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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   Micky C 

  • Honored Donor

#5791

Cage is correct, except I used tile 3416.

You don't want to make the bottom too dark of course.

This post has been edited by Mickey C: 25 May 2014 - 12:07 AM

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User is offline   MetHy 

#5792

View PostMickey C, on 24 May 2014 - 07:58 PM, said:

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


I have, except in a WIP map by somebody
0

User is offline   Tea Monster 

  • Polymancer

#5793

It's done with sprites that are visible from one side only. The light beams are constructed so that only the inside faces are visible.
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User is offline   Stabs 

#5794

so anyone want to help me with my mission of turning D3D into a lightgun railgun shooter? pretty easy to make just be a rail camera systen, stops at some parts for some drastically reduced AI that takes waypoints

Ive got a poper aimtrak gun to do all the testing on and can code up the campaign ,i dare say we could have a nice build ready within 2 weeks. i just cant con code

This post has been edited by Stabs: 25 May 2014 - 04:57 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5795

Did this today... still need work...

Posted Image
7

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5796

Nice. From afar it looks just a tad blurry compared to the original. Perspective all looks good.
0

User is offline   Daedolon 

  • Ancient Blood God

#5797

Is that metal bar supposed to be bent upward like that? It starts off in unison to the green bit at first.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5798

That's the result of lazy shading.
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User is offline   OpenMaw 

  • Judge Mental

#5799

Posted Image

Alien Warrior test rotations on the new palette. (Up-rezzed the sprite so the preview is easier to see, originally 93 px tall.)

Need to do some slight recoloring on the original skin so that the head ridges and teeth are a bit more evident. Lighting tweaks, etc. The tail came out wonky in the rotations, but that's easy enough to correct. Posted Image

Quite pleased with how it came out. