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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   VinsaneOne 

#1231

View PostMia Max, on Apr 20 2010, 12:46 PM, said:

Thank You!
I still don't know what kind of type it will be. But scary is always good.

Any map from you is good! I love new adventures!
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User is offline   zykov eddy 

#1232

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Sonic 3d new demo in progress. Check new Tails model.

This post has been edited by zykov eddy: 23 April 2010 - 02:23 PM

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User is online   Lunick 

#1233

Im loving that Sonic 3D stuff, looking awesome
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User is offline   Mikko 

  • Honored Donor

#1234

Are you going to include any new levels? If not, then what is the point of this update?
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User is offline   zykov eddy 

#1235

In new beta you'll see two new levels.
I won't show them until release, though.
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User is offline   Jinroh 

#1236

Wow Eddy looks great! Two new levels and a new Tails model. I can't wait to try it out. :P
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User is offline   gibfrag 

  • Honored Donor

#1237

well, i'm working on my 1st Duke Nukem level. along with trying to make a patch for eduke32. that adds some stuff.
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User is offline   TerminX 

  • el fundador

  #1238

Won this on eBay the other day for 10 bucks:

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User is online   Lunick 

#1239

View PostTX, on May 2 2010, 12:54 PM, said:

Won this on eBay the other day for 10 bucks:

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That looks cool, and for 10 bucks you did good
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User is offline   Mikko 

  • Honored Donor

#1240

I know collectors consider that stuff worthless unless the figures are preserved in their boxes but tell me you're gonna take it out and play with it :P
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User is offline   Jinroh 

#1241

It's Night Strike Duke, you know he's gonna go on some adventures.

Maybe:

Night Strike Duke vs. The Garbage Disposal Monster
Night Strike Duke Model Rocket Mayhem
Night Strike Duke Blowtorch Battles
Night Strike Duke Battery Acid Brawl
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User is offline   Sebastian 

#1242

Man, I've completely forgotten about those action figures. Some day I'm definitely going to try and replicate some of those as skins for HRP Duke. The nightstrike one looks like he could be Duke Matrix.
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User is offline   OpenMaw 

  • Judge Mental

#1243

View PostTX, on May 1 2010, 06:54 PM, said:

Won this on eBay the other day for 10 bucks:

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I had this Duke and The Battle Lord, growing up as a kid. Duke would rappel off the couch with his rope and ambush the aliens strong hold.

They need to start making Duke figures again.
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User is offline   Gambini 

#1244

My kids would love to have those toys. They´ve grew up seeing their father playing Duke 3d. They think it´s normal to have a father that plays and makes maps for a game from 1996.
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#1245

I got Swat Duke Preview edition for 10 bucks at a local store a good while back. totally worth it.
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fuck being a collector though i'm not keeping something as cool as this jammed in some ugly box to collect dust.

This post has been edited by Colon Semicolon: 02 May 2010 - 04:36 PM

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User is offline   Zaxtor 

#1246

I'm working on Trequonia right now.
Just spent an hour making a neat trick.
Probably will come in the next screenies.
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User is offline   Evil Ash 

#1247

Might as well post this:

http://www.youtube.c...h?v=wRpuQ4ObJC0

Extremely early stages. Video actually ends because the game crashed, haha.
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User is offline   Daedolon 

  • Ancient Blood God

#1248

Well that is a bit interesting. Wondering where you got the models since they seem to be have a gun fixed to their hands. I need to figure out how to make that work to finish my SWAT mod.
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User is offline   Evil Ash 

#1249

To affix a gun to hand, you basically just attach it to the hand bone. I use 3D Studio Max, so I can't say for sure how it works with whatever system you use - but import the gun model into your character model.

Position the gun EXACTLY as you'd want it in their trigger hand.

Attach the gun (using the Attach button in the top menu) to the bone of their hand/palm.

Now, when animation, wherever that hand moves, the gun moves with it. No need to worry about animation the gun separately.

This is done, of course, after you have your character model finished and rigged for animation.

You can also use what's called a DUMMY, and attach that to the gun, in addition to the above.
That way, if you did want it, you can make the gun fly out of their hand when they die, or something similar, by animating the DUMMY object.

Like I said though this is all 3DSM terminology so I'm not sure how it'd apply if you use something like Milkshape or Blender.

This post has been edited by Evil Ash: 03 May 2010 - 10:24 AM

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User is offline   Danukem 

  • Duke Plus Developer

#1250

View PostEvil Ash, on May 3 2010, 10:13 AM, said:

Might as well post this:

http://www.youtube.c...h?v=wRpuQ4ObJC0

Extremely early stages. Video actually ends because the game crashed, haha.


It looks cool, but as far as I can tell the stuff changed from DukePlus is limited to model replacements. For example, in the video it says that neck shots have a chance of partial decapitation, but it appears to be just a replacement of the liztroop suffering animation (unless you really have code that checks for the hit location?)

The bot model texture getting messed up when they crouch probably has something to do with the fact that in DP, the Dukebots use a separate model definition for their crouching (necessary in DP, because of model offsets on the HRP and hardcoded stuff).
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User is offline   Evil Ash 

#1251

Yeah the video was made for people who didn't know about DukePlus at all, and when I posted it in that forum I described DukePlus and its features. So the video was showcasing things included in DukePlus as well.

Right now it is only model replacements, yup.

