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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   The Commander 

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

#1621

View PostSobek, on Nov 13 2010, 01:57 PM, said:

I'm still really really hoping that we one day get the ability to flag any given model in some way to tell Polymer to ALWAYS render it. It can't be TOO hard to implement, and it could solve so many issues in larger sized maps that use big models (especially if they're not in the same sector as the player).

That should be in your signature, lol
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User is offline   Sobek 

  • There's coffee in that nebula!

#1622

That isn't a half bad idea :blink:

Arghghgh. I ended up deciding to replace the bridge mesh I've been using with something that's lower poly but better detailed. I spent a good 2 hours this afternoon working out a way to export it from its native format into something I could edit easily enough while retaining all of the Mesh->Material linkages. I did eventually get there, and after an hour of renaming mesh groups, linking textures and whatnot, it was good to go.

Then the exporter crashed. Then Blender refused to have anything to do with it. Dear god... Another hour of head scratching and raging lead me to a solution JUST as I was about to give up... I had to delete the chairs. Something about them was bugged - triangle indexes or some such bullshit. The result is fantastic though, snapped this in Milkshape;

Posted Image

I've now got the mesh in Duke, and I've tested some random surfaces just to be sure the orders are all intact, and they are. So tomorrow or Monday I'm going to put aside an hour or two to get all the texture / surface code in, as in total there's about 130 separate surfaces that need textures applied. There's a lot of duplicates though so I can shave that down to about 100 in the end.
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User is offline   Jblade 

#1623

Damn, I don't envy the work you have to do to get that ingame but it's gonna be worth it when you do :blink:
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User is offline   RazorZ 

#1624

View PostJames, on Nov 13 2010, 07:16 PM, said:

Damn, I don't envy the work you have to do to get that ingame but it's gonna be worth it when you do :blink:


I agree. It´s pretty clean and neat.
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User is offline   Mike Norvak 

  • Music Producer

#1625

Posted Image
Just a project i´m working on
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User is offline   Micky C 

  • Honored Donor

#1626

View PostNorvak, on Nov 14 2010, 07:17 AM, said:

Just a project i´m working on


Looks pretty fresh :blink:
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#1627

looks really nice Norvak, what kinda project are you working on?
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User is offline   Mike Norvak 

  • Music Producer

#1628

View Postinsane_metalhead, on Nov 13 2010, 05:02 PM, said:

looks really nice Norvak, what kinda project are you working on?


Just a map i making on 8-bit mode, it takes part in a primitive planet wich the aliens had invaded...
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User is offline   Sobek 

  • There's coffee in that nebula!

#1629

I always love 8bit stuff, for some reason it's just so...refreshing. Question; where did that red glowing texture come from? The symbol on the front looks kinda familiar.

I think it'd look awesome with some rain!
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User is offline   Plagman 

  • Former VP of Media Operations

#1630

Posted Image
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User is offline   Mark 

#1631

Just goofing around with my graveyard map again. Added a small chapel and the caretaker's workshop. Both are just for show. The main parts of the map will be underground if all goes according to plan.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1632

The red lights in dark map areas reminds me of Dark Forces a little bit. Looks interesting!
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User is offline   Sobek 

  • There's coffee in that nebula!

#1633

View PostPlagman, on Nov 14 2010, 11:40 AM, said:



I knew it! :blink:

Marked, looks great... But somehow I feel like it needs more 'natural' detail, you know? Everything's sharp corners and clean lines. Maybe some additional foliage? It depends on what look you're going for I suppose, but I think a few scattered rocks and shrubs or grass tufts around that main walkway would do wonders for the aesthetic.

As fate would have it, I ended up being in at work today (ON A SUNDAY!!) with about an hour to kill while waiting for some folk to show up, so I went back to work on my bridge. It's alllllllllmost done now, just needs some glowmaps and proper polymer lights in a few places;

Posted Image
Posted Image
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User is offline   Jimmy 

  • Let's go Brandon!

#1634

That's pretty cool, Sobek. Great usage of Polymer here, this is pretty much what everyone using Polymer should aspire to.

Marked, your design looks pretty good, however, the scale is inhuman. It looks like anyone above 5 foot tall is gonna be scraping the ceiling of the buildings with their shoulders!
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User is offline   Mike Norvak 

  • Music Producer

#1635

View PostSobek, on Nov 13 2010, 07:03 PM, said:

I always love 8bit stuff, for some reason it's just so...refreshing. Question; where did that red glowing texture come from? The symbol on the front looks kinda familiar.

I think it'd look awesome with some rain!


View PostPlagman, on Nov 13 2010, 07:10 PM, said:

Posted Image


so u could imagine how it looks when pulsating...
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User is offline   Mike Norvak 

  • Music Producer

#1636

View PostMarked, on Nov 13 2010, 07:36 PM, said:

Just goofing around with my graveyard map again. Added a small chapel and the caretaker's workshop. Both are just for show. The main parts of the map will be underground if all goes according to plan.


it looks very well, where do you got the tree models from? i liked the Rob Zombie eastern egg
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User is online   Danukem 

  • Duke Plus Developer

#1637

View PostMarked, on Nov 13 2010, 05:36 PM, said:

Just goofing around with my graveyard map again. Added a small chapel and the caretaker's workshop. Both are just for show. The main parts of the map will be underground if all goes according to plan.



