handle the 3d objects? Ive always wondered about that. I think my map is too far into progress to use the hrp. I have many complex sprite constructed structures that use older textures. I tried it briefly and gave it a run through in the game. The only real problem I had was the 32bitpolymost made my explosions look funny as well as many translucent surfaces. I love all the static-mesh looking 3d models though. If I do another map I'll defiantly be using the hrp. Although this map will not be hrp friendly I'm trying to make up for it with custom textures, and sprite constructed 3d structures. Thankfully I think that gas effect is available without the hrp.

Ding Bat
10-29-2006, 08:44 PM
Quote by Mike: I think that gas effect is available without the hrp.

Yes, with EDuke32.

Iggy
10-30-2006, 03:12 AM
The fog used is an EDuke32 feature, it's got nothing to do with the HRP, that's just a bunch hi-res stuff. Besides, the screenshot with the fog is not using any HRP material.

mikenet2005
10-31-2006, 02:03 AM
really? some of those pics looked like they used higher detailed textures. Perhaps you just didnt set the video rendering to the default ""nearest"" some of the polymost modes have a texture smoothing effect that resembles the hrp.

Iggy
10-31-2006, 02:59 AM
The first screenshot was taken ingame and is using the HRP, the remaining three are taken from the editor I'm using (Mapster32) and do not use any hi-res stuff.

Piano Man
11-02-2006, 08:33 AM
Sadly enough - as much as I hate to admit it... I first got the idea from a guy called Pascal Rouard (spelling?????) in one of his roch map series... He just had a very simple hallway with a couple of objects along the hallway.... but It gave me a idea to try and build more complex reflections using more and more sprites.

So I have to wave my hat to Pascal. He gave me the idea. I'm just trying to milk it for all it's worth. I might end up finishing my map over the holidays if I get time.

And Iggy - sh!t that map looks amazing.... Well done - I don my hat to you to.

mikenet2005
11-04-2006, 03:17 PM
Good job, It looked sharp. It fooled me, I didnt realize I was standing on a sprite floor. I thought it was some new special tag with mapster32, like the fog effect. I guess I should thank both you and Pascal for the Idea, it was a good one.

Im currently using editart to assist me in making some special tiles to use for my reflective floor. I clustered an exsisting 64x64 tile into a 256x256 cube so that I could use adobe photoshop to paint a large water leak on the tile. The smaller 64x64 tiles fill in the gaps around the larger segment and they seem to blend together. Those pics I'll have either tommorow or monday.

Hendricks266
11-04-2006, 06:36 PM
How exactly do you make that fog effect? I'd like to add that to the Mapster32 Documentation on the wiki.

Iggy
11-05-2006, 03:59 AM
How exactly do you make that fog effect? I'd like to add that to the Mapster32 Documentation on the wiki.

This should do it;


If using EDuke32, there's a fog feature in the DEF files.

Added user-definable colored fog: simply add lines similar to the following to your duke3d.def:

* fogpal <palette number> <red intensity> <green intensity> <blue intensity>
* Intensities range from 0-63, and palettes 26, 27, 28 and 29 are pre-defined for you as white, red, green and blue respectively. Sector visibility controls fog density.

mikenet2005
11-06-2006, 10:58 PM
Here are some new pics of various areas in my map, keep in mind many pics you will see here are of incomplete areas. I also will show some new textures ive custom made, including a new running light that consist of 64 frames, and also a department of defense texture with a moon in its center that I put together in adobe photoshop. Unfortunatly I dont have those shower room pics yet but I should sometime soon.

mikenet2005
11-06-2006, 11:05 PM
here are some more

mikenet2005
11-06-2006, 11:15 PM
5 more, When finished the rocket will only be visible from a long clear tunnel. Walking around in a vacume would be a bit unrealistic. The clear moon window is incomplete, I plan to put some lights on the perimeter.

mikenet2005
11-06-2006, 11:20 PM
And the last of them, if you look hard you can see the annimated running lights on the sides of this corridor. The running light itself was the first pic posted. Well one of the frames of it anyway.

Sang
11-07-2006, 03:26 PM
The room in the 10th (I think) shot is a bit empty - but as for the rest this looks really very good. How the hell did you get a transparent moon?

mikenet2005
11-07-2006, 03:54 PM
I got some help from my good friend editart ;) All it is really is a 512x512 imported image, surprisingly one of the easiest things Ive done in editart recently. I found that there is virtualy no loss in quality when you take a black and white image and convert it over to 256 color, this is because there are plenty of shades of black and white in the original duke color table. It still looks good if streatched to fit a large wall so I had to find a way to work it in so I made it translucent and stuck it in the ceiling. That room its in does still look empty though, it needs lighting and something to fill that empty area you saw, but I havent made up my mind yet. The rest of the pics for the most part are incomplete areas as well. That cooridor in the last two pics should look sharp when I work with the lighting a bit.

Sang
11-07-2006, 04:05 PM
Weird, I have the impression that that moon is a 'ball' (and therefore a "real" object and not a flat one..) but whatever :)

mikenet2005
11-09-2006, 12:53 AM
The curvature of the ceiling gives it that appearance, in the game you can see that its flat.