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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   Stabs 

#5611

so here is some textures with spec/height maps for DNE thanks to roma

Attached Image: eduke32 2014-03-24 20-10-52-90.png

Attached Image: eduke32 2014-03-24 20-10-27-09.png

soon you'll all have an eternity SDK with 100+ models with clipmaps and 100+ new textures with height / spec maps to play with
4

User is offline   Zaxtor 

#5612

Working on a countdown timer for my mod.
Involved a myospal xx xx xx xx xx xx
and a hidden sprite to make it work.
1

User is offline   Maarten 

#5613



Coming soon....
5

User is offline   Zaxtor 

#5614

Beautiful.

Can make a great soundtrack for a mod.
Maybe your future mod :0
1

User is offline   Gambini 

#5615

My finger whent through the like button of how hard i pushed it
0

User is offline   Stabs 

#5616

View PostMaarten, 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
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5617

A sample:

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, },

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5618

Is the menu "uglification" just about cleaning the code, or there going to be differences?

This post has been edited by Fox: 28 March 2014 - 09:05 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5619

It will support mouse/touch for one. There will be some changes to the look and feel of the menu where it's particularly crappy now, but I'm not changing the content right now. However, this will make it easier to change things, and it will make it much easier for TX to disable options that are irrelevant to the Android port.
0

User is offline   Jenz/Amaka 

#5620

Decided to dig out from my grave and start working on Direct System Episode again. All that feedback from my thread was informative as hell, thanks.

Revamping all the Mercs and going to redo the first map completely.
Posted Image

Edit:

Who's that handsome devil? Requires bit of polishing and bam!
Posted Image

This post has been edited by MrGlasses: 31 March 2014 - 02:48 PM

6

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5621

delete

This post has been edited by Fox: 02 April 2014 - 08:51 PM

0

User is offline   pmw 

#5622

Some timelapse-crap by me:

This post has been edited by pmw: 05 April 2014 - 10:42 AM

3

User is offline   Kyanos 

#5623

I love watching timelapse mapster building. Davox has done a couple I watch from time to time. IMO more people should do this stuff, it'll help beginners pickup on some of the mapping techniques.
1

User is offline   Paul B 

#5624

Well... its hard to believe about 4 days ago I decided to take a real life building that I see every week and convert it into a Duke Map format. This is my new project. It will not have aliens or guns but it will be a switch puzzle map that is based and scaled and designed after a real building. I didn't think it was going to turn out well because of the complexity of the structure but so far i've got the main area figured out. This will be a polymer map only.

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

Attached thumbnail(s)

  • Attached Image: Church2.jpg
  • Attached Image: Church1.jpg


This post has been edited by Paul B: 13 April 2014 - 01:31 PM

6

User is offline   Hool 

#5625

View PostThe Commander, on 02 December 2013 - 02:54 PM, said:

WheatleyNukem aka TheGFreeman gets confused sometimes as video shows. :)




Posted Image

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.
0

User is offline   The Commander 

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

#5626

I can't believe you just bumped that...
3

#5627

Т-90МС voxel (work in progress)
7

#5628

well, at least some progress. shall i add oil tanks on the back side and remove the machine gun? i want to make it look like the T-95 model
+ 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

0

User is offline   Micky C 

  • Honored Donor

#5629

Nice work. If you're intending it for the AMC TC, make sure that the tank's body and turret are 2 seperate voxels.

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

0

User is offline   Gambini 

#5630

My advice is to bake the lights of SLAB6 (options > burn shaded colors) from one side and then mirror it. That´s an easy and very effective way to give it some depth.
0

#5631

Posted Image
4

#5632

can someone tell me how to stretch for exemple this voxel. i can do it in mapster32, but i need a ready voxel
1

User is offline   Kyanos 

#5633

View PostIvan Dragunov, on 12 April 2014 - 03:16 AM, said:

btw: do you know a better voxel editor than SLAB6

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

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5634

View PostMr. Alias Nameless, on 12 April 2014 - 04:56 AM, said:

Posted Image

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

0

User is offline   Kyanos 

#5635

View PostIvan Dragunov, on 12 April 2014 - 06:06 AM, said:

can someone tell me how to stretch for exemple this voxel. i can do it in mapster32, but i need a ready voxel

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.
0

#5636

View PostDrek, on 12 April 2014 - 07:53 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.

ok thanks, i'll try
0

User is offline   Mark 

#5637

View PostFox, on 12 April 2014 - 07:45 AM, said:

That could be made into an HD version of Wolfenstein 3D first level.

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

0

#5638

View PostMr. Alias Nameless, on 12 April 2014 - 04:56 AM, said:

Posted Image


are you making a mod based on Asylum, OutlastPosted Image

This post has been edited by Ivan Dragunov: 12 April 2014 - 08:47 AM

0

#5639

View PostIvan Dragunov, on 12 April 2014 - 08:46 AM, said:

are you making a mod based on Asylum, Outlast


never seen it
0

User is offline   Zaxtor 

#5640

Working on a level for AMC TC and my mod at same time.

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)
1

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