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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   Jblade 

#1171

a texture that needs a hi-tile version <_< (it's a low-priority at this moment though)
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User is offline   CruX 

#1172

Another screen of the first level for my mod.

Posted Image

I'm actually kind of surprised that I've already gotten it over 800 sectors, in light of the fact that I'm not even half way through making what I'd planned on having for the first level. Might end up having to divide it into two. Although I'm not going to use models for this mod, I have decided to throw some voxels in, just for the couple of objects that would look really awkward when viewed from the right/wrong perspectives.
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User is offline   Micky C 

  • Honored Donor

#1173

Wow that is really coming along nicely, I especially love the first person miniview in the top left corner <_<
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User is offline   Stabs 

#1174

id probably remove the filling cabinets given the futuristic enviroment and stuff like that would be archeived via electronics means

and yes voxel or anything like that would be good, why bother with eduke if you are not going to utilise all the new stuff people have worked tirlessly to implent and create, duke already works fine through the GoG setup so if your only using eduke for xp support its a bit of a waste.
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User is offline   Gambini 

#1175

I really like it, the only thing that bothers me is the hrp chair (or is a voxel made from the hrp chair?). The file cabinets are okay IMO
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User is offline   Jblade 

#1176

 DanM, on Apr 1 2010, 01:32 PM, said:

and yes voxel or anything like that would be good, why bother with eduke if you are not going to utilise all the new stuff people have worked tirlessly to implent and create, duke already works fine through the GoG setup so if your only using eduke for xp support its a bit of a waste.

what are you going on about? You DO understand that Eduke isn't just about polymer but also offers more coding possibilites right? You do also get that some people don't like the HRP or any of that shit and would prefer to stick to classic as well right, but with the added code support?
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User is offline   Gambini 

#1177

 James, on Apr 1 2010, 02:31 PM, said:

what are you going on about? You DO understand that Eduke isn't just about polymer but also offers more coding possibilites right? You do also get that some people don't like the HRP or any of that shit and would prefer to stick to classic as well right, but with the added code support?


I second this, in fact he´s using at least one eduke32 new feature with that little first person camera

This post has been edited by Gambini: 01 April 2010 - 11:28 AM

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#1178

Here's a shot from my upcoming map, "Have Fun Storming The Castle". I didn't post it in the respective thread because it's heavily WIP, but I thought you may want to see this. It is a full-3D hologram of the troop carrier where the second part of the mission will be set. I thought my map was lacking some fancy spritework, so the hologram was the ideal opportunity to knock myself out. Enjoy!

Attached thumbnail(s)

  • Attached Image: duke0004.jpg

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User is offline   Geoffrey 

#1179

Very cool - the darker bits of the sprites you used actually work in your favour to create a more convincing hologram.

View PostEmericaSkater, on Apr 1 2010, 03:41 AM, said:

Another screen of the first level for my mod.

Posted Image


That looks fantastic. The hud and the environment blend perfectly with eachother, the entire environment just seems real in a way. I hope you're going to go nuts with the story and make a real, full, game out of it - not just a couple of maps with enemies. I want to know who those guys are, why they are there, and how the entire gameworld explodes in a nuclear strike in an exciting ending scene <_<
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User is offline   Jinroh 

#1180

Yes it is a very nice hologram. ^^ I was convinced that it was a 3D model rendered in wireframe. Hehe.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1181

Actually, the whole screenshot (right down to the HUD) kind of reminds me of Strife. Except with clearly better graphics and a more prevalent cyberpunk atmosphere. Perhaps it could be the groundwork for Strife 2?
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User is offline   CruX 

#1182

View PostJames, on Apr 1 2010, 09:31 AM, said:

what are you going on about? You DO understand that Eduke isn't just about polymer but also offers more coding possibilites right? You do also get that some people don't like the HRP or any of that shit and would prefer to stick to classic as well right, but with the added code support?


I kinda had the same sentiments. The mod's being made with classic mode in mind, partly because I just like it more, but I'm also bearing in mind that a lot of people still can't run high end stuff like Polymer. I'm more concerned about making this mod widely available than making it look modern.


View PostGeoffrey, on Apr 2 2010, 02:04 AM, said:

That looks fantastic. The hud and the environment blend perfectly with eachother, the entire environment just seems real in a way. I hope you're going to go nuts with the story and make a real, full, game out of it - not just a couple of maps with enemies. I want to know who those guys are, why they are there, and how the entire gameworld explodes in a nuclear strike in an exciting ending scene <_<


Thanks! Looks like I've managed to interest the majority of the guys working on the AMC TC, which is good since the screens and videos for that TC alone have been a huge inspiration. I'm actually trying to do the level in that screen shot in Mikko Sandt's style. I hope I'm doing him justice <_<
The last bit of code I'm going to do for this mod will likely involve a slideshow sort of introduction, so it'll have a plot line. Actually, if things go the way I'm planning, the level progression will probably involve quite a bit of dialog.

