What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5731 Posted 06 May 2014 - 08:59 AM
Enjoy: Lameduke and Atomic maps SVG'fied -- someone might find these useful, compared to the previous ones, these have sprites.
e4l9_vs_n2 is a preview on how comparison works like. This picture is from LD vs. atomic "Derelict level"
Edit: Also I guess I should link this one as well. It's still under work but I wanted to do a small documentation on lameduke's maps, areas and such. Getting this game running these days is hard enough as it is.
So if you ever wanted to know more on what Lameduke had, this is one option to learn more.
This post has been edited by oasiz: 06 May 2014 - 09:14 AM
#5732 Posted 06 May 2014 - 07:39 PM
My first voxel model, yay! .. Of course it's a conversion of a model, so it's not nearly as impressive by any stretch.
#5733 Posted 07 May 2014 - 11:42 AM
#5735 Posted 07 May 2014 - 11:53 PM
#5736 Posted 08 May 2014 - 12:08 AM
This post has been edited by Fox: 08 May 2014 - 12:09 AM
#5737 Posted 08 May 2014 - 12:12 AM
#5738 Posted 08 May 2014 - 03:18 AM
This post has been edited by Ivan Dragunov: 08 May 2014 - 03:58 AM
#5741 Posted 09 May 2014 - 04:02 PM
Worked on a boss, probably the most complicated boss I've ever made soo far.
Those type of boss as it grows weaker it changes behavior.
very challenging boss too, it moves a lot.
#5742 Posted 10 May 2014 - 02:12 AM
1 . path sprites for the rail.
2 . stop points for the shooting.
3. shooting would have to be a crosshair that moves like a cursor freely around a locked screen
3 . stayput spawning monsters (???) AI paths, rebalanced health so most die from one shot (2 shots for Pigs or lizmen, 3 for commanders & octas.
4 . DMG would work on threat level, more monsters on screen the higher chance you have of taking dmg, also monsters with a reticule around them indicate they are targeting you for a guaranteed shot so you would need to kill them first
5 . pickup items/weapons by shooting them, rules out freezer and shrinker tho, pistol would be the default weapon with unlimted ammo, no HUD weapon, just weapon type icon in the corner.
6. 1-UP system, points scoring, game over system
#5743 Posted 10 May 2014 - 02:20 AM
Stabs, on 10 May 2014 - 02:12 AM, said:
You could have a freezer that's like DNF's regular freezer, like a long stream; and once enemies are frozen they fall apart in pieces by themselves after a second or two.
Like this players would be moving the stream around the screen and see enemies fall one after the other!
Anyway sounds like a lot of fun, go for it. You could have babes players have to save like in House of the Dead except with Duke Nukem babes!
This post has been edited by MetHy: 10 May 2014 - 02:22 AM
#5744 Posted 10 May 2014 - 03:01 AM
Duke Nukem. Retrofitting and updating from Cataclysm for "Project X." New skeleton rig including eyebrows and mouth. Trying to bulk up his muscles a bit. Made his torso more of a V shape, made his upper arms bigger. Reworked the web-gear slightly as a result. Going to do some recoloring to make him more in line with the Duke Nukem 3D statue/Box art (darker pants, slightly green tint to the web gear. black belt buckle with gold highlight, gonna strip off his gloves.)
Shoutout to Bloodshot. You really did a great job on tweaking this model.
Slightly NSFW (But censored) babe:
https://dl.dropboxus...uke%20test2.mp4
Loaded up the Cataclysm Duke model into 3D Studio Max yesterday. Learning the ropes. Not sure what is causing the shading errors/flickering. Learning as I go. (If anyone has any idea what causes that, please share! ). Mostly playing with animation and posing. 3DS Max is infinitely better at this than anything else i've ever used. I don't know why I was so afraid of this program. Seeing the results of your work right away and getting used to where everything is, is going much faster than I expected.
Bloodshot's incredible "DNF 01" Octabrain given a 3DS treatment:
Was playing with some material types here. Self illumination and reflection seem to play off each other. There's hints of the octabrain's eyes actually glowing off the rest of it's surface, and in motion you can see that looping mov of Elexis reflecting off the side of it's head. Very cool. Lots of neat things. The brain isn't rigged to a skeleton, so he just sorta floats around for now.
#5745 Posted 10 May 2014 - 03:06 AM
#5746 Posted 10 May 2014 - 03:11 AM
Mickey C, on 10 May 2014 - 03:06 AM, said:
Yeah. I was told to cease. That's pretty much the extent of what I want said on the matter. Some people were feeling compelled to start a war of sorts over it. It's just not worth it. I'm salvaging the resources to be used in another project. A couple of people put in a lot of hard work and they deserve recognition. Bloodshot, especially, worked his ass off on both the mapping and modeling front.
