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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   Danukem 

  • Duke Plus Developer

#151

View PostTea Monster, on Jul 7 2009, 10:14 PM, said:

Oh and loose the sector based vehicle parts on the right. Get some MD3's in there and it will REALLY start to look more like DNF!


He's just using the standard HRP resources. There are no car sprites in Duke 3D, hence there are no car models in the HRP.

I think the idea is to recreate the first episode of Duke 3D, using the resources of the HRP, Polymer and Duke Plus. I have no problem with adding map models to Duke Plus, but no one has suggested it yet (and I know I will get complaints from die hard 8-bit only players if there aren't sprites to stand in for the models in software mode).

This post has been edited by DeeperThought: 07 July 2009 - 09:27 PM

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User is offline   Roma Loom 

  • Loomsday Device

#152

View Postzchri9, on Jul 8 2009, 06:58 AM, said:

How many polys is the Devastator Roma Loom?

1747 per barrel
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User is offline   Stabs 

#153

View PostTea Monster, on Jul 7 2009, 10:14 PM, said:

That is looking very good. The ground texture is obviously repeating. Oh and loose the sector based vehicle parts on the right. Get some MD3's in there and it will REALLY start to look more like DNF!

Got to say, that IS starting to look the part. Once we have model-based normal mapping and lighting effects, its going to start looking really next-gen.


heh thats my crane & yes it works ;)

the only real props i want are more dead bodys (i can only use that doom guy so many times) and cars, some would have to have open doors and smashed up windscreens to give that wartime feel.

i intend to loosly recreate the 1st episode with my project "Duke Nukem Eternity" hopefully it will be a good mix of d3d and dnf styles, maps linked via hubs so i can make them large using less sectors and still keep a high quality of detail whilst running nice.

ive got that constuction site and the other level almost done, iam just going to rip the cinema out of Tribute to action II for the 1st level, so there is 3 levels somewhat done.
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User is offline   Sangman 

#154

View PostTea Monster, on Jul 8 2009, 07:14 AM, said:

Got to say, that IS starting to look the part. Once we have model-based normal mapping and lighting effects, its going to start looking really next-gen.


Let's not get too carried away. Duke3D isn't ever going to look like Crysis. I guess at the most maps can be made to look like they're from 2003-2004 games now..
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User is offline   zchri9 

  • Honored Donor

#155

View PostRoma Loom, on Jul 7 2009, 11:49 PM, said:

1747 per barrel

All I can say is all that work paid off. The new devastator looks amazing!
Do you know how many polys the old devastator is?
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User is offline   Roma Loom 

  • Loomsday Device

#156

The previous Devastator was 319 triangles per barrel, but it was the beginning of 2005 we were crazy about polycount back then. Actually the new davastator is a bit raw in terms of polycount, I'm just waiting for normal mapping support on HUD in polymer to render the normal map from the current version and then I'll remove some more unnecessary polys.

Hell.. 4 years have passed so quickly...
http://romaloom.ho.c...astator_hud.jpg

This post has been edited by Roma Loom: 08 July 2009 - 04:19 AM

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User is offline   zchri9 

  • Honored Donor

#157

Comparing the original to Roma Loom's new model.

Attached thumbnail(s)

  • Attached Image: compa.jpg

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User is offline   Roma Loom 

  • Loomsday Device

#158

Note that there are no highlights on the model because it's gonna be polymer-ready utilizing specular highlighting.
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User is offline   Spiker 

#159

I doubt I will find someone here interested in it but I think it would be cool if this model was animated.

Posted Image

Obviously it's not mine and it comes from Oblivion. Of course I could make many more of these with different armor weapons, horses etc (I use blender). I converted multiple skins and meshes into single skin and mesh so that it was easier to work with it ;) If noone is interested in it I can spend another 10 years learning how to animate it ;)
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User is online   Mblackwell 

  • Evil Overlord

#160

View PostSpiker, on Jul 8 2009, 08:41 AM, said:

I doubt I will find someone here interested in it but I think it would be cool if this model was animated.

Posted Image

Obviously it's not mine and it comes from Oblivion. Of course I could make many more of these with different armor weapons, horses etc (I use blender). I converted multiple skins and meshes into single skin and mesh so that it was easier to work with it ;) If noone is interested in it I can spend another 10 years learning how to animate it ;)



Actually I could use them along with a lot of the other things you mentioned for something I started working on a long time ago. I would need that knight model, a sword+arm model for the HUD, horses, people, props, etc. Animation could come later.

If you're interested I can PM you a download link to the project in question.
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User is offline   Spiker 

#161

I would gladly see this project ;) There are hundreads of props, plus there are a lot of textures (most of them even with normal maps). However I don't know how they render 1st person view in this game because there aren't any first person models (just animations which can't be imported anyway), probably they use the same stuff as in a view mode but with some zoom or something.
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User is online   Mblackwell 

  • Evil Overlord

#162

I believe they do, in fact.
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User is offline   Mia Max 

#163

View PostDeeperThought, on Jul 8 2009, 07:26 AM, said:

He's just using the standard HRP resources. There are no car sprites in Duke 3D, hence there are no car models in the HRP.

