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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   LeoD 

  • Duke4.net topic/3513

#1741

View PostSobek, on Dec 4 2010, 05:26 AM, said:

Perhaps it's just the big empty grey space on the backside that stands out?

That should be improved indeed.
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#1742

View PostSobek, on Dec 4 2010, 05:26 AM, said:

That's the final version yeah. Paper like? Can you be a little more specific... I mean, do you think the lighting on the weapon is wrong (can fix that with some texture and shade tweaks), or do you think the textures themselves are just flawed in some way?

Perhaps it's just the big empty grey space on the backside that stands out?


i think that the shape of the model itself is very good. but for such a good model it just looks a bit empty. maybe if you darken it up. do something about the gray texture. i think you can make a very cool looking weapon :rolleyes:
i will see if i can find an example of another weapon. it can be hard to see the problem when you made it yourself

Posted Image

just like this. it looks boring. needs some color. needs to look like a weapon. give it some scratches or something :lol:

This post has been edited by Jhect: 04 December 2010 - 08:03 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#1743

In both of the rifles, the main problem is that the texturing is bad, especially on the one you scrapped, and extremely flat. They both use "cartoon-coloring." Some of the other models/textures in the screenshots have the same problem. I'm pretty sure most games decide on the angle of the weapon, and then paint the shading into the texture and use multiple textures if needed.
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User is offline   Mikko 

  • Honored Donor

#1744

I love the look of that rifle in the red hallway shot.
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User is offline   Scott_AW 

#1745

http://www.youtube.c...h?v=1doTc8K4JTc

Some combat testing for my TC, with some CON support from Deeperthought.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1746

Ok. So I've completely changed the phaser rifle once more. I couldn't get the textures to look *quite* right, so I started eying up alternatives. One thing I'd been avoiding all along was the phaser rifle used in the original Elite Force. It's a pretty good model, low poly but a perfect shape, however the textures were so small I immediately dismissed it (and it's a complicated UV wrapped texture so replacing it would have been tough as nuts to do). However, I decided what the hell, I'll give it a whirl... To my surprise, it actually looks perfectly fine ingame. The only thing I'm still working on is the display on the backside of it, and the colored light on top, so consider those bits WIP. Otherwise, I think it's ironically perfect;

Posted Image
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User is offline   Sebastian 

#1747

That looks unbelievably cool, Sobek! I can see some color artifacts on its body at the back though, you might want to look at those too.

View PostScott_AW, on Dec 5 2010, 11:07 AM, said:

http://www.youtube.c...h?v=1doTc8K4JTc

Some combat testing for my TC, with some CON support from Deeperthought.


Wicked! Mildly headache enducing graphics but what the hey. I love those voxel enemies, looks great.
If I am to suggest anything then it would be that the enemies melt in with the environment too much. Break up the colors a little bit.
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#1748

you did it sobek the weapon now looks really good. congratz :rolleyes:
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User is offline   LeoD 

  • Duke4.net topic/3513

#1749

View PostSebastian, on Dec 6 2010, 11:08 AM, said:

That looks unbelievably cool, Sobek! I can see some color artifacts on its body at the back though, you might want to look at those too.

Maybe that's interaction between texture and lighting? However, it looks like metal, which is good IMHO. It's a little bit irritating that the display part seems to be floating above the weapon.
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User is offline   The Commander 

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

#1750

View PostLeoD, on Dec 7 2010, 04:51 AM, said:

It's a little bit irritating that the display part seems to be floating above the weapon.

I am pretty sure it is meant to be like that.
Posted Image
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#1751

thats my thought too commander.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1752

Yeah the 'display' is meant to be that way... I guess if you're not into trek or never really watched it, it might just look a bit funky when you see it. As for the colour artifacting, I corrected that about 2 minutes after posting the screenshot - I just had the wrong copy of the skin defined, doy!

I've been trying to sort out a way to implement an animated display on the rifle (you might have seen the thread) but the the def code and such for achieving that is absolutely doing my head in, so I'm not sure I'll be able to accomplish that without some help or some changes to the way textures can be defined for models. Hey, we've got normal, height and specular maps now, what's wrong with an easy implementation of animated textures! Just need some way to tell individual surfaces of a model to use an animtilerange or something, that'd be nice.

One can dream :rolleyes:

Ideally, the def code would work something like this;

// Gun (9999)
model "highres/sprites/firstperson/9999_Gun.md3" {
   scale 5 shade 0
   skin { pal 0 surface 0 tile 9001 }
   skin { pal 0 surface 1 file "highres/sprites/firstperson/prifle/2.jpg" }
   frame { name "frame0" tile 9999 }


So you could define a surface's texture as either a 'file', like we normally do now, or as a 'tile', like in the 'Surface 0' code there. That way. if you define it as a tile and the tile you select is defined as an animtilerange in Textures.def, then the animated texture is applied to that surface of the model. If you just go with a normal 'file', then you can select whatever single texture you desire anyway...

Seems fairly straightforward?

