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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   sedition 

#3841

View Postrasmus thorup, on 05 September 2012 - 10:29 AM, said:

I have actually bookmarked a site that has a lot of old game sprites, take a loot at the shadow warriors.
http://spriters-reso...war/sheet/33685



Thanks for the link. I think someday I will work on an 8bit mod and will take use of some stuff there.
2

User is offline   Night Wolf 

#3842

View PostFox, on 04 September 2012 - 11:25 AM, said:

I also feel the barrel are too long.

I agree, they are definitely smaller looking in the sprites, the end of the barrels should be trimmed a bit.
For example.
Posted Image

This post has been edited by ozz: 05 September 2012 - 10:03 PM

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#3843

Can do ;)
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User is offline   Kyanos 

#3844

Attached Image: duke0000.png
Having a blast with TROR. Finally getting the hang of it.
5

User is offline   Mark 

#3845

Just some goofing around while learning to add a skeleton and animations to models. Duke in a stare-down match with MT.Rushmore ;)

Attached thumbnail(s)

  • Attached Image: staring match.jpg

3

#3846

I wan't you to tell me if i got the length of the 3 parts right. I shortened the barrels part. The back part got redone completely together with the top handle. Did i get the back part right? Is it too short?

Attached thumbnail(s)

  • Attached Image: weap1.png


This post has been edited by rasmus thorup: 09 September 2012 - 07:27 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3847

For now, all I can point out is this:

Posted Image

Also you shouldn't make the drum magazine like in my drawing, I am not really sure how they look like...

This post has been edited by Fox: 09 September 2012 - 09:02 AM

1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3848

This is the most criticism I have ever seen for one model.
-2

User is offline   Mark 

#3849

No. there have been worse. Its why I don't make any weapons models. That and I'm not a perfectionist. ;)

But in the end it usually ends up with a good product.

This post has been edited by Marked: 09 September 2012 - 09:43 AM

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#3850

View PostAchenar, on 09 September 2012 - 09:29 AM, said:

This is the most criticism I have ever seen for one model.


It all made the model better ;)
1

#3851

Posted Image

Still working on this thing.
4

User is offline   Mark 

#3852

I'm assuming ( and hoping ) the low frame rate is because there is a lot more of the map not shown in your pic?
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User is offline   Gambini 

#3853

I´m assuming another thing.

HT: Lights are too strong, you should increase the sector lighting to give the area some ambient light.
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User is offline   Mark 

#3854

The darkness might just be a Mapster thing. The map I am working on right now has textures at a shade of 24 or 25 that are blacked out in Mapster but they show up fine in Eduke. And since I see no shadows in the pic it doesn't make sense a handful of SE49 lights would drag things down that far. But since we don't know the computing power he has we can only guess.

EDIT: I take that back. I looked closer and I see at least one SE50 spotlight on the table and chairs.

This post has been edited by Marked: 15 September 2012 - 01:55 AM

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#3855

Yeah, the frame-rate is crappy there, I've been observing that closely, you can never see the map from that angle as third person cameras are to be used, their positions yeild decent frame-rates. The main reason for the drop is that from the position that shot was taken there are 3 TROR layers to draw (and probably around 500 models on-screen).

On the computer power front my system is rather modest; Pentium D 920, 4GB DDR2-667, GTX 460, XP-32.

It is meant to be dark, it actually works from the angles at which it is visible to the player. For example;
Posted Image
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User is offline   zykov eddy 

#3856

View PostHigh Treason, on 15 September 2012 - 04:51 AM, said:

(and probably around 500 models on-screen).



You may try to make the models look like simple sprites on a distance.

This post has been edited by zykov eddy: 15 September 2012 - 04:57 AM

0

#3857

Hightreason: Your map looks pretty good to me. I won't be able to play it with models on. Please remember to shade the ground/walls around the models. It will look even better ;)
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User is offline   Hendricks266 

  • Weaponized Autism

  #3858

Or you can investigate the spriteshadow command to see if the game's own shadows work better for you and the performance cost is not too great.
0

User is offline   Mblackwell 

  • Evil Overlord

#3859

HT: Combine copies of models where it makes sense as a single object. It won't affect the lighting but it will affect the framerate.
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User is offline   Mark 

#3860

I learned something new today that was probably common knowledge to some and thought I would share it in case a few new modelers can use the info. For quite awhile I was always intimidated by the mysterious process of "baking normal maps" on to a model. My modeling program of choice has no options for that so I figured I would never have them. Today I found out that it doesn't have to be done in a hard to figure out program ( for me ) like Blender. I found out that I can just " def " in the normal map texture to the model just like I would do for a normal 2d texture. I'm not sure if my results are the same as doing it in the modeling program itself, but it looks good enough for me. Here is my first attempt which used the effect sparingly. I can probably boost it up a bit for more "texture" but at a certain point it starts to look fake and weird as seen in the second pic. I can tweak things to find the comprimise.

