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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#421

@ Rusty Nails; I like those levels, but if it all goes right and i finish this thing, I was thinking of doing some of my own based on the same concept, but with some freaky stuff that the build engine can do (like the tricks in lunatic fringe for instance).

@ Xthx2; That tool will save me a lot of time, now i have all the level layouts and it's easy to get all the resources I need out of the game, as for all the detail, I dunno, I just like to add a fair amount, there has to be some difference or I might as well just play Duke 2, also I just want to see exactly how far I can go with it.

-----
Anyhow,
I might do High Res versions of the textures, but I think they all look good as they are, might be worth me trying some normal/paralax maps on them. I finally got some con code working, not sure how CPU-Efficient it is yet, and it had some weird spaz-outs when i first got the angle/distance working, it was like the game was trying to render two things at once, my eyes are still bleeding :blink: - this'll probably be the worst coded TC ever, but I run on the argument "No errors in log? then there isn't a problem.".

Anyhow, I am dead proud of what I achieved today, even if it isn't much of the level, should be fun tomorrow when i will find out if my plan to get away with the room-over-room limitations will work, I might try and do something like that "Sleep" thing from DukePlus, whereby the screen would fade to black if you presses "Use" on a ladder for example and you would appear somewhere else. Once I get near the end of Episode 1, I will probably start a thread about this, hopefully i won't give up on this project.

I took a short video of what I have managed so far, that is here.

This post has been edited by High Treason: 02 September 2009 - 01:39 PM

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User is offline   Sangman 

#422

View PostJames, on Sep 2 2009, 12:52 AM, said:

since you're basically saying I'm an idiot, I'll attach what I did.


Not at all :blink:
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User is offline   The Commander 

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

#423

Posted Image

This post has been edited by The Commander: 02 September 2009 - 10:48 PM

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User is offline   zchri9 

  • Honored Donor

#424

Screenshot looks nice. Care to provide some insight on what it is?

This post has been edited by zchri9: 02 September 2009 - 11:07 PM

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User is offline   XThX2 

#425

I'd go by saying it's the inside of a building. And if I'm not wrong, those "metal plates" are Duke textures. I think this is a map rendered differently :blink:
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User is offline   zchri9 

  • Honored Donor

#426

Looks very good. looks like his using Polymer, and making good use of it.
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User is offline   chicken 

  • Fashionable Modeler

#427

View PostHigh Treason, on Sep 2 2009, 02:37 PM, said:

I took a short video of what I have managed so far, that is here.

Wow, that looks very promising already, keep going!
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User is offline   Mikko 

  • Honored Donor

#428

Commander's shot looks like Weebl's "Development" mod for HL2.
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User is offline   HellFire 

#429

I just ripped all characters from the menu font and the quote font from DUKE total meltdown (the one from PSX).

I did it via screenshots , since theyre HUD its easy to make precise rips, the problem here was: how to rip all characters? for example, you never see in the whole game an J or an %, but they exist! So i managed a way, i used an hex editor to change the strings and quotes of the game to use the other characters, and it worked nicely, haha.
here some examples:

Posted Image
Posted Image

And yeah, i think ill start an DNTM mod myself, even without the new enemies sprites... I already have all the ogg tracks working, but thats the simple stuff now i must do the maps... :blink:
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User is offline   Geoffrey 

#430

View PostMikko_Sandt, on Sep 3 2009, 06:17 AM, said:

Commander's shot looks like Weebl's "Development" mod for HL2.


I was just about to post that, it's almost the same thing. Only weebl knows how to keep the theme consistant :blink:
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User is offline   The Commander 

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

#431

View PostMikko_Sandt, on Sep 4 2009, 02:17 AM, said:

Commander's shot looks like Weebl's "Development" mod for HL2.

View PostGeoffrey, on Sep 4 2009, 05:14 AM, said:

I was just about to post that, it's almost the same thing. Only Weebl knows how to keep the theme consistant :blink:

Well damn, I didn't realise that it would get sprung as looking like his mod. :D
Instead of using the same Grey colours that he uses prominently I wanted to have more, so I can make use of more lights.

This post has been edited by The Commander: 03 September 2009 - 11:24 AM

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User is offline   Sangman 

#432

Well obviously it looks like HL2 because it's using "textures" from it :blink:

You do know that orange texture in HL2 is pretty much the equivalent of the brick texture (the very first one) in Duke? Could fit in some kind of Virtual Reality-like gizmo (think DukeVR) but apart from that I don't see how it would work.
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User is offline   Mikko 

  • Honored Donor

#433

View PostSangman, on Sep 3 2009, 10:49 PM, said:

Well obviously it looks like HL2 because it's using "textures" from it :blink:


It doesn't look like HL2; it looks like Development.
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User is offline   Jimmy 

  • Let's go Brandon!

#434

View PostHellFire, on Sep 3 2009, 11:13 AM, said:

I just ripped all characters from the menu font and the quote font from DUKE total meltdown (the one from PSX).

I did it via screenshots , since theyre HUD its easy to make precise rips, the problem here was: how to rip all characters? for example, you never see in the whole game an J or an %, but they exist! So i managed a way, i used an hex editor to change the strings and quotes of the game to use the other characters, and it worked nicely, haha.
here some examples:

Posted Image
Posted Image

And yeah, i think ill start an DNTM mod myself, even without the new enemies sprites... I already have all the ogg tracks working, but thats the simple stuff now i must do the maps... :blink:

Awesome, how do your ripped sprites look?
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User is offline   Stabs 

#435

it looks nice whatever it is, good ceiling work
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User is offline   Sangman 

#436

View PostMikko_Sandt, on Sep 4 2009, 12:57 AM, said:

It doesn't look like HL2; it looks like Development.