So, my machinima works have never been an issue. Duke The Series has been enjoyed by several Duke related illumni, including JSJ. So that's where i'm taking that stuff. The project, as far as a mod is concerned, is kaput, i'm afraid. I'm contemplating doubling up, in the future, and doing a Duke Nukem Eternity styled mod with the resources we made. We had a whole new set of weapon models which would plug into Eduke32 quite nicely.
#5747 Posted 10 May 2014 - 04:42 AM
well i can't code to save my life, but if anyone wants to make the con I am more than happy to at least start turning the best 3 maps from ep 1 into a rail shooter version, you could have optional paths in e1l1, alley or blow open the ticket booth, circle stairs or bathroom vent to get the projection room, I think its a really interesting idea haven't really seen it been done in that fashion before.
also would need a timer to keep you moving, life penalty's for fucking around, you would just have default 5 hit points, start with 0 lives but can discover them so you won't loose your score if you die, it would be about striving for that perfect 5hp no lives lost rating/score at end game. I was thinking keep it a simple run, convert the best 3 maps from each episode and finish on a small boss lvl like the old school arcade shooters, its about challenge and instant gratification while still being fair if you just wanna hop in and blow some aliens away.
just a mock shot in mapster
This post has been edited by Stabs: 10 May 2014 - 05:08 AM
#5748 Posted 10 May 2014 - 09:01 AM
Also, Duke has something to say:
I also think I know what those arm glitches are. They are a lack of proper vertices holding the arms on. AH-HAH... Oops.
#5749 Posted 10 May 2014 - 08:53 PM
Commando Nukem, on 10 May 2014 - 03:11 AM, said:
So, my machinima works have never been an issue. Duke The Series has been enjoyed by several Duke related illumni, including JSJ. So that's where i'm taking that stuff. The project, as far as a mod is concerned, is kaput, i'm afraid. I'm contemplating doubling up, in the future, and doing a Duke Nukem Eternity styled mod with the resources we made. We had a whole new set of weapon models which would plug into Eduke32 quite nicely.
Sorry to hear. I was much looking forward to it. But do you think you please could PM me the password to get into the Cataclysm forum? I'm VERY interested to see the progress that was made before it was cancelled. Thanks.
#5750 Posted 11 May 2014 - 08:30 PM
Fixed Duke's arms. Still struggling to understand lighting, shading, etc... Those harsh lines on the model don't exactly conform to the faces, so i'm not sure what I need to do to fix it. Maybe increase the number of samples? Also, playing with Volumetrics and all the other fun effects available.
I need a lot of "extras" for some of my scenes. Pulling from stock CS 1.6 and CS CZ to maintain the same style and look, I have also taken it upon myself to model... Myself. If anyone else would be interested in playing an extra, send me a PM and i'll tell you what I need from ya.
#5751 Posted 12 May 2014 - 05:48 AM
#5752 Posted 12 May 2014 - 10:39 AM
Check out: 1.0 vs. 0.99 comparison
It's not perfect and might have some render bugs (and definitely bad grammar), but it works on my chrome / winphone IE / IE11.
Goal is to improve the layout a bit in the future as I learn more and more web coding.
But the content is there.
Keep in mind that it focuses mostly on geometry and more major game play changes instead of documenting every texture shift along with item swaps
#5754 Posted 13 May 2014 - 05:45 AM
oasiz, on 12 May 2014 - 10:39 AM, said:
Check out: 1.0 vs. 0.99 comparison
It's not perfect and might have some render bugs (and definitely bad grammar), but it works on my chrome / winphone IE / IE11.
Goal is to improve the layout a bit in the future as I learn more and more web coding.
But the content is there.
Keep in mind that it focuses mostly on geometry and more major game play changes instead of documenting every texture shift along with item swaps
It is BEAUTIFULFANTASTICAMAZING! Shared with the russian Dukers
#5755 Posted 13 May 2014 - 06:07 AM
oasiz, on 12 May 2014 - 10:39 AM, said:
Check out: 1.0 vs. 0.99 comparison
Great stuff. The difference in Launch Facility is quite shocking. Perfectly understandable that they chose to scale down on things though.
#5756 Posted 13 May 2014 - 06:09 AM
#5757 Posted 13 May 2014 - 06:14 AM
#5758 Posted 13 May 2014 - 06:22 AM
Fox, on 13 May 2014 - 06:14 AM, said:
Would have been cool, though i'm not sure they could have pulled that off with the level of detail they wanted on the rocket itself. (The fins and nose of the rocket for example.)