DUH. I wonder how long this has been possible.

Attached thumbnail(s)

  • Attached Image: duke0001.jpg
  • Attached Image: stone2.jpg


This post has been edited by Marked: 16 September 2012 - 05:07 PM

1

User is offline   Mblackwell 

  • Evil Overlord

#3861

It's making the normal (and maybe some lights) part of the diffuse map.
0

User is offline   Tea Monster 

  • Polymancer

#3862

You can make your model in whatever you want to make, then take it into sculptris, which is free. Then you can add as many dings, cracks and detail as you like to it.
You can also use xNormal to bake maps off of a high-poly model onto a low poly. It too is free.
0

User is offline   Kyanos 

#3863

I couldn't stand seeing this thread on the second page.
Here's a sneak peak from my map. It's the view looking out the tavern window.
Attached Image: duke0060.png
This 3D mapster pic is of the waterfall and The Stronghold.
Attached Image: capt0092.png
2

User is offline   Micky C 

  • Honored Donor

#3864

It shows promise, I'd love to beta test it when it's near completion, or when you reach a milestone.
Did you start out mapping in WGRealms 2? That ought to give you a unique style and I'd be curious as to what a vanilla map from you would look like should you decide to ultimately make one.

This post has been edited by Micky C: 08 October 2012 - 05:18 AM

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User is offline   Kyanos 

#3865

Well, yes I guess you could say I started mapping in WGR2. My introduction to Eduke32 and this modding community was beta testing for The Imperium which was released last year. The Oostrum bros have been another major influence on me. And set the bar for me very high. :P
I've never released a map (except a 90 min mini map,) but have made some using vanilla duke, I don't think I'm all that good of a mapper, I like 32 bit mapping cause I can cheat and add models ;) Sprite work drives me mad.
I put the map up on our SVN so fell free to check it out. I'd love to hear feedback from you anytime. I haven't done any of the game play yet, I will definitely come to you when I'm ready for serious testing.
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User is offline   MetHy 

#3866

Are you saying that you have unreleased vanilla maps sitting on your hard-drive?

If that's the case I'd love to see that
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User is offline   Kyanos 

#3867

I have unfinished poor quality maps yes. Maybe some day I'll get back to them.
0

User is offline   Jimmy 

  • Let's go Brandon!

#3868

A small criticism, that window looks pretty high, maybe lower it a bit?
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User is offline   ck3D 

#3869

i've been having some free time again lately and there is a map i started last year or so, that i've always wanted to finish. so i started toying around with mapster again the other day, which i had not touched in a very long time, and thought that for practice's sake i would build a couple of rooms on a blank newboard.map, nothing serious nor tremendous, just to get the feel of mapping back. turns out that i got sucked into things much more than i thought i would, because after a few days spent on it on and off on my mother's laptop, that 'practice' map is now over 500 sectors and maybe 80% finished. it's nothing like anything i have ever built so far either, it has a strong lameduke-meets-e1l1 flavor to it... i am thinking of giving it the final touches sometime this week or next week, and releasing it as a playable standalone map, it is definitely worth it... i think it is much better than any of the maps i made for metropolitan mayhem. funny how barely two years ago i was still working on heavily detailed projects such as anorak city, bottles, happy hangover, and now this map is full of empty rooms, detailed solely by the lighting, strictly optimized for gameplay's sake.

and when this one is done and released i can finally try and see if i can find the time to finish the first map i was talking about... that one is going to be weird too.

This post has been edited by ck3D: 10 October 2012 - 05:22 AM

1

User is offline   Jenz/Amaka 

#3870

I went batshit insane with TROR and eventually gave up. Direct System is gonna be like the good ol' fashion 90s TC ;)
0

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