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#41 |
Re: a WG MOD.
Another little movie to keep the troops happy.
![]() This shows some attack animations for the sword that Hellbound made and I coded. ![]()
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#42 |
Re: a WG MOD.
Haha awesome stuff, thats so awesome I love it!
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#43 |
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Re: a WG MOD.
Whoa! Looks cool!
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#44 |
Re: a WG MOD.
That looks great, altough the models really do look a bit plasticy. It's the white highlights that make it look fake.
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#45 |
Re: a WG MOD.
At this point that would have to be changed in editart, because what you see in the video are 8-bit tiles. The sword is not worth the effort imo, since it looks pretty good and there are so many tiles. The shield is just one tile, though.
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#46 |
Re: a WG MOD.
8-bit tiles can be changed in photoshop too, and alot of changes can be done on all the frames at the same time if you put them all in one file.
EDIT: example
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Last edited by Geoffrey; 03-18-2008 at 12:50 PM.
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#47 |
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Re: a WG MOD.
Maybe I'm dump and drunk, but I don't have no ******* idea what are you guys talking about... I think it's the best 8-bit GFX that we could get.
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#48 |
Re: a WG MOD.
Then you're probably dump and drunk.
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"if we fill survival with particles then we can compete with modern games" - James |
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#49 |
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Re: a WG MOD.
And you're blind
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#50 |
Re: a WG MOD.
blah.
Here are 4 screens showing the lighting code made by DeeperThought, all shadows are caused by the torch. As you move the light moves with you. All screens are the same map, with dif settings of lighting and colour. The torch was made by Hellbound and coded by DT. Map by me. You are able to walk up to the torch, press space on it and pick it up replacing the shield. You can also throw the torch onto the ground and leave it, or place it back on the wall. ![]() ![]() ![]() ![]() Its all still heavy WIP
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#51 |
Re: a WG MOD.
Very cool man!
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#52 |
Re: a WG MOD.
Looking good. You might want to change some of the textures to use more similar colors, though... the mangling caused by converting the images to the Duke palette is especially apparent on the floor textures in http://www.williamgeegallery.com/randompics/light3.jpg. Would one of you mind sending me a beta or something of this?
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#53 |
Re: a WG MOD.
It would definitely be "or something" since what we have now isn't even an alpha. But I'm having problems with my lighting code in that map. Apparently it has to do with lots of extra sprites getting entered into the light array, leading to huge lag and/or crashing. I'm trying to figure out whether the map is corrupted, or if it's my code, or both. If you want to help fix this I'll send it to you right now
![]() EDIT: It looks like the problems were entirely due to some kind of corruption in the map which made the game think there were lighting sprites that weren't really there. I hope it's fixed now.
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Last edited by DeeperThought; 03-20-2008 at 12:41 AM.
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#54 |
Re: a WG MOD.
Although the latest shots are pretty nice, it bugs me that the textures need tidying up. The same with the sword and shield. There's an obvious patch of green on the brown strap on the shield especially. I think that shield and sword could look even nicer ingame with a few small tweaks to it, especially Geoffrey's comment.
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#55 |
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Re: a WG MOD.
I'm still thinking about remaking the shield, but sword probably has to stay as it is. There's only one reason: it has about 35 frames and tidying up all of them, would be horrible pain... and making mods had to be fun, not pain, hadn't it?
![]() First thing that I want to work on is the torch. I really dislike the fire. |
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#56 |
Re: a WG MOD.
I'm kinda glad your going to work on the fire.
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#57 |
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Re: a WG MOD.
That present fire was just a test, I had no idea how it would look in game. Now I know what to change.
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#58 |
Re: a WG MOD.
I don't really think the shield model itself would need remade. I wouldn't mind giving all the frames a tweak myself, but ofcourse that is entirely up to you guys, of course.
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#59 |
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Re: a WG MOD.
I didn't think about remaking the whole shield too, just about some adjustments. But I want to change shield's position and angle a bit.
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#60 |
Re: a WG MOD.
That sounds like something I could do with rotatesprite...
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#61 |
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Re: a WG MOD.
Well, not exactly
![]() ![]() Och, btw, I love the map William, these columns and gothic-style ceiling looks very good. I think I'm going to make a map or two for this TC too, but weapons and remaking nemies are the first things. |
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#62 |
Re: a WG MOD.
I'm such a screen whore.
![]() ![]() ![]() What I am wanting is a spider boss that can run up the walls and pilers onto the roof, that shoots stuff with the same lighting code as the torch. ![]() Or even some bad ass enemies that uses the code on itself, and you have no torch, only way you can see is when the enemies is around. ![]() DT and I have been talking about such things. ![]()
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#63 |
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Re: a WG MOD.
Looks Satanic
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#64 |
Re: a WG MOD.
Can you use the torch together with any weapon like in Oblivion?
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#65 |
Re: a WG MOD.
The plan is to make the torch useable with one handed weapons.
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#66 |
Re: a WG MOD.
Sorry for so unoriginal post!
![]() AWESOME!!!
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#67 |
Re: a WG MOD.
That map is tiny, but its already close to 3000 sectors, it will be a mid way mini boss battle.
I have a few other ideas for torch maps. ![]()
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#68 |
Re: a WG MOD.
And just think, for each one of those little sectors, the lighting code must make frequent calculations that check distance and visibility to the torches, which are constantly flickering and can move around. I just hope no one expects this TC to run well on an old computer... The map looks great, though!
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#69 |
Re: a WG MOD.
Its fun to build for.
The stairway of darkness. ![]() Keeps going and going.... ![]() Don't look down. ![]()
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#70 |
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Re: a WG MOD.
Inspired by Moria?
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#71 |
Re: a WG MOD.
Yup!
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#72 |
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Re: a WG MOD.
Hmmm, is it possible to make those stairs a bit destroyed? To make player jump here and there
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#73 |
Re: a WG MOD.
Your reading my mind.
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#74 |
Re: a WG MOD.
Dang, this thing looks awesome! It better not suck.
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#75 |
Re: a WG MOD.
We've got a mapper, a coder, and an artist --three experienced Duke modders in the top of their form who know how to finish big projects. It won't suck.
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#76 |
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Re: a WG MOD.
I'll risk and tell that we have the full squad, everyone who we need.
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#77 |
Re: a WG MOD.
The broken stairs, there is still some issues needed to be fixed though.
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#78 |
Re: a WG MOD.
Way to go guys this looks amazing!
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#79 |
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Re: a WG MOD.
COOL, WG!
And I have a loooong weekend now... that means a lot of new stuff ![]() Expect some new stuff, just when I'll kill a huge hangover ![]() |
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#80 | |
Re: a WG MOD.
Quote:
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8-bit art, eduke32, fantasy, total conversion |
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