What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#271 Posted 29 July 2009 - 11:48 PM
Once again just farting around, trying out new things. I've added models along the corridor to simulate some detailings seen in the show that I just couldn't accomplish any other way... But it's nowhere near perfect and I'm not sure where I'll go with it from here. Trying out new textures too, heck, new bloody everything. The corridor seems so bright because I threw in two (admittedly way too bright) polymer lights to try and accentuate things a little. Carpet's giving me grief.
On the plus side, My attempts at creating a foresty-ish area that's intended to be on an alien world is turning out great, and with Polymer I can simulate fake moonlight at night. Even got some wannabe 'volumetric' lighting in place in the form of god rays and such, which turned out nicely to my surprise.
Pretty soon I should have a whole swathe of new stuff to post in my WIP thread over on AMC, but until then, back to work!
#272 Posted 30 July 2009 - 09:22 AM
Gambini, on Jul 29 2009, 04:30 PM, said:
Would not be usefull to make a dummy model, take screenshots of it in every angle and then drawing the sprite over it?
Depends. There's a mod out there which has all the character sprites drawn by hand and then scanned. They looked pretty horrible but that's one way to do it. The other's models, or - which is what I did for an old mod - just drawing them pixel by pixel in editart (based on quick stick figures drawn in photoshop).
The doom sculptures are way cool but I doubt that process is going to be quicker than making clever use of photoshop.
This post has been edited by Geoffrey: 30 July 2009 - 09:23 AM
#273 Posted 30 July 2009 - 11:23 AM
Then you move the camera and take a render at each postion you need to have your sprite at. You can green-screen your model so it has a transparent background. Yafaray will do this for you if you are using Blender.
If it looks too 'Real' then you can batch-process the resulting renders with a filter or two in Photoshop.
This post has been edited by Tea Monster: 30 July 2009 - 11:24 AM
#274 Posted 30 July 2009 - 12:26 PM
This post has been edited by Captain Awesome: 30 July 2009 - 12:26 PM
#275 Posted 30 July 2009 - 03:31 PM
Geoffrey, on Jul 30 2009, 02:22 PM, said:
Depends. There's a mod out there which has all the character sprites drawn by hand and then scanned. They looked pretty horrible but that's one way to do it. The other's models, or - which is what I did for an old mod - just drawing them pixel by pixel in editart (based on quick stick figures drawn in photoshop).
The doom sculptures are way cool but I doubt that process is going to be quicker than making clever use of photoshop.
I meant the same than you, using those dummy models and draw the sprite in editart, not manually.
#276 Posted 30 July 2009 - 04:17 PM
Sobek, on Jul 30 2009, 10:48 AM, said:
I only followed the very first Star Trek so I'm not sure what these things are supposed to represent -- that said, I love the style, very clinical yet not. Sleek and gritty at the same time, I love the look of the corridor, it makes me wanna go walk there already.
#277 Posted 30 July 2009 - 10:56 PM
Captain Awesome, on Jul 30 2009, 12:26 PM, said:
Got a link to screenshots or projects he's been involved with? That would be interesting to see.
#279 Posted 31 July 2009 - 02:48 AM
I then dropped it and moved onto 3D models so I could import that directly into game and models just look better then sprites.
#280 Posted 31 July 2009 - 07:32 AM
Anyway, I was trying out to make the DNF gloves thing for the 8-bit art. Not a lot of success, since I have no clear idea on how the author did the gloves himself, so I could follow the process myself.
That, and I need to somehow get the Duke pallete for PSP9. =P
#281 Posted 31 July 2009 - 09:30 AM
XThX2, on Jul 31 2009, 01:19 AM, said:
Awesome stuff there, though I haven't seen any scan-to-sprite examples there. Plenty of awesome drawings, but they're only used as visual reference and not the actual base of the sprite like I assumed Captain A meant.
#282 Posted 31 July 2009 - 10:00 AM
#283 Posted 31 July 2009 - 12:13 PM
Ryan Cordell, on Jul 31 2009, 10:32 AM, said:
Anyway, I was trying out to make the DNF gloves thing for the 8-bit art. Not a lot of success, since I have no clear idea on how the author did the gloves himself, so I could follow the process myself.
