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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   Radar 

  • King of SOVL

#4441

Loke, your small retaliation map was amazing in detail. I can't wait to see what you can do on a grand scale.
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User is offline   Arwu 

#4442

omg! Oo. a few sprites on the screen..
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User is offline   Zaxtor 

#4443

Finished the intro-clip of my mod.
Clip that I stopped until I finished Level 5 because part of level 5 is shown in the intro clip.

Clip has like 5,462 frame, took a few days to finish it. About 2:16 long.

Seems Eduke can handle enormous clips to replace ANM files.

I wonder what is the maximum size Eduke can handle :0

This post has been edited by Zaxtor: 05 March 2013 - 10:04 PM

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User is offline   The Commander 

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

#4444

View PostZaxtor, on 05 March 2013 - 10:04 PM, said:

Finished the intro-clip of my mod.
Clip that I stopped until I finished Level 5 because part of level 5 is shown in the intro clip.

Clip has like 5,462 frame, took a few days to finish it. About 2:16 long.

Seems Eduke can handle enormous clips to replace ANM files.

I wonder what is the maximum size Eduke can handle :0

Why are you using ANM?

How to replace ANM with real video with sound.

EDIT: I see that you actually did post in that thread so either you have used real video and I just can't get past that language barrier of yours. :angry:

This post has been edited by Cody: 06 March 2013 - 07:32 AM

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User is offline   Player Lin 

#4445

Cody, I failed to understand why you misunderstood Zaxtor's post at all, he definitely doesn't means ANM at all but his record video clip in eduke32. :angry:


Screw all grammar bullshit.

This post has been edited by Player Lin: 06 March 2013 - 07:54 AM

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User is offline   The Commander 

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

#4446

View PostPlayer Lin, on 06 March 2013 - 07:53 AM, said:

Cody, I failed to understand why you misunderstood Zaxtor's post at all, he definitely doesn't means ANM at all but his record video clip in eduke32. :angry:


Screw all grammar bullshit.

No where in his post does he mention the word "video"
AMN are made up of frames of individual pictures, so I can see how you could possibly get the two confused.

Where as to me, if he mentions that he has made a clip of 5,462 frames replacing an ANM it sounds to me as he has just made a new ANM, not replaced it with the new format.
Or recorded a video for YouTube which I think you are thinking he has done.

This post has been edited by Cody: 06 March 2013 - 08:29 AM

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User is offline   Zaxtor 

#4447

I said I'm replacing ANM with more modern IVF>
File is named LOGO.IVF.

ANM doesn't support jpeg based colors.

I said "Seems Eduke can handle enormous clips to replace ANM files."

So my IVF clip is quite huge, lil over 7mb in size, works fine and has over 5460 frames.

Because a frame is damn fast. I make 3-4 frames (same) for playing standard speed.

The sound works in it, well vid has music in it not sound.

There is a filename.def file to control it.

animsounds logo { 1 469 } is one of the content to make it work.
Music starts at 1st frame.
the 469 is the number of the "sound" for the video. Sound in the def.con
Sound is called TREQUONIA_INTRO.

So how it works is.

animsounds logo { frame sound frame sound frame sound frame sound } goes on and on.

This post has been edited by Zaxtor: 06 March 2013 - 09:32 AM

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User is offline   TerminX 

  • el fundador

  #4448

View PostZaxtor, on 06 March 2013 - 09:30 AM, said:

Because a frame is damn fast. I make 3-4 frames (same) for playing standard speed.

I think you're supposed to use that ivfrate.exe utility to set the framerate to a sane value instead of doing something like this.
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User is offline   Zaxtor 

#4449

Ok. thx for info.

Some scene on my vids are super fast "as suppose to".
So Im ok.

Probably ending vid (not made yet) might use that ivfrate.exe thingie.
I will first test it before making a full length vid.

I always test before making.
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User is offline   Jimmy 

  • Let's go Brandon!

#4450

I would think inserting a shit pile of extra unnecessary frames would make the file size substantially larger than it should be.
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User is offline   The Commander 

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

#4451

View PostZaxtor, on 06 March 2013 - 10:22 AM, said:

Some scene on my vids are super fast "as suppose to".

