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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   Jblade 

#5761

They probably just didn't think they could do it at the time of development. Plutonium pack is a bit more ambitious with special effects in general.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5762

But the effect is not more complicated than the rocket being destroyed.
1

User is offline   Jblade 

#5763

you realise you're talking with the benefit of hindsight right? We know it wasn't hard to do now, but back then they either didn't think it would of been possible, or just not possible to do effectively and convincingly.
2

User is offline   OpenMaw 

  • Judge Mental

#5764

Just breaking it down in my head I have a hard time seeing how you could do it without the use of room over room or something. (Like doing it as a pre-rendered anim.)

Just going by the premise of keeping the effect the same, except that instead of blowing up Duck Dodgers style, it goes up into the sky. Well, it would have to be a rising ceiling, right? Pulled down to the ground from the sky and then made up like a rocket? well, you can't have the tail fins on it, or the nose cone, because those are features you're able to fake via building it up out of the ground.

Am I making any sense?
0

#5765

View PostFox, on 13 May 2014 - 06:14 AM, said:

I don't know why they went on with blowing the rocket. They should have made it launch like in Area 51 ending.

But why would Duke want to launch the rocket? Since the facility was taken over, it seems the aliens intended on using it for their own nefarious purposes (hence the alien graffiti covering the "USA" signs on the rocket). Hence, Duke aborted the launch to thwart their evil schemes, whatever they may have been,

In Area 51, he launches the two rockets to destroy the mothership blowing up Duke Burger.
5

User is offline   oasiz 

  • Dr. Effector

#5766

Thanks for the comments ! :)

I noticed that I fucked up the end bit of E1L6, that has been fixed now (One missing image, wrong text).

If there are any things that I missed, let me know so that I can add them.
Although I will keep this free from just purely visual changes/fixes as there are already many texture shifts and shading changes I left out purposefully.
0

#5767

I can no longer access that beta comparison site :)

It worked the first two time I got there to see the first two levels and a few hours later it became absolutely impossible.

It's realy interessting though, it's a great idea since it's more complete than what I saw on the DukeWiki but I'd like to be able to access it again, it always tells me that the adress can't be found, it sometimes told me connexion had been reset but that was out of an attempt to access it via "offline mode" since I remember being able to do this on sites and pages I had visited at least once.

Any idea on how I could go back on it ?
I'd like to see the rest, mostly for E1L4 I loved this level and its soundtrack ^^
0

User is offline   oasiz 

  • Dr. Effector

#5768

My ISP had some major issues today with connectivity, I already contacted them about this.
When my shift ends later today, I will try to restart my router once again.

I've had random issues for the past month so it might also be unrelated to the major fault.

As I host it in my home box, it dies along with my connection :)

EDIT: Speak of the devil, the site should now be accessible again. Didn't require a router reboot this time! :)

This post has been edited by oasiz: 14 May 2014 - 07:20 AM

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#5769

What ? it is hosted in your home box ?

I thought such things were hosted by the main site itself O_o

In the end I'll hardly understand since my informatic skills don't cover anything about the internet's way of displaying pages (only the fact php generates html that's all I know).

Anyway now I see it's not my computer's fault I'll be patient ^^
And good luck on this project if it's not already 100% done !
0

User is offline   OpenMaw 

  • Judge Mental

#5770

Posted Image

Sprite work for an upcoming Duke The Series episode. San Francisco assets.

This post has been edited by Commando Nukem: 14 May 2014 - 08:48 AM

3

User is offline   pmw 

#5771

I've again lost my motivation with my episode. But here's some crappy timelapse of my latest working:


2

User is offline   OpenMaw 

  • Judge Mental

#5772

In between banging my head over code related matters I decided to also work on some sprites.

The standard issue sidearm of the United States Colonial Marines. VP70

Posted Image


Needs a bit of work, this is just a first go. Lighting is a bit off. The hand in the idle and shooting frames needs more definition. Going for a bit of a Doom 64 look to the sprites. The project this goes into I want to have entirely custom weapon animation setup. Hence, more frames in here then Duke's stock pistol.
6

User is offline   Micky C 

  • Honored Donor

#5773

Are you sure it's a good idea for the gun to cast a shadow on the hand like that? In areas without light sources it wouldn't make any sense.
0

User is offline   Daedolon 

  • Ancient Blood God

#5774

View PostMickey C, on 23 May 2014 - 06:27 PM, said:

Are you sure it's a good idea for the gun to cast a shadow on the hand like that? In areas without light sources it wouldn't make any sense.


