What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5611 Posted 24 March 2014 - 05:39 AM
soon you'll all have an eternity SDK with 100+ models with clipmaps and 100+ new textures with height / spec maps to play with
#5612 Posted 24 March 2014 - 10:10 AM
Involved a myospal xx xx xx xx xx xx
and a hidden sprite to make it work.
#5614 Posted 25 March 2014 - 02:00 PM
Can make a great soundtrack for a mod.
Maybe your future mod :0
#5615 Posted 25 March 2014 - 02:55 PM
#5616 Posted 25 March 2014 - 11:57 PM
Maarten, on 25 March 2014 - 12:45 PM, said:
Coming soon....
up the tempo, rock mix that shit and ill add it in DNE, flute would make some great wailing guitar
eh while we are posting tracks, check out this one, about 13 guitar tracks probably, mixed very randomly and reverse guitar, a journey
https://soundcloud.c...es/deckard-cain
#5617 Posted 28 March 2014 - 09:01 PM
typedef enum MenuType { Menu, Panel, Verify, Message, // used for episodes 2+ in the shareware Password, // used for Adult Mode FileSelect, // used for User Map } MenuType; typedef struct Menu_t { int32_t menuID; int32_t parentID; MenuType type; void *object; } Menu_t; // must be in ascending order of enums due to binary search static Menu_t Menus[] = { { MENU_MAIN, MENU_NONE, Menu, &M_MAIN, }, { MENU_MAIN_INGAME, MENU_NONE, Menu, &M_MAIN_INGAME, }, { MENU_EPISODE, MENU_MAIN, Menu, &M_EPISODE, }, { MENU_USERMAP, MENU_EPISODE, FileSelect, &M_USERMAP, }, { MENU_SKILL, MENU_EPISODE, Menu, &M_SKILL, }, { MENU_GAMESETUP, MENU_OPTIONS, Menu, &M_GAMESETUP, }, { MENU_OPTIONS, MENU_MAIN, Menu, &M_OPTIONS, }, { MENU_VIDEOSETUP, MENU_OPTIONS, Menu, &M_VIDEOSETUP, }, { MENU_KEYBOARDSETUP, MENU_OPTIONS, Menu, &M_KEYBOARDSETUP, }, { MENU_MOUSESETUP, MENU_OPTIONS, Menu, &M_MOUSESETUP, }, { MENU_JOYSTICKSETUP, MENU_OPTIONS, Menu, &M_JOYSTICKSETUP, }, { MENU_JOYSTICKBTNS, MENU_JOYSTICKSETUP, Menu, &M_JOYSTICKBTNS, }, { MENU_JOYSTICKAXES, MENU_JOYSTICKSETUP, Menu, &M_JOYSTICKAXES, }, { MENU_MOUSEADVANCED, MENU_MOUSESETUP, Menu, &M_MOUSEADVANCED, }, { MENU_JOYSTICKDEAD, MENU_JOYSTICKSETUP, Menu, &M_JOYSTICKDEAD, }, { MENU_RENDERERSETUP, MENU_VIDEOSETUP, Menu, &M_RENDERERSETUP, },
#5618 Posted 28 March 2014 - 09:05 PM
This post has been edited by Fox: 28 March 2014 - 09:05 PM
#5619 Posted 28 March 2014 - 11:43 PM
#5620 Posted 30 March 2014 - 04:16 PM
Revamping all the Mercs and going to redo the first map completely.
Edit:
Who's that handsome devil? Requires bit of polishing and bam!
This post has been edited by MrGlasses: 31 March 2014 - 02:48 PM
#5621 Posted 02 April 2014 - 07:08 PM
This post has been edited by Fox: 02 April 2014 - 08:51 PM
#5622 Posted 05 April 2014 - 10:41 AM
This post has been edited by pmw: 05 April 2014 - 10:42 AM
#5623 Posted 05 April 2014 - 11:02 AM
#5624 Posted 09 April 2014 - 01:39 AM
Here's a sneak peak.
