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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   NUKEMDAVE 

#2551

I found someone who's willing to remake the sprites in Duke3D.



That's what I'm working on at the moment. I'm helping him in any way I can. I'm not much of an artist as he is, though. I'll make a thread for this soon. Probably when we at least get that enemy finished.

Edit: Oh yeah, I asked sebabdukeboss20 if he would like to contribute and I think he's going to handle all of the babe sprites. :)

This post has been edited by NUKEMDAVE: 01 July 2011 - 05:06 AM

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User is offline   Micky C 

  • Honored Donor

#2552

It's nice that someone's finally taking up the challenge of remaking the enemy sprites in HD, but from what I can tell from that pic, it still looks really cartoony, and a lot of people (myself not included) don't like the HRP specifically because it makes the enemies look cartoony.
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User is offline   NUKEMDAVE 

#2553

View PostMicky C, on 01 July 2011 - 05:52 AM, said:

It's nice that someone's finally taking up the challenge of remaking the enemy sprites in HD, but from what I can tell from that pic, it still looks really cartoony, and a lot of people (myself not included) don't like the HRP specifically because it makes the enemies look cartoony.


Well, it could be less cartoony and more detailed, but that would take even longer to make and would probably never get done. It took a couple of hours just for him to draw what I posted above. I think it'll turn out pretty cool-looking the way it is, though. :)
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User is offline   Spiker 

#2554

This is insane! Do you really want to draw every tile? If you really want to have highres sprites then the only solution is to make renders of the model. If I was using the current HRP model I could get all the liztroop highres sprites in about 30min but I'm not interested in this project. And even if someone was to model the trooper from scratch, texture and animate it, it still would be much faster than what you're trying to do. Not to mention it doesn't look convincing to me. Do you think the original tiles were drawn? Think twice.
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User is offline   Tea Monster 

  • Polymancer

#2555

Ditto. You could get some moody lighting on the HRP model and get your tiles out and they would look much better than this, no offence to the artist.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2556

The XBLA background has at least 4 original 3d renders for the enemies, including the Liztroop.

Posted Image

The ideal for the HRP would be to break into 3d realms and developers home and rob all their data.
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#2557

Hmm, i think it's worth a shot if he really wants to do this. I mean, i make my mod because i really want to, and it is going to take hundreds of hours to complete if not a lot more. But i do it just because i like the modding. People might not even play my mod. If he has the same feeling for his drawings, then he should do it. If not, then i don't think it's worth a shot.

This post has been edited by rasmus thorup: 01 July 2011 - 07:01 AM

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User is offline   Zaxtor 

#2558

Exploring the fun of RoR (SOS).

In the 3rd pic there is 1 RoR near another. Little underground tunnels maze.
Posted Image

This post has been edited by Zaxtor: 01 July 2011 - 08:50 AM

1

User is offline   The Commander 

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

#2559

Not quite the best example of the ROR effect in use I have seen so far.
You should be able to pull off more complex shit than that with it Zaxtor.
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User is offline   Zaxtor 

#2560

Is not bad for beginner.

I am still making experiment, is good to test before complex shit to avoid complications such as hom (hall of mirrors). Floor trailing and other bugs.

I did few tests in test level such as floating platform and did floor trailing *bug from visible normal floors*
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User is offline   NUKEMDAVE 

#2561

View PostSpiker, on 01 July 2011 - 06:22 AM, said:

This is insane! Do you really want to draw every tile? If you really want to have highres sprites then the only solution is to make renders of the model. If I was using the current HRP model I could get all the liztroop highres sprites in about 30min but I'm not interested in this project. And even if someone was to model the trooper from scratch, texture and animate it, it still would be much faster than what you're trying to do. Not to mention it doesn't look convincing to me. Do you think the original tiles were drawn? Think twice.


