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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   brullov 

  • Senior Artist at TGK

#6091

Preparing a small-oldschool map for you.

P.S. Yea, I love E3L3.

Released
- http://forums.duke4....ase-flood-area/
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This post has been edited by Artem Nevinchany: 22 August 2014 - 03:47 AM

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User is offline   MetHy 

#6092

Cool ! :( Reminds me of our Floodzone inspired map for Metropolitan Mayhem.
0

User is offline   OpenMaw 

  • Judge Mental

#6093

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Duke Nukem rigged and posed in 3DS Max 9, and a Proton hack job that has no bones.

Shoddy low res test. (Rendered just to see it rapidly. Max then crashed and I had to restart... F*CK)
https://www.facebook...844520368892603

This post has been edited by Commando Nukem: 23 August 2014 - 06:47 AM

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User is offline   Sanek 

#6094

Wtf is this...
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This post has been edited by Mblackwell: 25 August 2014 - 05:56 PM
Reason for edit: Guys, please don't wrap your images in URL tags or else we can't click on them to expand them. Thanks!

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User is offline   Gambini 

#6095

I like the third shot. I hope you manage to integrate those things (whatever they are) with a solid and playable map and don´t just use them as an excuse for an otherwise empty and sterile map. Try to merge that fresh idea with a story and a layout that makes sense.
0

User is offline   Tea Monster 

  • Polymancer

#6096

Sanek's stuff looks like Duke has been smoking the chico bushes again :( - Looks like an alien cave system? I second Gambini's suggestion. Make sure you have an idea of how it came to be and what it's used for before incorporating it.

Commando Nukem - if Max is choking on the files, try a realtime viewport shader. One is here: http://viewportshader.com/
1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6097

Spoiler

Stay tuned...
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6098

Loved Vigilante 8. Thought the N64's tracks were better, though.
0

User is offline   Player Lin 

#6099

 Sanek, on 25 August 2014 - 03:23 PM, said:

Wtf is this...
Images


I can't see them, that Russia site always failed to connect/got reset on my end. :(
0

User is offline   Gambini 

#6100

In Soviet Russia images see you.
5

User is offline   brullov 

  • Senior Artist at TGK

#6101

 Player Lin, on 26 August 2014 - 07:37 PM, said:

I can't see them, that Russia site always failed to connect/got reset on my end. :(


Try to drink vodka and play the balalaika. It can help, really.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6102


1

User is offline   Mike Norvak 

  • Music Producer

#6103

Now that classic maps are so appealing :(
I just found this from my vanilla mapping folder:

Attached Image: duke0071.png

Attached Image: duke0072.png

And WGR3 is more alive than never :(

Spoiler

5

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6104

Ive lost my damn WGR SVN access user/pass...
Can't update my maps and shit...

EDIT:

 The Angry Kiwi, on 26 August 2014 - 04:48 AM, said:

Spoiler

Stay tuned...

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This post has been edited by The Angry Kiwi: 27 August 2014 - 02:00 AM

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User is offline   Mike Norvak 

  • Music Producer

#6105

 The Angry Kiwi, on 27 August 2014 - 12:47 AM, said:

Ive lost my damn WGR SVN access user/pass...
Can't update my maps and shit...


More people should join the team, nobody seems to get attracted by mapping for this TC, maybe because the theme limitation? I'd really like to see what people like Eddy Zykov, Undertaker, Duke64, Paul B or Mia Max, could do with the assets and new effects. Also where's Drek? :(
0

User is offline   Kyanos 

#6106

almost getting drawn back in...

nice to see dt working on it again, and I'm glad you're going with Polymost now. I know more about WGR map effects than duke mapping :(
0

User is offline   Paul B 

#6107

View PostMike Norvak, on 27 August 2014 - 09:43 AM, said:

More people should join the team, nobody seems to get attracted by mapping for this TC, maybe because the theme limitation? I'd really like to see what people like Eddy Zykov, Undertaker, Duke64, Paul B or Mia Max, could do with the assets and new effects. Also where's Drek? :(



Unfortunately, my mapping days are numbered. Once my wife gets here I'm pretty sure she will put and end to my play time. I've really cut back when it comes to mapping so I can't really commit to anything but I appreciate the mention.

This post has been edited by Paul B: 28 August 2014 - 11:30 AM

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User is offline   OpenMaw 

  • Judge Mental

#6108

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Tweaking the old Duke mesh. He's got proper Duke3D style boots. The straps have been regrouped into a sub-model for easy removal (filled in the missing piece of the jeans. Not the best job, but it'll hold up for what I need.)
4

User is offline   brullov 

  • Senior Artist at TGK

#6109

Cool! This model is the best, but I would change sunglasses.
0

User is offline   Yatta 

  • Pizza Lawyer

  #6110

View PostCommando Nukem, on 31 August 2014 - 07:32 AM, said:

Twerking the old Duke mesh. He's got proper Duke3D style boots. The straps have been regrouped into a sub-model for easy removal (filled in the missing piece of the jeans. Not the best job, but it'll hold up for what I need.)


I cannot understand why they couldn't use this version of the duke model in DNF instead of using the teen-looking prop version.
1

User is offline   OpenMaw 

  • Judge Mental

#6111

View PostArtem Nevinchany, on 31 August 2014 - 10:02 AM, said:

Cool! This model is the best, but I would change sunglasses.


Clarify this, sir. Why? I mean, those are the classic Duke shades right there. Posted Image

View PostYatta, on 02 September 2014 - 11:35 PM, said:

I cannot understand why they couldn't use this version of the duke model in DNF instead of using the teen-looking prop version.


I get what they were going for in DNF. They wanted Duke to be a little younger, leaner n' meaner, and a little more stylish. Trying to make him an easier sell, which seems counter-productive to getting the character right.
0

User is offline   Gambini 

#6112

They did a terrible choice so it blended with all other terrible choices.

BTW that model looks badass but the jean slacking off the boots is quite weird.

This post has been edited by Gambini: 03 September 2014 - 04:33 PM

2

User is offline   Kyanos 

#6113

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LameDuke inspired Mod coming soon...
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User is offline   brullov 

  • Senior Artist at TGK

#6114

What the f*ck?
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User is offline   OpenMaw 

  • Judge Mental

#6115

View PostArtem Nevinchany, on 05 September 2014 - 03:49 AM, said:

What the f*ck?
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Very nice! ...Reminds me of the opening area of Manhattan Project?
0

User is offline   brullov 

  • Senior Artist at TGK

#6116

You are right Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6117

For each frame, move the floor and ceiling height based on the camera view. It is contantly adjusting the wall panning. Naturally it doesn't work with sloped surfaces.

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On theory it should have no effect on gameplay... but I am having some trouble with that part.

This post has been edited by Fox: 06 September 2014 - 12:44 AM

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User is online   zykov eddy 

#6118

Trying a totally different kind of design.

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User is offline   Kyanos 

#6119

On IRC I said:

[18:38] <Drek> I made a lameduke weapons mod, looking for a beta tester or two
[18:38] <Drek> works with all duke3d levels and usermaps, just new weapons and some other art
[18:39] <Drek> I got the sonic resonator working in this too
[18:39] <Drek> oh yeah and multiplayer support :)


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User is offline   brullov 

  • Senior Artist at TGK

#6120

One evening is killed. May be 2 or 3 more and I will have a little map for you? Hope you like it.

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