What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#181 Posted 10 July 2009 - 11:31 AM
The model has only ~100 polygons and I think with some work it would perfectly match to duke3d.
I have also some other tree models. I hope I can make a good looking forest with them.
One more tree model with 6 different pals:
This post has been edited by Mia Max: 10 July 2009 - 02:38 PM
#182 Posted 10 July 2009 - 03:43 PM
This post has been edited by Sangman: 10 July 2009 - 03:44 PM
#183 Posted 10 July 2009 - 04:16 PM
Sangman, on Jul 11 2009, 01:43 AM, said:
I know. I've read in the edukewiki that it is possible to make sprite shade independent from sector shade. But yet, I don't know how this works.
#184 Posted 10 July 2009 - 07:29 PM
#185 Posted 10 July 2009 - 07:56 PM
#186 Posted 10 July 2009 - 09:48 PM
#188 Posted 11 July 2009 - 02:50 AM
But I think I will make some different pals for the tree like I did for the other one. I don't know yet.
Anyway, I've added a machinegun, that works like the dpcanon:
But at the moment, it uses the same hud as the canon, but I think I know how I can change that.
I will try to add a lot of models to Duke Plus, and when Deeperthought got more time left, I will send him all.
Then he can take what he likes.
#189 Posted 11 July 2009 - 04:18 AM
Mia Max, on Jul 11 2009, 02:16 AM, said:
I think you misunderstood me, I meant that the actual skin needs some shading differences because right now if you give it any shade value, the entire tree will be of the same colour and brightness. If you have lots of trees this will make it look like a big green blur.
#190 Posted 11 July 2009 - 07:15 AM
Sangman, on Jul 11 2009, 02:18 PM, said:
Well, I haven't made the tree model by my own and I don't know how to change shading. But I think it is not possible to improve it a lot, because the model uses only one texture for the leaves.
#191 Posted 11 July 2009 - 08:35 AM
#192 Posted 12 July 2009 - 08:31 AM
#193 Posted 12 July 2009 - 12:13 PM
#195 Posted 12 July 2009 - 12:52 PM
Mia Max, on Jul 12 2009, 01:45 PM, said:
Cool! I'm guessing you based it on the DP cannon. But what are those glowing things it is shooting?
#196 Posted 12 July 2009 - 01:03 PM
DeeperThought, on Jul 12 2009, 10:52 PM, said:
Yes, it's based on your DP cannon. Damn, that was pretty much work. I've searched in every con file to find what I need.
Then I copied every canonid and named it 'machinegunid' and put it right below cannonid. I made an other con file and just put the whole actor notenemy cannon in there.
In other words, I didn't understand anything. But it works
The gun shoots FIRELASER.
#197 Posted 12 July 2009 - 02:40 PM
Mia Max, on Jul 12 2009, 02:03 PM, said:
Then I copied every canonid and named it 'machinegunid' and put it right below cannonid. I made an other con file and just put the whole actor notenemy cannon in there.
In other words, I didn't understand anything. But it works
The gun shoots FIRELASER.
Well in that case I think there's some bugs that you may not realize yet, but I'll fix them later. Also I think I can make a bullet projectile with tracer streaks instead of the firelaser.
#198 Posted 12 July 2009 - 02:45 PM
Geoffrey, on Jul 12 2009, 05:31 PM, said:
duke0029.jpg duke0025.jpg
It's definitly got a retro-future style going to it kinda reminds me of Blade Runner a little bit.
#199 Posted 12 July 2009 - 03:29 PM
DeeperThought, on Jul 13 2009, 12:40 AM, said:
Thanks. Fast moving bullet projectiles that cause more damage would be fine. That firelaser is too slow and weak. Muzzleflash would be nice too.
I think I'll send you a pak with all stuff I got soon.
But like Sangman said, I need to do some shading on the trees first and maybe I find another model. Also a new enemy would be cool.
#200 Posted 14 July 2009 - 03:10 AM
http://www.youtube.c...h?v=mLsWN49b3lg
#201 Posted 14 July 2009 - 03:12 AM
Quote
http://www.youtube.c...h?v=mLsWN49b3lg
The duck dance knight.
#202 Posted 14 July 2009 - 03:15 AM
#203 Posted 14 July 2009 - 03:19 AM
#204 Posted 14 July 2009 - 03:31 AM
http://accad.osu.edu.../mocap_data.htm
There are walkcycles available and some fighting-moves...
#205 Posted 14 July 2009 - 03:49 AM
#206 Posted 14 July 2009 - 04:28 AM
And how the hell can I combine those armatures?
This post has been edited by Spiker: 14 July 2009 - 04:31 AM
#207 Posted 14 July 2009 - 05:19 AM
I made the armature stay in the same place by adding Keyframes on the start- and endframe (Press "I" and then choose "Loc" or "LocRot").
And for the running motion: Do you really need all 260 frames? You just need one full cycle that will be repeated.
Then you can cut off the rest. I took a walkcycle out of those bvhs and ended up with 30 frames.
Even if you got that many, you could shrink them horizontally in the Action Editor.
How to combine them? I did that somehow, can't remember exactly how though... It was something in the NLA Editor - Add Action strip
I'll see if i can repeat that.