What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4681 Posted 10 April 2013 - 08:14 PM
http://forums.duke4....system-episode/
#4682 Posted 11 April 2013 - 01:08 AM
Mark., on 10 April 2013 - 04:18 PM, said:
Not when Duke is photoshopped in
I'll check out that direct system episode in my holidays coming up soon.
#4683 Posted 11 April 2013 - 04:01 AM
Trooper Mick, on 11 April 2013 - 01:08 AM, said:
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.
#4686 Posted 14 April 2013 - 11:56 PM
#4687 Posted 16 April 2013 - 10:34 AM
How would I go about using a higher-res sprite but having it scale down properly?
#4688 Posted 16 April 2013 - 06:30 PM
#4689 Posted 16 April 2013 - 06:41 PM
This post has been edited by Gambini: 16 April 2013 - 06:42 PM
#4691 Posted 16 April 2013 - 07:10 PM
#4692 Posted 17 April 2013 - 06:56 AM
Gambini, on 16 April 2013 - 06:41 PM, said:
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.
Mblackwell, on 16 April 2013 - 07:06 PM, said:
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.
#4693 Posted 17 April 2013 - 09:39 AM
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.
EDIT:
Testing the animation ingame
Not sure how to fix the muzzle flash positioning though
And RPG
I'll be changing the gloves
This post has been edited by Bloodshot: 17 April 2013 - 12:25 PM
#4694 Posted 18 April 2013 - 04:46 AM
This post has been edited by High Treason: 18 April 2013 - 04:47 AM
#4695 Posted 18 April 2013 - 04:59 AM
#4697 Posted 18 April 2013 - 05:46 AM
#4699 Posted 18 April 2013 - 07:58 AM
Here's it firing
#4700 Posted 18 April 2013 - 08:34 AM
#4701 Posted 18 April 2013 - 10:45 AM
I could probably model the base models, but that would be just about it.
#4702 Posted 18 April 2013 - 01:51 PM
Though, one minor criticism, I think Duke's hand is eating a bit of the Desert Eagle on the back.
#4703 Posted 18 April 2013 - 03:01 PM
High Treason, on 18 April 2013 - 04:46 AM, said:
That music reminds me of those very popular computer animation videos from "The Mind's Eye" series.
#4704 Posted 18 April 2013 - 03:21 PM
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?
#4705 Posted 18 April 2013 - 03:25 PM
Bloodshot, on 18 April 2013 - 10:45 AM, said:
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.
#4706 Posted 18 April 2013 - 04:48 PM
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.
#4707 Posted 19 April 2013 - 05:10 AM
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.
#4708 Posted 19 April 2013 - 09:01 AM
This post has been edited by pmw: 19 April 2013 - 09:01 AM
#4709 Posted 19 April 2013 - 04:28 PM
#4710 Posted 21 April 2013 - 04:04 AM
A new wave effect, variable height and direction.
A bridge, idea re-hashed from older map.
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.