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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   Lunick 

#1531

that is super cool, I would love to see a bunch of liztroops doing that
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#1532

View PostDeeperThought, on Oct 4 2010, 05:41 AM, said:

You know how to import models from devil may cry? With animations?

nah thats the hard part if my mod. i was thinking about taking pictures of the big guy ingame, then ill have to take it from there. i am horrible at painting myself. so it wont be the best looking monster in gaming history. but that monster is not going to have so many animations. only the walking and then a jump. my idea with him is that he will jump and then make some kind of shockwave that pushes duke into the water. theb the water will hurt duke because it is cold. after getting out of the water duke will have to climb hea way up to the frozen frog to continue the epic battle. also is it true that level music can only fill like 72000 byte max? i had to make it a never ending soundonce command depending on the current hitag ang lotag of the sector. seems i have to make my own mod menu so you can set off and o some settings. i also added different crosshairs for all yhe shooting weapons, i think thats really cool. added 2 buff weapons instead of pipebomb and tripbomb, ofcourse i named them pipebuff and tripbuff hehe. was thinking about adding the effect so that flying troops will break their jetpack when they die. fly into a random direction and explode when they hit the wall or ground or whatever they can hit
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User is offline   ReaperMan 

#1533

I got tired of making weapons so here are the shotgun shells...

Posted Image

EDIT: I made the box a bit wider, so this picture isn't exactly what it looks like but its close. ;)

This post has been edited by ReaperMan: 04 October 2010 - 08:55 PM

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User is offline   Hank 

#1534

... undusted True Space ( it's gone folks, due to Microsoft ) and started making my first 'enemy' - the little beetles of SST. SST will be a hi-res add-on. No picture yet, it's in my head only. Still have no clue how the map thing works. So no point showing you a true space red, half ball with eight sticks. ;) All those enemies are a lot of work. So, say, six month at least.

For all those making eduke32, mapster32 and the high reolution pack = YOU ARE THE BEST! ;) ;) B) :D B) :D :D
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#1535

View PostHank, on Oct 5 2010, 03:39 AM, said:

... undusted True Space ( it's gone folks, due to Microsoft ) and started making my first 'enemy' - the little beetles of SST. SST will be a hi-res add-on. No picture yet, it's in my head only. Still have no clue how the map thing works. So no point showing you a true space red, half ball with eight sticks. ;) All those enemies are a lot of work. So, say, six month at least.

For all those making eduke32, mapster32 and the high reolution pack = YOU ARE THE BEST! ;) ;) B) :D B) :D :D

yea those things rocks ^^ hehe
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User is offline   Sebastian 

#1536

Reaper Man: Those voxels are extremely useful/beautiful, keep up the good work! And good luck if you ever decide to do the Atomic health pickup. ;)
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User is offline   Hendricks266 

  • Weaponized Autism

  #1537

View PostReaperMan, on Oct 4 2010, 06:20 PM, said:

I got tired of making weapons so here are the shotgun shells...

EDIT: I made the box a bit wider, so this picture isn't exactly what it looks like but its close. ;)

That's great!

Don't do the portable medkit because its voxel from the scrapped Duke 3D v1.7 was included in Shadow Warrior's data.
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User is offline   Micky C 

  • Honored Donor

#1538

There was going to be a v1.7?!? ;) where can I read up on it?
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User is offline   ReaperMan 

#1539

View PostHendricks266, on Oct 5 2010, 08:19 PM, said:

Don't do the portable medkit because its voxel from the scrapped Duke 3D v1.7 was included in Shadow Warrior's data.


Really? I didn't know that...
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User is offline   Jimmy 

  • Let's go Brandon!

#1540

It was like a mini-update for Atomic Edition that was going to be made to make Duke3D more comparable to Shadow Warrior and Blood. I don't know much about it myself other than some possible bug fixes and the voxels.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1541

Maybe it would have had transparent water and working room-over-room too. Too bad it didn't happen.
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User is offline   RazorZ 

#1542

View PostMusicallyInspired, on Oct 6 2010, 07:35 AM, said:

Maybe it would have had transparent water and working room-over-room too. Too bad it didn't happen.


