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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   Bloodshot 

#4201

Working on gloves for all the default sprites, started with the shotgun:
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Also tried making a new shotgun but this one shows up wrong in game, the background doesn't become transparent for some reason:
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If anyone can help me out as to what is wrong with the background on the new sprite I would greatly appreciate it.

This post has been edited by Bloodshot: 11 January 2013 - 10:45 AM

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4202

For tilefromtexture you must use a transparent background.
0

User is offline   thatguy 

#4203

Is it just me or does that transparency color look different? Between each the first shotgun and the new one?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4204

It's just you, both are #FC00FC.
0

#4205

I'm currently experimenting with this;
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It combines the regular textures with some from lameduke. Unfortunately, this is meant to be inside a 16 floor building (basement to floor 15 - an single elevator travels accross all 16 floors in any order you want with no additional code) so I'm hoping I don't run out of ideas before I've filled them all.

Edit: Forgot to also mention that in the first shot to the left, is a working 24 hour clock (Also no additional code) - which is a bit overkill, I decided counting days, weeks, months and years was really silly and never put that in, although it's possible - the clock can trigger things in the map at certain times, for example, a train may only run every minute or a door may only be open every thirty seconds etc...

This post has been edited by High Treason: 11 January 2013 - 06:15 PM

10

User is offline   Micky C 

  • Honored Donor

#4206

You managed to pull of an accurate in-game clock based on built-in game effects? Clock or timer?

Btw, those ceilings are in desperate need of height variations within each room.
0

#4207

Yeah, standard in-game effects, it's reasonably accurate, it starts to run ahead or behind slightly (depending on adjustments) after around an hour has elapsed though. It uses a lot of tags (and more sectors) to make it operate, seconds were the hardest thing to add. It functions as both a clock and a timer, it is always active but it wouldn't be impossible to make it turn on and off via a trigger (such as a touchplate or switch) or even count something other than time - it could then activate something else. Before anyone asks, it does not rely on two-way trains as I know Lezing made a 1-Hour clock that did and others have used them for timing.

Those ceilings... I have a hard time with anything height variation related, I come from a flat city and I've never been inside a building that doesn't have a flat height for it's ceiling accross each floor - in short, I know what you're saying, but I'm not sure that I'm going to do anything about it as it just makes things harder to work with and I'd hope people would be looking at other things if they were playing. I think that hotel in Riverside Town is probably a fine example why I prefer to leave ceilings alone as I tried to do something with it and it turned out rather ugly.
1

#4208

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:P
4

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#4209

Dat sawhorse.
0

User is offline   Daedolon 

  • Ancient Blood God

#4210

View PostLunick, on 10 January 2013 - 04:52 PM, said:

Looks like he put on a little weight...


Still not as bad as Caleb Grosse.

View PostBloodshot, on 11 January 2013 - 10:44 AM, said:

If anyone can help me out as to what is wrong with the background on the new sprite I would greatly appreciate it.


Assuming you're trying to add it into the actual tiles: Even when you import the right colour transparency with EDITART, you still need to press TAB at another sprite's transparent background, then C to paste it to yours. For some reason the colour gets lost in the translation.

This post has been edited by Daedolon: 12 January 2013 - 08:39 AM

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User is offline   Scott_AW 

#4211

@zykov eddy - That looks pretty bad ass.

Here's a subway car voxel model for my project OCD

without shading
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with in-editor shading
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Still need to add the light fixtures for the out and in. Plan on playing with the shading burn effect for the final piece, but it needs to be a wall or floor sprite to not vanish when the player is inside it.

In fact I use wall and floor sprites for several voxel models meaning the game will be 8-bit only due to the models turning into their sprite placeholders in 16bit and above. Voxel models get crudely converted into polygon models.
9

User is offline   OpenMaw 

  • Judge Mental

#4212

Very nice work there, Scott! How long did that take ya?
0

User is offline   Bloodshot 

#4213

Almost done with gloves for all weapons, just gotta finish the last tripmine frames and the tip frames.

Some ingame shots:
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This post has been edited by Bloodshot: 12 January 2013 - 11:55 AM

13

User is offline   Scott_AW 

#4214

View PostCommando Nukem, on 12 January 2013 - 10:50 AM, said:

Very nice work there, Scott! How long did that take ya?