He wants to draw them, so yeah. I know the originals were made from models, but they might as well be hand-drawn as pixelated as they are. I wish I could get my hands on those models they used to make the sprites because I would certainly use them. Nah, I'm not interested in using anything from the HRP. You don't have to play it if you don't want to. It is what it is. It's going to be cartoony, but it'll be something new and different.

Several people elsewhere I've shown this to like it and are interested in it. That's good enough for me. Probably when everything in Hollywood Holocaust is remade, I'll release it for people to check out. I'm not sure if the artist helping me is interested in doing the whole game. There is alot to remake, no denying that. We'll definitely get everything in Hollywood Holocaust remade at the least. If he wants to continue working, we will keep going.
1

User is offline   Micky C 

  • Honored Donor

#2562

I've been working on a WGRealms 2 user map for the past week or so. This pic shows the most recently constructed area, I'm trying to use ROR wherever possible.

Posted Image
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User is offline   Zaxtor 

#2563

WHat I R workInG now is....

The Commander wanted a little more complex ROR so granted it D:
I made a little harder to make ROR.

Was a lil hard to make but made it.
Amount of sprites to make it is 1, A medkit haha.
Is a big sharp rock thing we walk on top of it and under it.
On top the middle sinks a bit.
Posted Image

This post has been edited by Zaxtor: 01 July 2011 - 10:32 PM

2

User is offline   Micky C 

  • Honored Donor

#2564

Nice stuff Zaxtor, making realistic and/or complex sections of ROR in maps requires a good understanding of how the system works and a lot of forethought.

This is an outdoor arena I've started building. Should make for some fun combat when combined with the jump boots. I remember DanM mentioning somewhere it took him 3 layers to make a floating cube, I made floating roofs with 2 layers, then added the pillars. The map and all its areas are in an early state so don't think I'm spoiling anything with these screenshots (but I won't post anymore, I've already shown about a third of what I've done), although I've picked out a fitting music track that suits the vibe of WGRealms 2.

Posted Image
Posted Image
1

User is offline   The Commander 

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

#2565

I wish I had more time so that I could finish my WGR2 map. :)
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#2566

I am nearly finished with the regular mapping of my second map in my mod. Duke starts in the open area where he ended from the first map. He finds lots of wild monsters and he manage to find a station of some sort. He has to kill his way through the station and when he think he is about the end of the station, the door is locked... He has to give the door some power so that it will open and the map ends. Backtracking is always possible in my mod :) Right now i am making pipes with sectors since i don't really like the 3dmodel pipes in HRP.
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User is online   Mark 

#2567

After seeing the screenshots of WGR2 maps I decided to try and adapt my unfinished Ancient Rome map to WGR2 format. My original was almost all custom textures and models so it is very time consuming changing over to WGR2 textures and 2D sprites. I'm changing some things and leaving out some things from the original to make sure frame rates don't drop too far down which was why the TC was never finished.

Judging by how much I accomplished in about 3 hours today, I should have most of the map's textures converted in just a few days. I'll post a couple of screenshots then.

WGR2 has a great collection of textures to work with.
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User is offline   Micky C 

  • Honored Donor

#2568

Glad I could be of assistance :)

And I agree, the textures in WGRealms 2 are amazing, and combined with all the neat effects DT coded such as the texturizer, it all builds great atmosphere.
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User is offline   Jimmy 

  • Let's go Brandon!

#2569

View PostFox, on 01 July 2011 - 06:54 AM, said:

The XBLA background has at least 4 original 3d renders for the enemies, including the Liztroop.


The ideal for the HRP would be to break into 3d realms and developers home and rob all their data.

Actually, I'm pretty sure that these are the renders we've always seen. I think the models have been lost to time.
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User is offline   MrN 

#2570

View PostNUKEMDAVE, on 01 July 2011 - 05:20 PM, said:

He wants to draw them, so yeah. I know the originals were made from models, but they might as well be hand-drawn as pixelated as they are. I wish I could get my hands on those models they used to make the sprites because I would certainly use them. Nah, I'm not interested in using anything from the HRP. You don't have to play it if you don't want to. It is what it is. It's going to be cartoony, but it'll be something new and different.

