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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   Jenz/Amaka 

#4681

In case some people missed it. I released a demo version of Direct System campaign.
http://forums.duke4....system-episode/


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User is offline   Micky C 

  • Honored Donor

#4682

View PostMark., on 10 April 2013 - 04:18 PM, said:

I haven't posted any progress on stuff since February mainly because I was a little burned out from taking on too much at once. But with the recent fixng of the framerate problem of Darkus's flashlight mod, I have resumed working on my Graveyard mod making it "flashlight ready". I know Trooper Mick gets a little anxious if I don't post a screen shot. :) I've shown a few from the maps already so instead I'm including a test screen I put together when I was beta testing TeaMonster's new Duke model.


Not when Duke is photoshopped in Posted Image

I'll check out that direct system episode in my holidays coming up soon.
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User is online   Mark 

#4683

View PostTrooper Mick, on 11 April 2013 - 01:08 AM, said:

Not when Duke is photoshopped in Posted Image


Here you go mate, a totally ingame shot. In defense of the first pic, Duke was rendered in the game before pasting him on the ingame backround. That was done because the Duke model will not display as a seperate entity in the game. Only as the player. I wanted a higher quality Duke for the test screen so that was the easiest way to do it. So this second ( legit ) one had to be captured through Mapster so the quality is not as good.

Attached thumbnail(s)

  • Attached Image: gy.jpg

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User is offline   Bloodshot 

#4684

Posted Image

DNF 2013 motivated me to do it
8

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4685

I like how you can make the exact same polygons.
0

User is offline   OpenMaw 

  • Judge Mental

#4686

Almost. There's a little bit of a ridge on the top back of the shotgun, on the top of the ejection port, that is modeled there. It's not just the texture.
0

User is offline   Bloodshot 

#4687

Testing out something

Posted Image

How would I go about using a higher-res sprite but having it scale down properly?
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User is offline   Mblackwell 

  • Evil Overlord

#4688

The engine automatically scales any high res art to its dummytile dimensions.
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User is offline   Gambini 

#4689

I think he´s using regular tiles (what he means is that his replacement is of higher resolution than the stock one). You´d need someone to code the weapon scale, also remember hud weapons in duke have to be slightly stretched horizontally or they look too tall in game.

This post has been edited by Gambini: 16 April 2013 - 06:42 PM

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User is offline   Mblackwell 

  • Evil Overlord

#4690

Isn't there an orientation bit for that?
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User is offline   Bloodshot 

#4691

So how would I go about externally replacing weapon sprites so I can use higher res ones?
0

User is offline   Daedolon 

  • Ancient Blood God

#4692

View PostGambini, on 16 April 2013 - 06:41 PM, said:

also remember hud weapons in duke have to be slightly stretched horizontally or they look too tall in game.


I find 1.1905x to be the perfect ratio. This is from one of my def files:

// Multiply hud elements by 1,198501872659176 to get the right aspect ratio
// actually 1,19047619047619 + round up


So if your artwork is 192x125 in pixels, define it as 229x125 and it'll be stretched proper.

View PostMblackwell, on 16 April 2013 - 07:06 PM, said:

Isn't there an orientation bit for that?


Only for making the weapons stretch to the full aspect of the screen, so if your resolution is, say, 3 monitors wide, the weapons are extraordinarily wide.
0

User is offline   Bloodshot 

#4693

Making a new shotgun sprite

Used a picture of my model as a perspective base, about an hour and a half in photoshop using the transform tools on the 2000 strip club screenshot and this is the result.

Posted Image

Posted Image

EDIT:

Testing the animation ingame

Not sure how to fix the muzzle flash positioning though

Posted Image

And RPG

Posted Image

I'll be changing the gloves

This post has been edited by Bloodshot: 17 April 2013 - 12:25 PM

8

#4694

This isn't really for Duke, but it uses EDuke32 (And DukePlus at the moment, though I might code my own system for it later). I'm going to be making some hardware related videos and some things are hard to film, so I've been trialing this idea;


This post has been edited by High Treason: 18 April 2013 - 04:47 AM

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User is offline   Jblade 

#4695

That's pretty cool, and a neat idea - did you make the music track? It's pretty funky :)
0