I like it. Especially if you have lots of contrast in lighting and have the surrounding lights affect the hand, the shadow would disappear enough to make it look good imo.
0

User is offline   OpenMaw 

  • Judge Mental

#5775

Yeah, like I said i'm going for a Doom 64 kind of look to the style.(Which isn't really "style" it's just what you get when you use computer graphics.) My goal is to have it looking something like this

Posted Image


Need to shorten the shadow up a bit. Posted Image
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5776

The weapon should have more contrast in the lighting. Also you could use a more interesting weapon, with more shapes.
0

User is offline   Tea Monster 

  • Polymancer

#5777

Also, the light seems to be coming from above and slightly in front of the player in the Doom 64 shot. The light you have on yours seems to come from nearly directly in front of the weapon.
0

User is offline   OpenMaw 

  • Judge Mental

#5778

Yeah. The first test was just to get down color and animation, more or less how I wanted it. Need to add a bit more motion to the kick back on the gun (and, of course, add in light for the eventual muzzle flash.)


View PostFox, on 24 May 2014 - 01:15 AM, said:

The weapon should have more contrast in the lighting. Also you could use a more interesting weapon, with more shapes.


It's more down to the lighting than the weapon design. I need to tweak the texture to bring out a better contrast, smooth out some of the more nitty gritty details that just end up coming out noisey, and tweak the lighting.

Posted Image

The VP70 is the weapon i'm intending to represent there. Right down to the exact sound FX from Aliens.

RAW SOUND(NOTE that 'RAW' means I have not balanced, or removed background noises) :
http://dl.dropboxuse.../VEEP%20RAW.wav


I may have to go with an angled pistol after all, since it gives the weapon a little more interest.

This is a version I did which predates the animation up there, but it's in a more familiar Duke3D style angle.
Posted Image

This post has been edited by Commando Nukem: 24 May 2014 - 06:18 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5779

Widescreened, a little too big...

Posted Image

This post has been edited by Fox: 24 May 2014 - 06:31 PM

2

#5780

Zomg
1

User is offline   OpenMaw 

  • Judge Mental

#5781




Spoiler


Yeah, I water marked it. Posted Image Pick up sprites are unlikely to be used. I'm thinking I might do scenery and such with voxels and voxel conversions.
4

User is offline   Micky C 

  • Honored Donor

#5782

To my knowledge I have never seen a volumetric lighting effect pulled off like this, at least in a vanilla Duke map.

A rep point to whoever figures it out :)

Posted Image

This post has been edited by Mickey C: 24 May 2014 - 07:58 PM

2

User is offline   Hendricks266 

  • Weaponized Autism

  #5783

TROR with masked walls for the upper part.
1

User is offline   Micky C 

  • Honored Donor

#5784

Nope. Besides, how would I get the gradient with masked walls like that?
0

User is offline   Jblade 

#5785

I'm gonna take a wild guess and say you used one of the unused sky tiles with a pal of 12/13 :)

edit: nope I'm wrong!

This post has been edited by James: 24 May 2014 - 11:11 PM

0

User is offline   Gambini 

#5786

It´s been a while since last time i used mapster but i believe they´re tile 193 or 194?

They aren´t additive like your shot but you may be using Lezing´s ExtCLUT palettes (in which case it doesn´t qualify as vanilla duke).
0

User is offline   Micky C 

  • Honored Donor

#5787

Nope and nope.

Completely vanilla Posted Image
0

User is offline   Gambini 

#5788

I know then, it´s layers of thin trim sprites (probably something like 1193) with gradually darker shadings. you have one "column" per side of the lighting fixture.
0

User is offline   Cage 

#5789

I'd say it's a bunch of #199 sprites, scaled down Y-wise with a transparency and each one has a progressively larger shade value.

I've managed to do something similar, but the illusion breaks at an angle - your light rays are a lot longer though, hmm...

Attached thumbnail(s)

  • Attached Image: lightray.jpg


This post has been edited by Cage: 24 May 2014 - 11:43 PM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5790

Probably tile 3375-3378, you can see some blackening at the bottom of the light under the crosshair.
0

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