As for the location code, no it doesn't exist. That was just a conditional description of the affect I was going for with my model animations, so the viewer can understand whats going on.

And YES thank you. I had the ducking thing figured out, but this video was done with my clean install (from my troubleshooting thread, if you recall) and I couldn't find where I edited the DEFs to fix it. But now I do, thanks man.

This post has been edited by Evil Ash: 03 May 2010 - 12:50 PM

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User is offline   Sobek 

  • There's coffee in that nebula!

#1252

At the moment I'm recreating an Airponics bay, so along with that I've also had to construct an airponics apparatus model. I've only been working on this one for an hour or so now (on and off between work), so it's as basic as it gets, but you can get a pretty good idea of where I'm heading with it.

This is the airponics apparatus as it appears on the show;

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And this is what I've constructed so far;

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I'll be making all the plantlife and such a part of the base apparatus itself, rather than separate plant models that I'd have to position manually. Might do two separate models with various different PAL-based textures (so PAL 1 could be dark soil with carrots, PAL 2 could be Leola Roots or something :P ). I'm hoping to get it all cleaned up tonight and start texturing tomorrow. From there, it's easy street.

*edit* Just working on some of the trimmings and testing out textures. Milkshape kinda screws with the way textures apply so it looks a bit different to what it will once I get it ingame. I added the little leafy bits just to indicate how it will look with some plantlife on it. When it's all done, there'll be the hanging vines, roots, flowers and plant-ish bits... I've got those models pre-made and they're extremely low poly, so performance won't suffer one bit;

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*edit-2* Quick ingame test. No idea why the light turned red, it was supposed to be white, and the roots and lower plant textures need a lllllloooooott of work still. The good news is it at least works, and performance is great :D

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This post has been edited by Sobek: 04 May 2010 - 06:44 PM

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User is offline   scoops 

#1253

What I'm doing is that I extracted music from duke nukem total meltdown and assigned the corresponding tracks to the proper levels in the pc version. I mainly did it for myself, but I am willing to share it with anyone, that is if I am allowed to. I haven't added the music to the fourth episode because I'm a bit busy and don't I know which music best fits the levels.
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User is offline   Micky C 

  • Honored Donor

#1254

@ commander: looking good, is that for your star trek mod? It's coming along nicely.

@ scoops: I thought we already had the psx music files or am I getting confused? (entirely likely)

For me, I'm continuing to work on my remake of the first level of Marathon 2. It's great because there are no slopes and there's texture repetition like crazy! Well, easy to make I mean, hopefully it's uniqueness will be a fresh breeze among Duke fans.

Here are the latest areas, architecture only.
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User is offline   The Commander 

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

#1255

View PostMicky C, on May 5 2010, 10:39 PM, said:

@ Sobek: looking good, is that for your star trek mod? It's coming along nicely.

Fixed that for you. :P
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User is offline   scoops 

#1256

@ Micky C: I looked around and could only find the enhanced pc music for download.
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User is offline   Micky C 

  • Honored Donor

#1257

View PostThe Commander, on May 6 2010, 12:01 AM, said:

Fixed that for you. :P



View Postscoops, on May 6 2010, 10:32 AM, said:

@ Micky C: I looked around and could only find the enhanced pc music for download.


Ok, my bad x2 :D
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User is offline   Daedolon 

  • Ancient Blood God

#1258

Made some code for C2G to accompany the first level.
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User is offline   Roma Loom 

  • Loomsday Device

#1259

Added basic VOC playing support for GRPV \o/
hope it will be released in a day or too...

This post has been edited by Roma Loom: 06 May 2010 - 07:43 AM

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User is offline   Sobek 

  • There's coffee in that nebula!

#1260

Phew... I finally got one of the borg drone models I've had sitting here ported into duke. You wouldn't believe how stupidly difficult this was to achieve. The original model(s) were comprised of two MDR files for the torso and legs, and an MD3 of the head. The MDR's are just container files for multiple LOD MD3's, so I had to get a converter to import that MDR into Milkshape. After importing it, I had to get ANOTHER converter to allow me to export it as a specific TYPE of MD3 that allowed it to retain all the animations (as normally MS3D annihilates the animation frames for this one on export). I had to import both MDR's, the head MD3, and a weapon for the arm (tricky as MS3D likes to crash at this part), then merge them, and export as a single combined MD3 with animations intact. I've never really had to deal with coding up proper animations for duke in DEF files, as so far I'd only used static meshes... So I trawled the Eduke32 wiki and learnt some new things. After quite some time, I got the code in and working, and could at least preview the model in Mapster - and it looked great.

The next step was texturing, but after spending 10 minutes putting together the different surface load orders in the DEF code, it turns out that due to some strange 'bug', the load order CHANGED between the importing of the MDR/MD3's and the exporting of the combined MD3. So this is where I'm at now. Below is a screenshot of the drone, with it's screwed up texture load order. What matters is that all the animations work, and the rest from here is just tidy-up work and code tinkering to replace the pigcop and make it act more like a borg drone than a shotgun sniper. The good thing is it has animations for just about everything - walking, running, falling, dying, shooting, melee'ing... you name it.

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Yeah, I know, not much to look at... But I tell you what, at this stage just to see it in motion is such a relief. Everything's coming together so well :P

This post has been edited by Sobek: 08 May 2010 - 12:41 AM

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