What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1531 Posted 04 October 2010 - 01:41 AM
#1532 Posted 04 October 2010 - 08:50 AM
DeeperThought, on Oct 4 2010, 05:41 AM, said:
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
#1533 Posted 04 October 2010 - 03:20 PM
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
#1534 Posted 04 October 2010 - 05:39 PM
For all those making eduke32, mapster32 and the high reolution pack = YOU ARE THE BEST!
#1535 Posted 04 October 2010 - 05:49 PM
Hank, on Oct 5 2010, 03:39 AM, said:
For all those making eduke32, mapster32 and the high reolution pack = YOU ARE THE BEST!
yea those things rocks ^^ hehe
#1536 Posted 05 October 2010 - 12:03 PM
#1537 Posted 05 October 2010 - 04:19 PM
ReaperMan, on Oct 4 2010, 06:20 PM, said:
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.
#1539 Posted 05 October 2010 - 04:40 PM
Hendricks266, on Oct 5 2010, 08:19 PM, said:
Really? I didn't know that...
#1540 Posted 05 October 2010 - 05:17 PM
#1541 Posted 05 October 2010 - 08:35 PM
#1542 Posted 05 October 2010 - 09:25 PM
MusicallyInspired, on Oct 6 2010, 07:35 AM, said:
Yeah, what a shame...
#1543 Posted 06 October 2010 - 03:42 AM
MusicallyInspired, on Oct 5 2010, 08:35 PM, said:
Duke Plus has kick ass transparent water, just too bad sprites using bump-mapped (?) high tile textures (water included) look like complete shit.
#1544 Posted 06 October 2010 - 03:43 AM
This post has been edited by Awesomebob: 06 October 2010 - 03:43 AM
#1545 Posted 06 October 2010 - 08:14 AM
This post has been edited by ReaperMan: 06 October 2010 - 09:27 AM
#1546 Posted 06 October 2010 - 12:21 PM
3DRealms Forum
#1547 Posted 06 October 2010 - 12:55 PM
This post has been edited by Radar1013: 06 October 2010 - 03:19 PM
#1548 Posted 07 October 2010 - 02:48 PM
MusicallyInspired, on Oct 6 2010, 12:35 AM, said:
Yes, actually, I think some RoR effects were planned.
Forge, on Oct 6 2010, 04:21 PM, said:
3DRealms Forum
You're right, but that is the bootleg version. 1.7 was planned, and started (although minimally), in house at 3DR.
#1549 Posted 07 October 2010 - 03:43 PM
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
#1551 Posted 07 October 2010 - 07:55 PM
#1552 Posted 08 October 2010 - 06:53 PM
#1553 Posted 09 October 2010 - 12:45 AM
#1554 Posted 09 October 2010 - 12:58 AM
I myself find nothing wrong with the voxels.
#1555 Posted 09 October 2010 - 03:50 AM
Tetsuo, on Oct 9 2010, 12:45 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.
#1556 Posted 09 October 2010 - 04:00 AM
SchoeteCitie, on Oct 9 2010, 03:50 AM, said:
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
#1557 Posted 09 October 2010 - 04:26 AM
Tetsuo, on Oct 9 2010, 05:00 AM, said:
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
#1558 Posted 09 October 2010 - 04:49 AM
Awesomebob, on Oct 9 2010, 05:26 AM, said:
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
#1559 Posted 09 October 2010 - 05:22 AM
Also, you won't like future generations of gaming, word has it that voxels may be set to replace polygons.
#1560 Posted 09 October 2010 - 06:52 AM
High Treason, on Oct 9 2010, 05:22 AM, said:
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