Sorry its so damn dark, its brighter in game. I had to increase the brightness of the screenshot so you can actually see a bit more detail. I also was hoping to add some polymer lights to take care of the rest of those free thirty-two frames =P
I haven't really properly shaded or aligned any textures i'm just focused on seeing if I can get the architecture right. I'm hoping I can turn this building into a complete 3D model in Mapster using TROR. The player start location will start out side and Duke will need to figure out how to get inside to be forgiven for all his sins. Hence the map will be called Confession.map
This post has been edited by Paul B: 13 April 2014 - 01:31 PM
#5625 Posted 09 April 2014 - 08:43 AM
The Commander, on 02 December 2013 - 02:54 PM, said:
I can't believe you actually recorded that.
Anyway, I'm learning Mapster for Duke 3D right now and I'm working on recreating Chinese from Timesplitters as a DM map.
#5628 Posted 12 April 2014 - 03:16 AM
+ here is one wallpaper i made 'Revolution Parade'.
btw: do you know a better voxel editor than SLAB6
This post has been edited by Ivan Dragunov: 12 April 2014 - 03:26 AM
#5629 Posted 12 April 2014 - 03:27 AM
The art style seems a little off in that most of it is too solid-colour. Have you tried adding some random noise/variation in colour to the painted parts and seeing how that looks?
The model itself if pretty cool though, it's a shame a lot of the detail is lost due to the voxel resolution.
This post has been edited by Micky C: 12 April 2014 - 03:28 AM
#5630 Posted 12 April 2014 - 03:32 AM
#5632 Posted 12 April 2014 - 06:06 AM
#5633 Posted 12 April 2014 - 06:08 AM
Ivan Dragunov, on 12 April 2014 - 03:16 AM, said:
You can try, magicavoxel. It has a modern GUI. Set up the palette first. Then drag and drop a .kvx into the editor window to import it.
Otherwise there really are not many voxel editors. Maybe voxlap or sproxel may work for you but slab6 is the best.
Added: It looks like you are using poly2vox? If so I recommend working the model and skin as best as possible before editing the voxel in slab. Things like making the skin use the duke palette and adjusting small vertex flaws are simple and can save hours of work in slab6.
This post has been edited by Drek: 12 April 2014 - 06:21 AM
#5634 Posted 12 April 2014 - 07:45 AM
Mr. Alias Nameless, on 12 April 2014 - 04:56 AM, said:
That could be made into an HD version of Wolfenstein 3D first level.
This post has been edited by Fox: 12 April 2014 - 07:48 AM
#5635 Posted 12 April 2014 - 07:53 AM
Ivan Dragunov, on 12 April 2014 - 06:06 AM, said:
I was on my phone earlier and couldn't see your attached thumbnails. You are using poly2vox. I highly recommend working out details in the poly model then export a final product to the voxel. If it needs editing just keep working the model and skin, re-run poly2vox until the voxel looks right, or close at least. Do final details in slab6. Lighting can be baked into the skin via a 3d modelling program, I use Blender.
#5636 Posted 12 April 2014 - 07:55 AM
Drek, on 12 April 2014 - 07:53 AM, said:
ok thanks, i'll try
#5637 Posted 12 April 2014 - 08:18 AM
Fox, on 12 April 2014 - 07:45 AM, said:
I hope its an insane asylum map with inmates jumping out around corners. IIRC this was also going to use the flashlight mod. Should be good stuff.
This post has been edited by Mark.: 12 April 2014 - 08:19 AM
#5638 Posted 12 April 2014 - 08:46 AM
Mr. Alias Nameless, on 12 April 2014 - 04:56 AM, said:
are you making a mod based on Asylum, Outlast
This post has been edited by Ivan Dragunov: 12 April 2014 - 08:47 AM
#5639 Posted 12 April 2014 - 10:48 AM
Ivan Dragunov, on 12 April 2014 - 08:46 AM, said:
never seen it
#5640 Posted 12 April 2014 - 07:40 PM
For the AMC TC level, jungle that leads to a base.
For my mod, Working on (not really a level) but rather a huge view of the planet's surface when our ship launches before the artificial planet explodes. (probably one of coolest trick in my mod after the explosion)