View PostThe Mighty Bison, on Apr 2 2010, 06:17 AM, said:

Actually, the whole screenshot (right down to the HUD) kind of reminds me of Strife. Except with clearly better graphics and a more prevalent cyberpunk atmosphere. Perhaps it could be the groundwork for Strife 2?


Many of the sprites are based on Strife sprites. Funny thing is, for all the resources I've pulled from that game, I've never once played it. It's good that you made note of the cyberpunk theme, though, since that's something I'm trying to incorporate.
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#1183

I'm working on that side project, the map based on where I live. All I have so far is this bridge and a bit of road.
Posted ImagePosted Image
Still... I think you will agree it's a nice bridge, It's based on this one;
Posted Image
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User is offline   Mark 

#1184

"based on where I live"

Does this mean you are a Troll living under that bridge <_<

This post has been edited by Marked: 02 April 2010 - 07:43 PM

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User is offline   Lunick 

#1185

Looks good actually, hope you keep going
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User is offline   Micky C 

  • Honored Donor

#1186

I'm working more on my marathon thingy. I've put in more weapons and I've started making the first level of marathon 2: durandal.

http://www.youtube.c...h?v=dwQhjyUblgI

edit: how did you make that bridge?

This post has been edited by Micky C: 03 April 2010 - 03:15 AM

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#1187

Working on my map some more, This is where you start the level, if anyone plays it, I advise not shooting the computer while you are near it, or the boiler in my cupboard, you will live to regret doing so.
Posted Image

I've been making the ceiling breakable and am including the Gas pipes, true to how they are laid out in my house, yeah, don't shoot gas stuff either, I'm terrified of the stuff, so I have put a major emphasis on what happens if you mess about with it.
Posted Image

Outside my house, complete with those worrging cracks in the wall but missing some big details, and... what's with that roof, is that actually sloping off the top of the house? Never! (Not to be arrogant, I will make a not of how to do it later.
Posted Image
Some of those textures are custom, more will be so when I have done, but they will be optional, as they will be defined in the same place as the Duke-Equivalent - that is providing I am allowed to do this?

@Marked - :P No, but I have been under it a few times, usually when I need a new bicycle, there's always loads in the water at the bottom and I swear that one day when I was a kid there was a double-decker bus in there.

@Lunick - Thanks, I've no intention of stopping, I find mapping fun, and now I'm getting more comfortable with Mapster32 there's probably no risk of me losing motivation on this.

@Micky C - That's not looking bad, as for making the bridge, I would have replied sooner, but I was trying to find a good way to describe the process, here goes - Make a sector like the one in the below picture that has water in it (though you can texture it however you want), then split it into 3 as shown and set them up however you like, you need to split that sector or the graphics glitch - this will be Under the bridge; Image - Image
Find where you want your bridge and make points in the red lines on each side of the gap, then make points just wide of the bridge and draw a box there - this will give you more contol over the textures and bridge height later, and help prevent glitches.
Image
When you have done this, draw half the bridge on each side of the gap, but in the opposite direction of the gap, you should probably split these so you can make an archway under the bridge - because it looks cooler, then go to 3D mode and sink the sectors that will make the bridge, then texture their floor as what you want on the BOTTOM of the bridge - I colored some lines to make the next step easier; Image - Image
Drag the bridge sectors to they are the opposite of how they were and span the gap, maybe don't let points overlap lines or other points. Image - Image
Go into 3D Mode and look at your flat bridge, you can slope the undersides and decorate the top with spritework, sometimes it glitches if you walk on it, sometimes it won't work at all, so back the map up before trying this, or experiment in an empty map. Slope the bottom of the bridge (notice the textures?) in little increments until it makes an archway, because it looks awesome, maybe add a spotlight near it for cool effect. Image - Image The example map I used for this

You can do neat stuff using similar methods elsewhere, just back up the map and then experiment with it, I'm certain you could make more advanced bridges needing no spritework, but I haven't got to trying it yet. Also remember, this is a glitchy side-effect of the way Polymer works, and thus might get broken (well... fixed - but I doubt it) or may cause problems that I am not yet aware of, meeting the points like I did can certainly screw the whole map over.

I'm thinking we need an SE that allows a mapper to define compatible/desired renders and will make EDuke32 print a warning if you are not using the render the map was made for, as I assume other people are going to do this now, and it won't work if you aren't running Polymer.