I like it, but I hope you have some horror themed enemy models for this, because the standard enemies would be a disappointment imo.
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User is offline   Micky C 

  • Honored Donor

#1638

I finally got around to making a thread for the new map I've been posting random screenshots of: http://forums.duke4.net/index.php?showtopi...amp;#entry62538
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User is offline   Mark 

#1639

View PostCaptain Awesome, on Nov 13 2010, 10:58 PM, said:

Marked, your design looks pretty good, however, the scale is inhuman. It looks like anyone above 5 foot tall is gonna be scraping the ceiling of the buildings with their shoulders!


The 3rd person Duke is actually too tall. In 1st person it is about the right height for a small chapel. Eye level is about half way up the windows. The other building is tall enough also in 1st person mode. Thanks for the input.
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User is offline   blizzart 

#1640

I´m working on some new stuff using polymer.
More screens will come...

Attached thumbnail(s)

  • Attached Image: capt0005.jpg

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User is offline   Mike Norvak 

  • Music Producer

#1641

Maybe a red/orange color for those lights to fit with the evening.

This post has been edited by Norvak: 14 November 2010 - 07:35 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#1642

Marked, it does look bigger in first person, but I'd still say it feels a little tiny at least by modern building standards.
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User is online   Danukem 

  • Duke Plus Developer

#1643

View PostCaptain Awesome, on Nov 14 2010, 02:05 PM, said:

Marked, it does look bigger in first person, but I'd still say it feels a little tiny at least by modern building standards.


Adding to that sentiment, in my opinion it's fine if things are slightly "oversized", as long as the sizing is consistent. When people try to make buildings of realistic size, they seem too small and cramped. Especially given Duke's absurdly fast walking/running speed.
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User is offline   Hank 

#1644

Duker's Maps. Some are very good. Over the years I assembled some of them and made a few cons here and there, added new actors and art work, and almost made a game out of it. It works with the original Duke 3D ver. 1.3, missing was 0 gravity and the actor's lack of actual intelligence. I moved my own maps into Quake, for 0 gravity. That works too, but you need to buy the game to play an original Duke map, ehm, bad idea, methink. Issuing anything with Eduke32 comes under the thumb of 3D Realms, I thought they are gone ... ah well no, and they protect only their own. :blink:

Still, the maps themselves are not protected by a corporation, but by the international copyrights. The longer I roam around the open source community the less I like it. Therefore, the maps will go into a neutral engine, with our actors and our art wandering in the vast duker's map collection. The only connection is that the maps are from this community – that's why I'm posting here. The package will be freeware but closed otherwise.

There won't be a website, twitters, face book, feeds or whatever or another announcement; and this thread is so large, this announcement will be lost in a day or less. :blink:
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User is offline   Mark 

#1645

View PostDeeperThought, on Nov 14 2010, 06:19 PM, said:

Adding to that sentiment, in my opinion it's fine if things are slightly "oversized", as long as the sizing is consistent. When people try to make buildings of realistic size, they seem too small and cramped. Especially given Duke's absurdly fast walking/running speed.


Yeah. I've experienced the cramped feeling when inside some home or office maps that are trying to be realistic in size. But since there is no going inside these buildings I'll leave them as is for now. I plan to have a slower walking speed than normal for the map. If it doesn't work right I can always enlarge them. They are fairly simple in design.

This post has been edited by Marked: 14 November 2010 - 05:22 PM

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User is offline   CruX 

#1646

View PostJhect, on Nov 11 2010, 07:46 AM, said:

how long time does it take you to draw such a nice looking enemy?


A ) He's a good guy, not an enemy.
B ) I don't like to consider what I'm doing 'drawing', really. There's some stuff I have to do from scratch, but mostly it's just editing, separating layers, and swapping some stuff in and out (i.e Frakensteining).
C ) It depends on how disciplined I manage to keep myself when I first sit down to work on it. Sometimes I can't stay focused for shit. Of course, the amount of editing that needs to be done factors in as well. Take for instance the newest (and maybe last) enemy I'm going to work on;

Posted Image

He's a simple enough edit of a Strife sprite, but even doing the little things (getting rid of a strap that was on the gun, cropping out the shoulder guards, etc.) took me nearly two weeks.
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#1647

View PostEmericaSkater, on Nov 15 2010, 03:57 PM, said:

A ) He's a good guy, not an enemy.
B ) I don't like to consider what I'm doing 'drawing', really. There's some stuff I have to do from scratch, but mostly it's just editing, separating layers, and swapping some stuff in and out (i.e Frakensteining).
C ) It depends on how disciplined I manage to keep myself when I first sit down to work on it. Sometimes I can't stay focused for shit. Of course, the amount of editing that needs to be done factors in as well. Take for instance the newest (and maybe last) enemy I'm going to work on;

Posted Image

He's a simple enough edit of a Strife sprite, but even doing the little things (getting rid of a strap that was on the gun, cropping out the shoulder guards, etc.) took me nearly two weeks.


ugh. i set a goal for myself. i have to "draw" my own enemies. hell i dont know how im going to do it. but im sure its possible even for me xD well it looks very good what you have done.
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User is offline   The Commander 

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

#1648

@EmericaSkater (Because I am not going to quote and post your picture etc for a third time like the fool above me)

Are you just creating the art thats needed for a release or are you going to continue working on your mod?

This post has been edited by The Commander: 15 November 2010 - 10:21 AM

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#1649

View PostThe Commander, on Nov 15 2010, 06:51 PM, said:

@EmericaSkater (Because I am not going to quote and post your picture etc for a third time like the fool above me)

Are you just make the art thats needed for a release or are you going to continue working on your mod?

stop being a dick... faggothead. you are a goodfornothing person so gtfo
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User is offline   The Commander 

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

#1650

I have actually asked him quite a valid question, but then I suppose you could not see that from you typing all your gibberish in that post.
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