Sir Peter Jackson would be proud!
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User is offline   Scott_AW 

#4452



New fire sprites, also have the small fire I made in Blackshadow, not featured. I'm also going to make a large sprite to replace the large fire next.

Bonus, blastmarks when you blow up forklifts and non-shuttle vehicles that are on the grounds :angry:
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User is offline   Tea Monster 

  • Polymancer

#4453

Absolutely brilliant!
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User is offline   Player Lin 

#4454

I won't think "chip" doens't means video and even this may cause confusing, and if he means a new ANM then he won't say "chip" at all...whatever, that's not matter... :angry:

But for some reasons, I have bad feel about the new video chip...
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#4455

That looks so cool!!
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User is offline   Mr. Tibbs 

#4456

That is awesome!
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User is offline   ReaperMan 

#4457

Voxels! yay!
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User is offline   Jimmy 

  • Let's go Brandon!

#4458

It's almost like Ken's Labyrinth 2.
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User is offline   Kyanos 

#4459

View PostScott_AW, on 06 March 2013 - 04:34 PM, said:


New fire sprites, also have the small fire I made in Blackshadow, not featured. I'm also going to make a large sprite to replace the large fire next.

Bonus, blastmarks when you blow up forklifts and non-shuttle vehicles that are on the grounds :angry:

Scott_AW, you've definitely inspired me. I've decided to pay more attention to voxels for a little while. I've dug up some old stuff...
Spoiler

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User is offline   alandog 

#4460

View PostMark., on 02 February 2013 - 08:08 AM, said:

Twins make it ever hotter :angry:



my god, how wonderful! are you still workin' on this?
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User is offline   Mark 

#4461

I still need to shorten the fingers which look way too long, and add some small animation to it. I will finish it someday.
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User is offline   Kyanos 

#4462

I've been reworking that old HRP based voxel pack by Devon. It was a good concept, shame it was left untended so long. I have all pickups and enemies (except bosses atm) working in synthesis builds of Eduke32.
I'm also building my own software only Eduke32 executable to go with a forthcoming "High Detailed Voxel Pack" I'm making. It will crash standard builds due to maxing out the normal memcache.

Attached Image: duke0002.pngAttached Image: duke0005.png
Attached Image: Untitled-1.png
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User is offline   LeoD 

  • Duke4.net topic/3513

#4463

View PostDrek, on 09 March 2013 - 10:46 AM, said:

I've been reworking that old HRP based voxel pack by Devon. It was a good concept, shame it was left untended so long. I have all pickups and enemies (except bosses atm) working in synthesis builds of Eduke32.
I'm also building my own software only Eduke32 executable to go with a forthcoming "High Detailed Voxel Pack" I'm making. It will crash standard builds due to maxing out the normal memcache.
How's the performance? I remember it was pretty bad for me, even with only troopers and pig cops activated besides the pickups.
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User is offline   Kyanos 

#4464

It's great for me. And I'm not on any great rig, I'm getting a steady 60fps.
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User is offline   Gambini 

#4465

I´ve never been very fond of converting hrp models to voxels but those screenshots are making me change my mind. So far, as enemies is concerned, it looks great.
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User is offline   Kyanos 

#4466

There are a few things I'm not fond of, specifically the enemies death animations. I'd like to work on the models more and make them match the sprites better, especially the trooper, he just crumples in the sprite but falls forward in the hrp, I've never liked it.
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User is offline   Tea Monster 

  • Polymancer

#4467

Just about all of the enemy models need redoing. It's a bit of a shame to voxelize those models. The pigcop is good, but the skin for the enforcer...
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User is offline   Jimmy 

  • Let's go Brandon!

#4468

I think it'd look a lot better too if someone took the time to lovingly convert the skins to Duke's palette, rather then just dumping them into the palette, it makes the Duke model look fugly and just overall makes a sloppy final product.
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User is offline   Micky C 

  • Honored Donor

#4469

The enemies generally look ok, but what's up with Duke's colours? Looks like he's eaten too many carrots. I don't suppose you decided to go for this look Posted Image :

Posted Image
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User is offline   Kyanos 

#4470

Those pics are all from Devon's work as I found it, I'm seeing what resources he has that are good and starting from where he left off. Ya duke and many other models have poor colouring. It has to do with skins not matching the duke palette, I know how to make better voxels.
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