This post has been edited by High Treason: 06 April 2010 - 06:56 PM

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User is offline   Lunick 

#1188

That is comming along really well, I want to shoot the computer now to see what happens XD
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User is offline   Micky C 

  • Honored Donor

#1189

Yeah I tried the bridge and unfortunately it was glitchy :P
Now I have to ask about the slopped roof! lol nah I'll wait for you to release your notes on that one.

The marathon conversion is coming along nicely. I've made a short video comparing what I've done with the actual game itself.
http://www.youtube.c...h?v=5gxQJsAB-Ag
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User is offline   Lunick 

#1190

View PostMicky C, on Apr 7 2010, 09:23 PM, said:

Yeah I tried the bridge and unfortunately it was glitchy :P
Now I have to ask about the slopped roof! lol nah I'll wait for you to release your notes on that one.

The marathon conversion is coming along nicely. I've made a short video comparing what I've done with the actual game itself.
http://www.youtube.c...h?v=5gxQJsAB-Ag


Looks good, but what is "Marathon?"
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User is offline   Micky C 

  • Honored Donor

#1191

A trilogy of science fiction first person shooters made by Bungie before they did Halo. The games (1994-1996) use a doom style engine, but obviously with many improvements in terms of graphics, physics, gameplay, interactivity and plot telling, some of which it does better (edit: way better) than duke. The reason why people don't tend to know about it is because it was mostly released on macs, but they're still awesome games, there's still a strong community just like this making improvements (they've also got a modern shader renderer), custom content for the engine and I'd just thought I'd bring a bit of that to duke :P
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User is offline   Lunick 

#1192

View PostMicky C, on Apr 7 2010, 11:04 PM, said:

A trilogy of science fiction first person shooters made by Bungie before they did Halo. The games (1994-1996) use a doom style engine, but obviously with many improvements in terms of graphics, physics, gameplay, interactivity and plot telling, some of which it does better (edit: way better) than duke. The reason why people don't tend to know about it is because it was mostly released on macs, but they're still awesome games, there's still a strong community just like this making improvements (they've also got a modern shader renderer), custom content for the engine and I'd just thought I'd bring a bit of that to duke :P


Ok then, it will be good to see how it turns out
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User is offline   ReaperMan 

#1193

View PostLunick, on Apr 7 2010, 07:29 AM, said:

Looks good, but what is "Marathon?"


You can download Marathon 1-3 for free on bungie's website.

here: http://source.bungie...hp/Get_Marathon
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User is offline   Micky C 

  • Honored Donor

#1194

Shhh, if he plays that he won't play my mod :P

Seriously though if anyone has some spare time they should check it out, it's worth it.
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User is offline   necroslut 

#1195

View PostMicky C, on Apr 3 2010, 12:59 PM, said:

I'm working more on my marathon thingy. I've put in more weapons and I've started making the first level of marathon 2: durandal.

You so need to put the dual shotguns in there!
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User is offline   Micky C 

  • Honored Donor

#1196

That would be nice, but I barely know enough con coding to make a custom episode and change the names of the difficulty settings.
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User is offline   Lunick 

#1197

View PostMicky C, on Apr 9 2010, 11:38 AM, said:

That would be nice, but I barely know enough con coding to make a custom episode and change the names of the difficulty settings.


Its not that hard to change the names, just rename to something else

Hmm maybe I could help you with that
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User is offline   Micky C 

  • Honored Donor

#1198

View PostLunick, on Apr 9 2010, 01:12 PM, said:

Its not that hard to change the names, just rename to something else

Hmm maybe I could help you with that


Just to clear things up, I have done the code to change the names of the difficulty settings and make a custom episode, and I don't suppose you're referring to putting in dual wielding shotguns? (I'm an optimist) :P

Though I'm already using dukeplus for this. Unfortunately until recently I was able to load both Dukeplus.def and my own def at the same time but suddenly that stopped working - annoying.
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#1199

I have that exact same problem, also you get weird things happening if you include dukeplus/dukeplus.def
The only way around it that I know of is to put your mod in a .zip file - at least that should work as that is what Duke Nukem Eternity does, but it's rather inconvenitent to have to zip your mod every time you want to test it and work on it outside of the zip file.
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User is offline   daniel262b 

#1200

progress in the new DNF HRP update pack, this is what the chaingun currently looks like.

While modding the texture i couldn't decide whether i wanted the older version (black-looking, with less details but closer to the original) or the newer one (white, but with a different shape), so i combined the ideas.

Attached thumbnail(s)

  • Attached Image: duke0046.jpg

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