About 2-3 hours for the model in sketchup, and nearly 4-5 hours for the coloring and cleanup. Probably the most time consuming piece as of yet.
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User is offline   Bloodshot 

#4215

Trying to make a replacement to use for heavy pistols in Duke Plus

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User is offline   Scott_AW 

#4216



Subway train demonstration.
7

User is offline   xMobilemux 

#4217

Those gloves look awesome. I would suggest putting the Nukem logo on them for a later version, but they look great as is :P
1

User is offline   Bloodshot 

#4218

Decided to add the gloves to some alt weapon sprites

Duke64 pistol:
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LameDuke RPG
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I'll ask here since nobody seems to know in the DP thread, how would I give the DukePlus DB shotty and MP5 a sprite so I can use them on my laptop that can't handle OpenGL?

This post has been edited by Bloodshot: 16 January 2013 - 12:29 PM

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User is offline   Gambini 

#4219

Quote

I'll ask here since nobody seems to know in the DP thread, how would I give the DukePlus DB shotty and MP5 a sprite so I can use them on my laptop that can't handle OpenGL?


I think it´s very difficult because those weapons use only a few frames to animate the model. A model can have a complete reload animation with only one frame, a tile would need one frame per tile being displayed. Deeperthought coded it like that because he didn´t have a tile replacement in mind. Even if you find the dummytiles used for the frames it will look very clumsy because you´ll have one frame per action which would be awful.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4220

I start things as neat ideas to see if I can do them and just never finish them. I did some of the beginning of Anomalous Materials from Half-Life way back and since then have started these:

Myst:

Attached Image: capt0000.png Attached Image: capt0001.png Attached Image: capt0002.png Attached Image: capt0003.png Attached Image: capt0004.png

The idea of aliens taking over Myst island is hilarious to me somehow.

References:
http://members.optus...reens/dock1.jpg
http://lparchive.org...4-2024_Pool.jpg

Unreal:

Attached Image: capt0005.png Attached Image: capt0006.png Attached Image: capt0007.png Attached Image: capt0008.png

Unreal just has awesome architecture.

References:
http://i252.photobuc...Unreal/Orig.jpg
http://ep09.pld-linu...tex2/Shot01.jpg *LARGE*

This post has been edited by MusicallyInspired: 16 January 2013 - 03:33 PM

5

User is online   Mark 

#4221

I was not clever enough to finish Myst way back when it first came out but I still liked it a lot. You should do some more with it.
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User is offline   Bloodshot 

#4222

View PostGambini, on 16 January 2013 - 03:05 PM, said:

I think it´s very difficult because those weapons use only a few frames to animate the model. A model can have a complete reload animation with only one frame, a tile would need one frame per tile being displayed. Deeperthought coded it like that because he didn´t have a tile replacement in mind. Even if you find the dummytiles used for the frames it will look very clumsy because you´ll have one frame per action which would be awful.


What about WGR2? I know it has a DBS almost Identical to the DPlus DBS, but it uses sprites. Is there any way I could somehow replace the weapon from DP with that one?

This post has been edited by Bloodshot: 16 January 2013 - 03:59 PM

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User is offline   Gambini 

#4223

I´m no coding expert but WGR2 was coded with 8bit tiles in mind, hence that weapon is coded to show a frame every x amount of time, to animate the firing, reloading etc animations. In DP it is coded to show one frame per reloading, one frame per firing etc, the animation is handled by the model (which can store a complete sequence per frame). So unless you know how to re-code the weapons, you´re out of luck.
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User is offline   Bloodshot 

#4224

Damn. Thanks for the info, I guess I'll just have to disable those weapons when I'm on my laptop
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User is offline   thatguy 

#4225

Myst? This is the best thing I've seen all day. Good job. :P
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4226

Added the ship in at the dock. This is going to take a while! With all the mapping, polymer lighting, and TROR-ing it's quite an ordeal to recreate simple little Myst island! It took me forever to create that back part of the ship with the room on the lower loop and solid floor on the upper. Great fun and experience, though.

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This post has been edited by MusicallyInspired: 16 January 2013 - 10:13 PM

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User is offline   Zaxtor 

#4227

Coding and maping.
Made some damn cool special effects but these one can only be seen when playing the mod ;0
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User is offline   Micky C 

  • Honored Donor

#4228

With your sig status, it says everything is 90% done except for levels, which is 12% done. Surely it's more than 12% by now?
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User is offline   Zaxtor 

#4229

O forgot to edit it. Ill fix it now
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User is offline   Player Lin 

#4230

View PostZaxtor, on 20 January 2013 - 06:03 PM, said:

O forgot to edit it. Ill fix it now


Is this TC will release like your old one too, episodic style?

This post has been edited by Player Lin: 21 January 2013 - 02:57 AM

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