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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   Muelsa 

  • Bad Mother Fucker

#6241

XBLOCK - A world of sprites !! work in progress..


4

#6242

i am working with .MD3 cinematic animations and animated machinery . i was working with the 2013 HRP Duke model to make some new animations to be used/triggered during cinematic events in the game. but whenever i rig the model with bones to stance duke in a T-pose . his armpits never come out right. this is because in the original model his arms are pushed up against his body and the faces collide . if only i could get my hands on the HRP2013Duke in a T-Pose or a low poly duke nukem player model in tpose.(im able to animate with bones and then convert to vertex frame based animations)... because of this im now trying to learn how to model....

This post has been edited by Snake Plissken: 28 October 2014 - 10:56 AM

0

#6243

Slowly trying to get back into mapping;
Posted Image

Give you a clue, this is not on earth. I am finding the tile set hard to adapt to. I was working on another map which was similar to Sanek's Cold In November - even in name; Snow in October - but I probably won't finish it, or else I'll re-purpose it at a later time, maybe around the holidays.
6

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6244

Reminds me of Total Recall.
1

User is offline   Micky C 

  • Honored Donor

#6245

I'm also working on some Total Recall inspired stuff. No pics though, but you'll see it soon enough.
2

User is offline   The Commander 

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

#6246

Lot's of con coding.
GAME.CON now at nearing 4.1mb in size.
Lots of level work and more.
3

User is offline   oasiz 

  • Dr. Effector

#6247

Dystopic high tech always looks good in my book. Total recall is a damn nice source of inspiration for duke due to similarities in the setting, not to mention blade runner as well.
A lot of this overall feeling was removed between retail and lameduke but the assets are still there, waiting to be used, mostly just in more creative ways due to palette changes and things looking less dirty / rusty.

I've also got some pretty neat ideas for the next map in the slum series, just gotta find a burst of motivation and time to get things done.
0

User is online   blizzart 

#6248

After nearly a year I´´ve finally found some time to get back to work for Brute Force. :)
Attached Image: duke0007_1.jpg

I hope I can do more within the next weeks.
4

User is offline   OpenMaw 

  • Judge Mental

#6249

SFM Machinima test:

https://www.facebook...100000039430309
2

User is offline   Micky C 

  • Honored Donor

#6250

Any reason you didn't go for the newer Duke model?
0

User is offline   OpenMaw 

  • Judge Mental

#6251

View PostMicky C, on 31 October 2014 - 04:03 PM, said:

Any reason you didn't go for the newer Duke model?




I just wanted to see how this one would look in SFM. Besides, if we're talking Tea Monster's, i'm still having glitches with converting it to a format that I can use outside of Blender.
0

User is offline   Tea Monster 

  • Polymancer

#6252

Blender exports to FBX now. There are supposedly some decent Blender to Source tools about, but I've not tested them.

Someone got the DNF Duke model into Source. I've seen it on some SFM videos and it's available on a Gary's mod package.
2

User is offline   OpenMaw 

  • Judge Mental

#6253

Blender continues to leave nasty rigging glitches and I don't know why. Your rig on the HD Duke always get's broken one way or another, for example.

As far as using the 2011 DNF Duke, yep. I have that one, along with just about all the props from DNF that someone converted for gmod, in SFM. Haven't tested them all yet to see if they work.

https://www.facebook...100000039430309

But if I was gonna use SFM in full for a project like this i'd want to use the "classic" style DNF model. Which would probably need to be re-rigged to a Source rig and have full VTA face morphs done so that it could do proper lip synch. That is a whole can of worms I am exploring right now, though.Posted Image
0

User is offline   oasiz 

  • Dr. Effector

#6254

"PAL24 the game" - rolling around some random concepts for areas.
Some of the ideas I want to implement are going to have to use custom textures and sound.. so far it's still stock like last time.

Posted Image
Posted Image
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6255

That's some badass texturing.
0

User is offline   MetHy 

#6256

Very unique, I like it a lot. Looks even better than your previous map.
0

#6257

Posted Image
okay, now this is definitely the last one
3

User is offline   Micky C 

  • Honored Donor

#6258

Still looks just a smidge too blocky IMO, otherwise it's pretty good.
0

User is offline   Tea Monster 

  • Polymancer

#6259

View PostCommando Nukem, on 06 November 2014 - 08:40 AM, said:

Blender continues to leave nasty rigging glitches and I don't know why. (SNIP)


Here are Valve's tools for exporting from Blender to the Source Engine. https://developer.va...er_Source_Tools

I've not worked with the Source engine before, so I can't advise in detail, but I know it can be done as a few of the TF2 items were made in Blender (the 'Scorch Shot' for one).
0

User is offline   Hendricks266 

  • Weaponized Autism

  #6260

Better late than never.

Posted Image
2

User is offline   The Commander 

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

#6261

Only main menu use or can be used in events?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #6262

I'm not going to expose it to scripting in any way until I can engineer a complete and proper method for doing so.
0

#6263

View PostHendricks266, on 16 November 2014 - 06:44 PM, said:

Better late than never.

-snip-

I'm assuming this is rewritten menu code? Or am I misunderstanding?

This post has been edited by TheZombieKiller: 17 November 2014 - 03:10 AM

0

User is offline   oasiz 

  • Dr. Effector

#6264

So... duke3d point & click adventure game ?
0

User is offline   Micky C 

  • Honored Donor

#6265

Will it finally allow for additional custom menu options in mods?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#6266

View PostMicky C, on 17 November 2014 - 03:20 AM, said:

Will it finally allow for additional custom menu options in mods?

Judging by the SVN commit comments and Hendricks' reply above, it's a prototype for allowing the mouse pointer to be used in the menus. Hooking them up to scripting is a seperate topic.
2

User is offline   The Commander 

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

#6267

View PostMicky C, on 17 November 2014 - 03:20 AM, said:

Will it finally allow for additional custom menu options in mods?

That's what my post asked and Hendricks answered...
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6268

How feasible is it to have the OS cursor in the game?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #6269

View PostFox, on 18 November 2014 - 07:21 AM, said:

How feasible is it to have the OS cursor in the game?

Instead of the crosshair? Completely possible, but I won't do it for two reasons:
1. Embedded systems such as Wii don't have a system cursor.
2. There is a slight delay in propagation of the mouse's position to the game. Displaying a tile indicates where the game thinks the cursor is so there are no mouseclick accidents.

At the very least, there will be an EVENT_DISPLAYCURSOR for which you can setvar RETURN a custom tilenum.
0

User is offline   Daedolon 

  • Ancient Blood God

#6270

View PostHendricks266, on 18 November 2014 - 08:13 AM, said:

1. Embedded systems such as Wii don't have a system cursor.

0

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