This post has been edited by Sobek: 06 December 2010 - 07:38 PM

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#1753

k the begginner level is starting to take form. i am progressing very slowly cuz i dont really spend so much time on this :S
but here we go. with good tips from deeperthought i made an actor that spawns other actors... thats not very new. but this one behaves like this. it only spawns when actor is withing distance defined by the extra of that actor. the hitag defines what tilenum to spawn.
then i added a effect i call spawn effects. if shade is more than 0 then the actor can spawn cool spawn effects. like for example if i want my spawnactor to spawn a lightning monster. then when that monster spawn. a big lightningbolt will strike the ground and a boom will appear as sound. i think thats prett cool :S also added many new soundtracks. all from devil may cry xD
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User is offline   DavoX 

  • Honored Donor

#1754

Great Jhect! Can't wait to see what you've done.
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#1755

thanks davox. today i worked on the weapons and the different powers they have.
lets say you use the pistol. that is the key " 2 " if use that weapon and you press " 2 " again it will change power. every weapon has 4 powers.
also added some display to different things. just to the right you can see your level. then to the right of that your exact xp amount. and just right to that what weapon power you use.
and tommorow i will be working on the weapon pals. the 4 different weapon powers can also be seen at the weapon color :rolleyes:
also started adding powers by levels. but did not get far on that as i did not really know where to start when i hadnt even finished the weapons xD

the most recent problem i have is the decal/bullet holes. they are so big lol

This post has been edited by Jhect: 08 December 2010 - 04:14 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#1756

That is perfect Sobek, though there are artifacts on the texture. If you emailed me the texture, I could maybe do some work on it for you, if you'd like.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1757

Oh that's OK, as I mentioned above I just had the wrong copy of the skin defined when I took that screenshot. Fixed it just after posting :rolleyes:

jhect, what kind of mod is yours exactly? Like a medieval fantasy type thing? Sorry if you've posted about this previously, I must have missed it.
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#1758

dont say sorry man xD

i dont really know what it is called in english. but it is a mod where i mix many different kind of games. for example. devil may cry, final fantasy, red alert.
some games it is only the music i use for the cooler music.

the gameplay itself is kind of a role playing game. you go through the story mode.
if you ever played games like final fantasy 13. you will experience a story line that is kind of boring. but then at the end of the game. you come to a play where you experience freedom and it all turns out a lot more fun.
people all over the world loved the last episode of final fantasy 13 because it had backtracking and it had 64 cool missions. it just felt great.
i think that is because you can backtrack at any time you want. and you feel like you "own" the game. not many games have that feeling. that is why final fantasy 13 is unique to me.
somehow i just try to make all those feelings into my own game.

oh and by the way. all the maps i make is what i dreamed in my dreams. so it feels unique to me.
i cant wait to see what you people will say to it. but my first priority is what i feel for it :rolleyes:

and yes it is very hard to make a map based on a dream xD
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User is offline   The Commander 

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

#1759

Working on a little something special.

Duke Nukem: Red Alert - Kirov Bomb Testing

Might interest Micky C the most. :rolleyes:

EDIT: The sound is not all high pitched like it seems to be in the video, I am not completely sure how that happened.
I also forgot to record the death effect of the blimp, but it behaves as it would in the original game.

EDIT 2: I also should have a new site here soon at the address http://redalert.duke4.net/ hopefully.

This post has been edited by The Commander: 13 December 2010 - 10:19 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1760

Posted Image
Congrats.
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User is offline   The Commander 

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

#1761

Proves I post a lot of bullshit.
Although it's good bullshit at that. :rolleyes:
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User is offline   Micky C 

  • Honored Donor

#1762

Aye not bad, the model definitely looks good, and personally I wouldn't mind the high pitched whistle, but what I dint get is why the bombs emit smoke when they're simply being dropped, although for all I know you did that for aesthetic and/or tactical purposes.
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User is offline   The Commander 

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

#1763

The trails got left there because I did not remove them when I copy and pasted another one of my projectiles as the base code of the bomb, when I first tried it in game I thought it suited it.
Although they could be smaller in size.

This post has been edited by The Commander: 13 December 2010 - 10:44 AM

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User is offline   Mark 

#1764

The blimp is cool, but I really liked the simple thing of falling leaves from the trees.
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User is offline   Jimmy 

  • Let's go Brandon!

#1765

Commander, I'm surprised that you have 800 more posts than my dumbass.
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#1766

Added the pictures for the moogle. Took the picture from the game kingdom hearts and did some photoshop work. Added some more small details to my map that gives more variations so that it looks more nature like and "real".
I never thought that i picture of me playing a ps2 game could look that good in this mod o.O looks like 3d if you stand still.
Also fixed bug when i quit the saveshop/moogle-menu that caused the menu to show up right after you exit the menu. While you are in the menu the monsters around you will behave like they always do when you are withing range. But they can't shoot. Duke won't be able to shoot or move while the menu is up but he will be able to look around with the mouse.

This post has been edited by Jhect: 20 December 2010 - 06:58 PM

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#1767

Finished the first map. Also added a secret mission intrance to this map. That secret mission map is also finished. Added many cool things. Weapon upgrade system is much better now. Added more music. Probably going to work on a basement level tommorow. I have a few great ideas of how it can look. Also have a great idea for the map that the first map leads to storywise.
Weapon system is close to finished now.

I have big problems adding the saveshop/mooglemenu sound. I just can't find the perfect sound for it.
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User is offline   Mike Norvak 

  • Music Producer

#1768

View PostJhect, on Dec 21 2010, 08:04 PM, said:

Finished the first map. Also added a secret mission intrance to this map. That secret mission map is also finished. Added many cool things. Weapon upgrade system is much better now. Added more music. Probably going to work on a basement level tommorow. I have a few great ideas of how it can look. Also have a great idea for the map that the first map leads to storywise.
Weapon system is close to finished now.


Some shots maybe?
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#1769

Hmm not sure if i will take any screenshots right now. Still far from finished.
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User is offline   The Commander 

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

#1770

You said you finished the first map, so why can't we see screens of that?
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