Several people elsewhere I've shown this to like it and are interested in it. That's good enough for me. Probably when everything in Hollywood Holocaust is remade, I'll release it for people to check out. I'm not sure if the artist helping me is interested in doing the whole game. There is alot to remake, no denying that. We'll definitely get everything in Hollywood Holocaust remade at the least. If he wants to continue working, we will keep going.



Here's the thing. I can model in 3D, but my skills in that department are lacking in a lot of ways, so I am drawing the sprites in the way that I am most comfortable with. I did start with the health bottle, and tried modeling that in 3D, but when it came time to do the UVW Unwrap so I could make the textures, the program kept crashing on me. Love it, hate it, whatever. I am doing this because I want to.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2571

I just did some sprite work and created a daytime version of the LA sky

I was very impressed to find out that the buildings aren't actually rendered in a 2D view as we have the illusion it is. I am almost sure it was rendered out of a photo

Posted Image

Posted Image

This post has been edited by Fox: 04 July 2011 - 11:50 AM

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User is offline   Jblade 

#2572

Hey, that's pretty cool actually - nice work :) All things considered the original night sky view is also pretty well done, it's just something most of us ignore now since we've seen it so many times.
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User is online   Mark 

#2573

I'm about 10 hours ( in 2 sessions ) into converting my Ancient Rome map to WGR2 format. Re-texturing and re-sizing 1000's of walls, floors, sprites and ceilings is not as much fun as you would think. :)

Here are a couple of pics of the outdoor area. Right now, I don't plan on using any Polymer effects. After I'm done mapping and placing enemies and ammo I'll mess around in Polymer to see if FPS still takes a big hit like it did originally.
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User is offline   Spiker 

#2574

Looking good! I hope there will be some gameplay too. Seems like there is 3 or even more WGR2 maps in progress, maybe another episode is still possible :)
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User is online   Mark 

#2575

I should be able to turn out a finished product this time. One of the main stumbling blocks I had in releasing this map before was lack of enemies. I didn't want to use the same old duke stuff and I don't have the skills to create new ones. It looks like I have plenty to choose from in WGR resources.
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User is online   Danukem 

  • Duke Plus Developer

#2576

View PostMarked, on 04 July 2011 - 02:08 PM, said:

I should be able to turn out a finished product this time. One of the main stumbling blocks I had in releasing this map before was lack of enemies. I didn't want to use the same old duke stuff and I don't have the skills to create new ones. It looks like I have plenty to choose from in WGR resources.



When I get back to my own computer next week, I'll send you the latest unreleased WGR2 update, which I think every mapper should have. :)
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User is offline   Jimmy 

  • Let's go Brandon!

#2577

View PostFox, on 04 July 2011 - 11:36 AM, said:

I just did some sprite work and created a daytime version of the LA sky

I was very impressed to find out that the buildings aren't actually rendered in a 2D view as we have the illusion it is. I am almost sure it was rendered out of a photo

Posted Image

Posted Image

This is pretty cool, but it still could use some work here and there.
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User is offline   Micky C 

  • Honored Donor

#2578

My WGRealms 2 map is coming along great, I said I wouldn't show anymore pics, so I won't, but as a status report I've started building the outside of the castle I've been working on, and thanks to ROR, after you've fought through the inside of the castle, you can then get out and fight on the roof Posted Image
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User is offline   Mikko 

  • Honored Donor

#2579

View PostFox, on 04 July 2011 - 11:36 AM, said:

I just did some sprite work and created a daytime version of the LA sky

I was very impressed to find out that the buildings aren't actually rendered in a 2D view as we have the illusion it is. I am almost sure it was rendered out of a photo

Posted Image

Posted Image


That's very impressive!
0

User is offline   Sebastian 

#2580

That skyline does look great. But it doesn't make sense for the red lights to be there in the day time.
0

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