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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   jet_nick 

#5161

walkin animation ended tomorrow i'll post full sprites sheet Posted Image
1

User is offline   Perro Seco 

#5162

I'll finish this map soon:

Posted Image
7

User is offline   Mikko 

  • Honored Donor

#5163

Awesome, really loved your visual style in Routine.
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#5164

It's so 96. I LOVE IT.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5165

Widescreen stuff

Posted Image
4

User is offline   neoacix 

#5166

And I'll finish that:

Posted Image

This post has been edited by dpax: 06 November 2013 - 02:45 PM

1

User is offline   Muelsa 

  • Bad Mother Fucker

#5167

Hello, everyone! Working on ....

10

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5168

Whoa neat!
0

User is offline   Perro Seco 

#5169

View PostMikko_Sandt, on 06 November 2013 - 03:38 AM, said:

Awesome, really loved your visual style in Routine.
Thanks for your review! This map will be better and bigger than Routine.
0

User is offline   shinjite 

#5170

To all on this page. Make it duke coop friendly as Brother and I blow maps asses on a daily bases.
What I last worked on:

player.c
            // Unload it all mofo if drugged up
            
            if (aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON || aplWeaponWorksLike[p->curr_weapon][snum] == PISTOL_WEAPON)
            {
                if(p->steroids_amount > 0 && p->steroids_amount < 400)
                {
                    P_FireWeapon(p);
                    P_DoWeaponSpawn(p);
                }
            }

premap.c
    i = headspritestat[STAT_PLAYER];

    // Got make sure we handle multiple players when a map fails to have multiple spawn points
    if(nextspritestat[i] < 0)
    {
        // Hack in second player on same spawn point
        if(ud.multimode > 1)
        {
            A_InsertSprite(g_player[1].ps->cursectnum,g_player[1].ps->posx,
g_player[1].ps->posy,g_player[1].ps->posz,
                APLAYER,0,0,0,g_player[1].ps->ang,0,0,0,10);
        }
    }

    // Reset this 
    i = headspritestat[STAT_PLAYER];

game.c
void Net_SendSuicide()
{
    int i;
    
    if(numplayers > 1)
    {
        // Self death and drug loss 
        A_PlaySound(DUKE_PISSRELIEF, g_player[myconnectindex].ps->i);
        g_player[myconnectindex].ps->steroids_amount = 0;
        sprite[g_player[myconnectindex].ps->i].extra = 0;
        
        buf[0] = PACKET_TYPE_SUICIDE;
        buf[1] = myconnectindex;

       
        TRAVERSE_CONNECT(i)
        {
            if (i != myconnectindex) 
                sendpacket(i, &buf[0], 2);
            if ((!g_networkBroadcastMode) && (myconnectindex != connecthead)) 
                break; //slaves in M/S mode only send to master
        }
    }
}


All on old multiplayer. Gotta love how all single player maps now allows 2 dukes, steroids are just plain awesome now, and suiciding when you get stuck(I guess my version of unstucking). Steroids are set to zero on the suicide because while they are active you can't be reduced below 1 health(Back in the day or even to this day people on weed think there superman. Coke dudes are more alert... I think you get the picture).
0

User is offline   Scott_AW 

#5171

Attached Image: duke0000.png
Attached Image: duke0001.png

Added voxel model tvs with animated channels. There will be tvs you can turn on and off, and change through the channels with the activate button. Also the 'channels' will be different per world and station. Simple 7 to 15 frame stuff with some easter eggs. I've decided to place a few easter eggs in the game as I go about it.
5

User is offline   Hool 

#5172

I wouldn't really call this Duke related but since my game Jack Hammer shares similarities with it I suppose I can share this snapshot of the M16 (which will have the flag attached to it).

Posted Image

It's extremely primitive and rough around the edges but I'll do more tweaking before its final texture and export/import.
0

User is offline   Cage 

#5173

Kinda bummed out over the fact, that despite 10+ years of Duking and somewhat-decent abilities, I haven't released a map so far. I'm trying to remedy that ;)

Attached thumbnail(s)

  • Attached Image: map.jpg

6

User is offline   Root 9 

#5174

After a looong time, I decided to try to complete the hud in BloodTC. ;)
Posted Image
Posted Image
9

User is offline   DavoX 

  • Honored Donor

#5175

Niiicce, I'm a big fan of the original but that looks really good. Are you planning on using polymer on all the maps or it's just for the screenshot?
0

User is offline   Micky C 

  • Honored Donor

#5176

Have you considered making the HUD a flat model, so that polymer light will be visible on it? I suspect with a normal map it could look pretty good.
0

User is offline   Root 9 

#5177

View PostDavoX, on 25 November 2013 - 05:28 AM, said:

Niiicce, I'm a big fan of the original but that looks really good. Are you planning on using polymer on all the maps or it's just for the screenshot?