That, and I need to somehow get the Duke pallete for PSP9. =P
Here's my entire palette database. I think it's in Paint Shop Pro format.
#284 Posted 31 July 2009 - 02:56 PM
Geoffrey, on Jul 31 2009, 01:30 PM, said:
Here is an example.
#285 Posted 31 July 2009 - 10:35 PM
#287 Posted 31 July 2009 - 11:27 PM
At the moment Im working on a map im calling simcity 2000 3d. it's a huge map thats 9 times the size mappers allows. so far im useing this design as a backround landscape. its nice how it takes over 140 seconts befor a rocket hits its target.
heres some pics if your interested in seeing it?
http://viewmorepics.myspace.com/index.cfm?...mageID=34568620
http://viewmorepics.myspace.com/index.cfm?...mageID=34602084
http://viewmorepics.myspace.com/index.cfm?...mageID=34537617
I'm hoping someone can help me with game's code for the enemys and the guns. if anyone want to help me, of course.
thank you for your time... Nerdzilla.
This post has been edited by NerdZilla: 31 July 2009 - 11:49 PM
#288 Posted 31 July 2009 - 11:28 PM
This post has been edited by NerdZilla: 31 July 2009 - 11:49 PM
#289 Posted 01 August 2009 - 01:53 AM
#290 Posted 01 August 2009 - 10:10 AM
#291 Posted 01 August 2009 - 10:31 PM
NerdZilla, on Jul 31 2009, 11:27 PM, said:
You've got some nice shots in that gallery there - I love the E1L1 remake shot. The landscapes are also pretty cool - is that the grid texture from dukevr I see?
#292 Posted 01 August 2009 - 10:50 PM
#293 Posted 02 August 2009 - 12:07 AM
this level.. is just turning out so well, its like die hard on crack and my class warfare pack is fitting in well
the battle that occurs in this map puts that drone / freeway part in TTA2 to shame
#294 Posted 02 August 2009 - 05:18 AM
William Gee, on Aug 2 2009, 08:50 AM, said:
My thoughts exactly (though I don't mind the sky)
#295 Posted 02 August 2009 - 08:35 PM
http://www.youtube.c...H_VPkcn4&fmt=22
Basically, as per my comment there, this is the style I'm sticking with for the corridors now. It's actually so incredibly easy to create in comparison to my previous style that I've reconstructed almost everything already, which only took me one evening. As an added benefit, the removal of several sectors per each wall panel in favour of better textures & a couple of models has improved performance even more... All positives.
There's no audio sorry, I just don't use sound on this PC at work when I'm mapping (normally there's red alert alarms and such sounding off. Use your imagination!).
*edit* The corridor with the fire (will be adding debris and a little area to explore later sometime);
This post has been edited by Sobek: 02 August 2009 - 09:11 PM
#297 Posted 04 August 2009 - 11:50 PM
http://www.moddb.com...-nukem-eternity
fixed that bar shot, playing with the vis stopped it getting so black in areas, and picked up the framerate in parts
#298 Posted 05 August 2009 - 12:00 AM
Earlier I started fiddling about with the idea of a sequence involving both landing Voyager on a planet, and then moving into the countryside (for... well, for a specific reason). At first I was simply seeing how I would go about blending the model within the environment and using proper transitions between 'zones' so that as the player moves through the level, the ship is always visible at some stage and provides the sense that you're moving great distances... I got that nailed down great (and it's actually all thanks to DukePlus - I guess you'll see when it's all said and done). But this screenshot was from my first play around. I put down some basic foliage then for some reason just went nuts on it. Anyway, I took some screenshots before deleting the map because it was actually rather beautifull, especially so in motion.
Sunset landing on an alien planet;
*edit* Only one light source so unfortunately no sexy shadows to be seen
This post has been edited by Sobek: 05 August 2009 - 12:05 AM
#299 Posted 05 August 2009 - 12:36 AM
Thats some nice epicness there, like your use of the trees esp, not fan of star trek wish that was tau ceti and the von braun
is that one massive point light for the sun? should do a spot light one doing all the trees just for screenshot goodness, prolly kick the fps in the balls tho.