I think the idea is to recreate the first episode of Duke 3D, using the resources of the HRP, Polymer and Duke Plus. I have no problem with adding map models to Duke Plus, but no one has suggested it yet (and I know I will get complaints from die hard 8-bit only players if there aren't sprites to stand in for the models in software mode).


I would like to add some tree models to Duke Plus.
I've already made one with tree[d] 3.0, but it can only be exported to b3d format and I've no idea how to convert it to md3.
Posted Image
It has 433 triangels and I don't know if this is too much.
Hopefully I can find out how to use it for duke3d. I'm a totally noob at modelling.

This post has been edited by Mia Max: 08 July 2009 - 08:41 AM

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User is offline   Spiker 

#164

That's the reason I've found many models useless because I couldn't convert them to the desired format. B3d format isn't also too popular. There are exporters for it but I couldn't find any importer.


Edit: there is some importer but it's only for 3ds max if you have it.

This post has been edited by Spiker: 08 July 2009 - 09:19 AM

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User is offline   chicken 

  • Fashionable Modeler

#165

@miamax: please pm me a link, i'd like to give it a shot.
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User is offline   The Commander 

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

#166

I spent a minute and updated my splash screen because I was getting sick of looking at that gtagaming logo. ;)

Posted Image
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User is offline   diehard 

#167

View PostMblackwell, on Jul 8 2009, 11:57 AM, said:

Actually I could use them along with a lot of the other things you mentioned for something I started working on a long time ago. I would need that knight model, a sword+arm model for the HUD, horses, people, props, etc. Animation could come later.

If you're interested I can PM you a download link to the project in question.


Mblackwell is that for Third Mark? remind to talk to you about that I have some stuff you might be interested in.
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User is offline   Tea Monster 

  • Polymancer

#168

View PostSangman, on Jul 8 2009, 03:46 AM, said:

Let's not get too carried away. Duke3D isn't ever going to look like Crysis. I guess at the most maps can be made to look like they're from 2003-2004 games now..


It can look a lot more like a Q3 engine game than old-fashioned DN3D and I think thats a good thing.
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User is offline   The Commander 

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

#169

I was thinking it could look like Doom 3/Quake 4 if you had a skilled mapper and the right models. Hmmmmm.

This post has been edited by The Commander: 08 July 2009 - 10:02 AM

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User is online   Mblackwell 

  • Evil Overlord

#170

View Postdiehard, on Jul 8 2009, 12:43 PM, said:

Mblackwell is that for Third Mark? remind to talk to you about that I have some stuff you might be interested in.


Yes.
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User is offline   Hellbound 

#171

View PostSpiker, on Jul 8 2009, 06:41 AM, said:

Posted Image


It's too highpoly to be used in Duke's engine, believe me ;]
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User is online   Mblackwell 

  • Evil Overlord

#172

Actually it will be perfectly fine.
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User is offline   Jaxx 

#173

I'm working on a cell shading duke 3d mod, check this out (WIP)
http://img26.imagesh...34/duke0018.jpg
http://img239.images...08/duke0001.jpg
http://img107.images...07/duke0003.jpg
http://img17.imagesh...25/duke0006.jpg
http://img107.images...25/duke0006.jpg
http://img196.images...81/duke0009.jpg
http://img35.imagesh...89/duke0011.jpg
http://img196.images...31/duke0012.jpg
http://img269.images...6/duke0015h.jpg
http://img197.images...07/duke0016.jpg
http://img269.images...75/duke0017.jpg
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User is offline   Geoffrey 

#174

Some shots look like you've just applied Photohops poster filter to the textures, but I do like how the liztroop in this shot looks:

View PostJaxx, on Jul 9 2009, 05:07 AM, said:



I'd say alot of textures need touchups (the top of the gun in that shot is the best example, as well as those random specs on the wall) but I do like where it's going.
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User is offline   blizzart 

#175

View PostJaxx, on Jul 9 2009, 03:07 PM, said:



That really looks interesting!!!
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User is offline   Jaxx 

#176

Thanks ^^ well that's all I've got to say for now ;)
EDIT :
Here are some new screenies :
http://img133.images...g=duke00060.jpg
I dunno if I'm going to make cell shaded fire effect or not, is it looking good?

This post has been edited by Jaxx: 09 July 2009 - 09:42 AM

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User is offline   Tea Monster 

  • Polymancer

#177

Interesting effect. If you look at your first collection of screenies, No 17, It works on the hands, but there isn't enough tonal range on Dukes skin. You need to adjust the filter to get some more variation on that.

Over all, its kinda strange, but interesting.
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User is offline   Jimmy 

  • Let's go Brandon!

#178

This is kind of cool. I'd like to see the same quality as games like XIII, keep working on it. Just take more time from texture to texture.
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User is offline   Sangman 

#179

View PostGeoffrey, on Jul 9 2009, 03:20 PM, said:

Some shots look like you've just applied Photohops poster filter to the textures


A little bit yeah but even so I think it looks just fine that way. Then again I'm not a texture artist like you so my standards are probably a lot lower ;)
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User is offline   Jaxx 

#180

Well thanks everybody, I'm going to continue the work anyway. But it's kinda hard to redo those textures so I hope you guys are going to enjoy ;)
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