Well, polymer wasn't added by me. I only did the textures visible on the hud. No idea how to change the lighting information in the maps :/


View PostMicky C, on 25 November 2013 - 05:32 AM, said:

Have you considered making the HUD a flat model, so that polymer light will be visible on it? I suspect with a normal map it could look pretty good.


Yeah, maybe ;) But I'm getting fps drops already and not all textures have been replaced yet.

I tried to make the Jojo book signing poster for BloodTC today, looks weird but it works I guess:

Posted Image
5

User is offline   Scott_AW 

#5178

Attached Image: duke0002.png

Margie Telle, Special Intelligence Officer, tells you what not to do with your gun.

Decided I've been lazy enough about it and started working on the dialog system. For now its just a single pane of dialog per character, which is set through Hi and Lo tags.

This post has been edited by Scott_AW: 25 November 2013 - 07:17 PM

3

User is offline   DavoX 

  • Honored Donor

#5179

View PostScott_AW, on 25 November 2013 - 07:16 PM, said:

Attachment duke0002.png

Margie Telle, Special Intelligence Officer, tells you what not to do with your gun.

Decided I've been lazy enough about it and started working on the dialog system. For now its just a single pane of dialog per character, which is set through Hi and Lo tags.


That's awesome, I can imagine the big world around it. I would definitely play it, it gives me a megaman vibe somehow ;)
0

User is offline   brullov 

  • Senior Artist at TGK

#5180

By AliasNameless

Posted Image
Posted Image


Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

16

User is offline   Scott_AW 

#5181

(^oh wow, just saw that pop up^)

Megeman Legends has a very similar style, except they had toon textured models, and the PS1s jiggle wall textures.

But I always thought the models were pretty well textured given the style.

The character sprites are from a template of unclothed male and female characters I found somewhere around RPG maker forums, so I just have to make all the dressings, recolors and create all the hair for them. I've a nice PSD file with all the parts sorted in folders and layers for easy character construction. Of course I also have to create 4 directions and 4 movement frames for each piece.

I still need to go about making death sprites, since some are going to be decorating some aftermath areas.

All the other monsters and such are originals.

This post has been edited by Scott_AW: 27 November 2013 - 11:30 AM

0

User is offline   The Commander 

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

#5182

Are those HL2 and STALKER textures?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5183

View PostArtem Nevinchany, on 27 November 2013 - 11:21 AM, said:


You could have just pressed the DukePlus menu key...
2

User is offline   Gambini 

#5184

PRESS THE DUKEPLUS MENU KEY TO ACCESS SPECIAL OPTIONS AND DISABLE THIS MESSAGE!
2

User is offline   Cage 

#5185

View PostArtem Nevinchany, on 27 November 2013 - 11:21 AM, said:

Posted Image



Wall carpet. Wow. Much Russia.

:D

Like this one and the other screens are great too, I like how went with the warmer lights - I've noticed that most people experimenting with polymer place just plain white lights which is kinda unrealistic, since rarely one can see pure white lights - usually they're yelowish for lightbulbs and the cold lights have more-or-less a blue tint, rarely purely neutral. The light outside the flat block could use a little tint though. It still looks great.

View PostScott_AW, on 25 November 2013 - 07:16 PM, said:



Mod projects for such an old game (like Duke) usually have some modding cliches, since the scene has been around for a long while. And I love it, when somebody just comes, and does something original. ;) Props to you, sir!
3

User is offline   brullov 

  • Senior Artist at TGK

#5186

Models were taken from HL, but textures AliasNameless did by himself.
2

User is offline   DavoX 

  • Honored Donor

#5187

excellent textures!!
1

User is offline   Mike Norvak 

  • Music Producer

#5188

View PostGambini, on 27 November 2013 - 04:22 PM, said:

PRESS THE DUKEPLUS MENU KEY TO ACCESS SPECIAL OPTIONS AND DISABLE THIS MESSAGE!


I thought the same. hahaha Press the f*cking key!!!! ;)

Nice shots! btw

This post has been edited by Norvak: 28 November 2013 - 01:02 PM

1

User is offline   Scott_AW 

#5189

Indeed, way to make eduke32 like a nextgen.
2

User is offline   OpenMaw 

  • Judge Mental

#5190

Holy crap, those shots look AMAZING.


Duke Nukem model edit based on Dolph Lundgren and the 2007 teaser trailer. I've done a few variants on this for fun(including a 1991 styled Duke with purple shirt). This is based on the old HRP model of course.

Posted Image



One of the variants I made, based on the Duke3D cinematics/sprite (All gun is also done, but not shown here.) I may end up using this model to create 8bit sprites for the series going forward as I stated earlier.

Posted Image

Couple of things to note, the arm braces, the glasses, the gloves, and the tank top can all be removed. I've also made subgroups for the pants for over the shoe and tucked into the boot.

I'm going to do another variant based on the title art/statue, which is what i'll probably use.

I may also up the detail on the glasses some. Posted Image

This post has been edited by Commando Nukem: 30 November 2013 - 03:15 AM

7

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