#4696

The music is from an old Musicdisk called Journey 1. It's by Purple Motion of Future Crew.
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#4697

That video gives off a reeeeeally strong 90s gaming vibe. I love it.
0

User is offline   Daedolon 

  • Ancient Blood God

#4698

Damn, it feels like 1995 again!
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User is offline   Bloodshot 

#4699

Small update - started working on the Deagle, added RPG gloves, fixed the shotgun and finished the shrink ray

Posted Image

Posted Image

Posted Image

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Here's it firing

Posted Image
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User is offline   Daedolon 

  • Ancient Blood God

#4700

Kind of feel like the shotgun etc are going to waste since your making sprites out of them. I'd love to see the RPG created as a model too.
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User is offline   Bloodshot 

#4701

I would like to make models of all the DNF weapons eventually, but I absolutely suck at UV mapping and texturing, and I don't exactly have a huge amount of time to work on them either.

I could probably model the base models, but that would be just about it.
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User is offline   OpenMaw 

  • Judge Mental

#4702

Those are looking damn good.


Though, one minor criticism, I think Duke's hand is eating a bit of the Desert Eagle on the back.
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User is online   Mark 

#4703

View PostHigh Treason, on 18 April 2013 - 04:46 AM, said:

This isn't really for Duke, but it uses EDuke32 (And DukePlus at the moment, though I might code my own system for it later). I'm going to be making some hardware related videos and some things are hard to film, so I've been trialing this idea;

That music reminds me of those very popular computer animation videos from "The Mind's Eye" series.
0

User is offline   Gambini 

#4704

That looks really cool Bloodshot!

I like that you apparently based the shrinker on the devastator as I did for our dnf mod. I may be interested on using that shotgun if you agree. I´d not use gloves though and would like to do the 8bits converstion myself. Just in case.

BTW what´s that project about? it´s a pack for replacing weapons for using in regular duke?
2

User is offline   Gambini 

#4705

View PostBloodshot, on 18 April 2013 - 10:45 AM, said:

I would like to make models of all the DNF weapons eventually, but I absolutely suck at UV mapping and texturing, and I don't exactly have a huge amount of time to work on them either.

I could probably model the base models, but that would be just about it.


Depending on the scope of the project (of which i dont have idea) I could do the UV mapping for you, although texturing is something that demands too much time and would only do it if I were heavily involved in a project.
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User is offline   Bloodshot 

#4706

I don't mind you using them, I'll package the PNGs and PM you the download.

Right now it's only for replacing the weapons, though I wouldn't be opposed to expanding it, but with the other project I'm working on I'm not sure if I could dedicate much time to it.

I can actually do UV maps but they take me ages and every time I have to do one I almost seem to forget how to do one properly. If I were to actually make them I'd definitely appreciate the UV help. I have gotten a lot better at texturing then I used to be though.
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User is offline   Stabs 

#4707

I think i just thought of a solution people were having with massive models like space ships in skyboxs for example.

As you know selecting a sprite using SHIFT a model sprite, and then dragging it into a no mans land behind a skywall you can view the model within the skybox, so for every sector you can see outside the "window" on a space ship with the skywall, you should make a sprite for each sector that can view out the window, and use shift select drag them all out to the same space in no mans land, they still belong to a sector but its view point is different.

If one model disappears another should always be around to take its place, this might not be realistic for some situations if you need to use it for a ton of sectors, might not need to do every sector either just areas where you have problems with them.
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User is offline   pmw 

#4708

I'm currently filling up my map with a monsters.. and not gonna make it so easy as new games use to be.


Posted Image

This post has been edited by pmw: 19 April 2013 - 09:01 AM

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User is offline   Micky C 

  • Honored Donor

#4709

It looks good, but next time PLEASE shink your images before you upload them. Bigger images use more internet quota, and take much longer to load. They don't normally show anything extra anyway.
0

#4710

Due to technical reasons, I am no longer working on CBP9, however, I shan't waste this;

Posted Image
A new wave effect, variable height and direction.

Posted Image
A bridge, idea re-hashed from older map.

Posted Image
Looking out of a window.

Other features include a train which goes to one location, stops (requiring you to re-enable power) and then continues to yet another location as well as a refined (single switch) four-storey elevator.
3

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