Yeah, what a shame... ;)
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User is offline   Awesomebob 

#1543

View PostMusicallyInspired, on Oct 5 2010, 08:35 PM, said:

Maybe it would have had transparent water and working room-over-room too. Too bad it didn't happen.


Duke Plus has kick ass transparent water, just too bad sprites using bump-mapped (?) high tile textures (water included) look like complete shit.
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User is offline   Awesomebob 

#1544

Stupid browser error.

This post has been edited by Awesomebob: 06 October 2010 - 03:43 AM

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User is offline   ReaperMan 

#1545

Hey, can anyone here tell if the pistol clip sprite is on an angle?

This post has been edited by ReaperMan: 06 October 2010 - 09:27 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#1546

Duke 3D v1.7 was a hacked version of 1.5 that included the Duke it out in D.C. as an additional episode. That's all.

3DRealms Forum
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User is offline   Radar 

  • King of SOVL

#1547

That couldn't have had voxel support, though. I think Hendrix is talking about something completely different that has been kept very secret for some reason. ;)

This post has been edited by Radar1013: 06 October 2010 - 03:19 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#1548

View PostMusicallyInspired, on Oct 6 2010, 12:35 AM, said:

Maybe it would have had transparent water and working room-over-room too. Too bad it didn't happen.

Yes, actually, I think some RoR effects were planned.

View PostForge, on Oct 6 2010, 04:21 PM, said:

Duke 3D v1.7 was a hacked version of 1.5 that included the Duke it out in D.C. as an additional episode. That's all.

3DRealms Forum

You're right, but that is the bootleg version. 1.7 was planned, and started (although minimally), in house at 3DR.
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#1549

If I am not mistaken, the source code for V1.4+ actually has RoR code in it that is disabled (and somewhat broken) by default... I think this is how cDuke3D got their RoR effect.

It seems that rudimentary rendering code for such an effect was somewhat functional in LameDuke, it also appears that there is a sector Copy/Paste feature in there - like the one in shadow warrior - in effect, you can probably look at SW and assume that this would resemble Duke 3D V1.7.

This post has been edited by High Treason: 07 October 2010 - 03:44 PM

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#1550

why is it that ror is that neccesary?
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User is offline   Micky C 

  • Honored Donor

#1551

It means we can have transparent water effects with normal water, and it allows duke 3d levels to be more complex and 3D than anything we've seen before. It's so good that TX coded his own ROR system for eduke32, although it seems like (almost) no one knows how it works so it's kind of useless atm
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User is offline   Jimmy 

  • Let's go Brandon!

#1552

His ROR system is rather buggy, and imperfect. At this point, I wouldn't recommend using it.
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User is offline   Tetsuo 

#1553

I like RoR for all the things it brings to the table but am I the only one here who doesn't like Voxels? They don't look very good to me and I don't even like the ones in Blood and Shadow Warrior. I like models with normal\spec\etc. better. The only time I don't like models is when they are so low poly they are weak looking like in Blood 2.
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User is offline   The Commander 

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

#1554

If it was the year 1997 and you said to everyone, "I hate voxels in Blood and Shadow Warrior" you would have looked like a fool.

I myself find nothing wrong with the voxels.
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#1555

View PostTetsuo, on Oct 9 2010, 12:45 AM, said:

I like RoR for all the things it brings to the table but am I the only one here who doesn't like Voxels? They don't look very good to me and I don't even like the ones in Blood and Shadow Warrior. I like models with normal\spec\etc. better. The only time I don't like models is when they are so low poly they are weak looking like in Blood 2.

Ooohh..So what you're saying is, you hate voxels and wouldnt mind if they didnt exist?
Meh if it weren't for voxels to start in the first place, 3D Models might not even exist today.
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User is offline   Tetsuo 

#1556

View PostSchoeteCitie, on Oct 9 2010, 03:50 AM, said:

Ooohh..So what you're saying is, you hate voxels and wouldnt mind if they didnt exist?
Meh if it weren't for voxels to start in the first place, 3D Models might not even exist today.