Okay let me rephrase what I meant, it doesn't look like "HL2" (as in the actual game) but like the Source Engine because of the textures it uses, coupled with the Polymer lighting.

This post has been edited by Sangman: 05 September 2009 - 10:46 AM

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#437

When I saw commanders shot first thing I thought was, "WTF is weebl on this forum too now?" Then I noticed it was commander posting it. Looks like weebl's mod apart from those ugly duke vents.
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User is offline   The Commander 

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

#438

View PostWilliam Gee, on Sep 6 2009, 09:58 PM, said:

Looks like weebl's mod apart from those ugly duke vents.


Yeah, after I posted the shot and that I noticed how bad they really look and got rid of them. (Didn't match with the rest of it at all)
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User is offline   Gambini 

#439

That doesnt look like Development mod more than like any mod in development process. A large percentage of Source mappers do their maps using those develpment textures. Funnily that´s what they´re ment to be
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User is offline   NerdZilla 

#440

View PostJames, on Sep 1 2009, 01:43 AM, said:

huh, I just noticed that those guns are some MAC-10s I did for my old IW mod. How did you get the graphics for them? I don't remember uploading them apart from the preview pic on the IW site. I'm not complaining or any shit like that since I made them from a custom Counter-strike model but I'm just curious where you got them from.

i found them in a mod that was made to look like CS kinda. it was the closest i got to normal weppens. someday id like to recode the RPG rockets to act like a bullets.

View PostHigh Treason, on Sep 1 2009, 07:17 PM, said:

Well, I've started working on my planned TC - "Duke Nukem 2D" - which is supposed to put Duke 2 levels into a DNMP like setting, but on Duke 3D, those Prism tools are difficult (the ones for dnmp) so I chose to do it this way instead.
The attached shot is generally what it will look like, except that the map will have more detail than it does now, and hopefully higher frame-rates than my Athlon XP can pull off, also the camera will be positioned correctly, it's just wrong in that shot because i had to "Pose" a Duke model there and move the actual player to where the shot was taken from, it's hard to line it up with that sort of frame-rate.
Oh, does anybody know where I can get level maps for Duke Nukem 2? I can only locate the first 2 levels.

i think this idea is interesting. are you wanting to use the duke 3d engene? if you get the cramra working that would allow me to get started on my contra mod i wanted to do. im hoping if this cam code works, maybe even final fantacy 6 (SNES). i'll replace general leo with duke. and this time, he won't die... because he's duke.

This post has been edited by NerdZilla: 11 September 2009 - 09:01 PM

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User is offline   Tea Monster 

  • Polymancer

#441

Here is a screen of the 1911 I was working on. Bear in mind that this is the high-poly and that it isn't finished.

Posted Image
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User is offline   The Commander 

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

#442

Nice looking pistol so far Tea Monster. :o

Some more Actors_killed

Posted Image

Posted Image
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User is offline   Sangman 

#443

Seems like completely ripping off GTA wasn't enough. Time for Duke-Life 2, made by Valve Dukeware :o ;)
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User is online   Danukem 

  • Duke Plus Developer

#444

So is DTA dead?
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User is offline   Spiker 

#445

That's a very nice pistol there Tea Monster :o DTA? What does it mean? Dabbler's tacky aberration? bueheheh ;) Just kidding.
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User is offline   Richard Shead 

  • "Dick Nasty"

#446

I think it's an abbreviation for the mod "Duke Theft Auto".
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User is offline   Sangman 

#447

It's kindof funny to play Team Fortress 2 with The Commander, he has the DukeStar logo as his spray and sprays it about pretty much everywhere :o
0

User is offline   The Commander 

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

#448

View PostSangman, on Sep 20 2009, 08:06 AM, said:

Seems like completely ripping off GTA wasn't enough. Time for Duke-Life 2, made by Valve Dukeware ;) ;)

lol at the name, Believe it or not none of them textures are from HL2, I made them by hand in Paint.net :o
They just share very close resemblances.

View PostDeeperThought, on Sep 20 2009, 08:32 AM, said:

So is DTA dead?

Hell no, this is just a map. How does that make DTA dead if I'm working on a map when I'm not working on DTA. ;)

View PostSangman, on Sep 20 2009, 12:25 PM, said:

It's kindof funny to play Team Fortress 2 with The Commander, he has the DukeStar logo as his spray and sprays it about pretty much everywhere :D

Only at the spawn entrance's ;)
At least I don't go spraying around them damn annoying Anime ones everywhere. ;)

This post has been edited by The Commander: 19 September 2009 - 11:13 PM

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User is online   Danukem 

  • Duke Plus Developer

#449

View PostThe Commander, on Sep 20 2009, 12:08 AM, said:

Hell no, this is just a map. How does that make DTA dead if I'm working on a map when I'm not working on DTA. :o


You're right, I don't know what I was thinking. You always go back and finish your projects after starting a new one. ;)
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User is offline   The Commander 

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

#450

View PostDeeperThought, on Sep 20 2009, 07:32 PM, said:

You're right, I don't know what I was thinking. You always go back and finish your projects after starting a new one. ;)

This is just a map, not a project. :o

This post has been edited by The Commander: 20 September 2009 - 12:02 AM

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