I don't hate them (hate is a strong word) but I don't like them either. At best they are rudimentary facsimiles of objects even more so than taking the same object and making it out of polys. I probably wouldn't mind them so much in my games if the resolution of them was pumped so high as to make them look perfectly smooth but at that point they'd probably be more expensive than doing it with polygons.

Without Voxels 3D models might not exist today? How so... clue me in professor.

To be honest with you when virtua fighter first came out I hated polygon graphics for its primitive and untextured look and preferred 2D games or 2.5D games. But yeah I haven't yet seen a voxel based model for a game that looks decent enough to match what most people are doing.

I don't begrudge people from making voxel models as it's a form of expression but I don't see what's so amazing looking about them. Never, not even when Shadow Warrior and Blood where new.... and no those didn't come out predating polygon graphics. I preferred the 3D models for the weapons, etc. in Quake back then. I still played the build engine games because they where fun but never found them technically superior in any way even back then. Does that make me a fool? Well apparently the rest of the industry agreed with me because what do pretty much all games use now? No... not voxels.... and even the build engine used them sparingly.

Maybe one day they will catch up and I will take back my words but for now this is my opinion. Take it or leave it.

This post has been edited by Tetsuo: 09 October 2010 - 04:19 AM

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User is offline   Awesomebob 

#1557

View PostTetsuo, on Oct 9 2010, 05:00 AM, said:

I don't hate them (hate is a strong word) but I don't like them either. At best they are rudimentary facsimiles of objects even more so than taking the same object and making it out of polys. I probably wouldn't mind them so much in my games if the resolution of them was pumped so high as to make them look perfectly smooth but at that point they'd probably be more expensive than doing it with polygons.

Without Voxels 3D models might not exist today? How so... clue me in professor.

To be honest with you when virtua fighter first came out I hated polygon graphics for its primitive and untextured look and preferred 2D games or 2.5D games. But yeah I haven't yet seen a voxel based model for a game that looks decent enough to match what most people are doing.

I don't begrudge people from making voxel models as it's a form of expression but I don't see what's so amazing looking about them. Never, not even when Shadow Warrior and Blood where new.... and no those didn't come out predating polygon graphics. I preferred the 3D models for the weapons, etc. in Quake back then. I still played the build engine games because they where fun but never found them technically superior in any way even back then. Does that make me a fool? Well apparently the rest of the industry agreed with me because what do pretty much all games use now? No... not voxels.... and even the build engine used them sparingly.

Maybe one day they will catch up and I will take back my words but for now this is my opinion. Take it or leave it.


Voxels are still being used in gaming today. Check out how Cryengine does environmental damage sometime.

This post has been edited by Awesomebob: 09 October 2010 - 04:27 AM

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User is offline   Tetsuo 

#1558

View PostAwesomebob, on Oct 9 2010, 05:26 AM, said:

Voxels are still being used in gaming today. Check out how Cryengine does environmental damage sometime.

You're not saying everything that is destructible in cryengine is made of voxels are you? From what I can see it seems it mostly has to do with terrain deformation even so they get converted to polygons AFAIK. Terrain is the one place they do seem to work well I'll give it that.

This post has been edited by Tetsuo: 09 October 2010 - 04:50 AM

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#1559

Ahem; http://www.youtube.c...h?v=UPKHBtZj5To

Also, you won't like future generations of gaming, word has it that voxels may be set to replace polygons.
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User is offline   Tetsuo 

#1560

View PostHigh Treason, on Oct 9 2010, 05:22 AM, said:

Ahem; http://www.youtube.c...h?v=UPKHBtZj5To

Also, you won't like future generations of gaming, word has it that voxels may be set to replace polygons.

Do you even read posts before you reply to them? I've addressed all that. Besides..... word has it they have been set to replace them for over a decade it's always maybe in the next generation. It's also not as simple as that and there's still a lot of room to grow left in polygon rendering... and again most engines that have voxels if they want to have hardware acceleration tesselate those into polygons. I'm betting cryengine does that as well. It may be that polygons get pixel sized before voxels can even completely replace them IMO. But people always make predictions like that and it doesn't mean it will happen. But again if they look better than what they are replacing then I wont mind.

This post has been edited by Tetsuo: 09 October 2010 - 07:01 AM

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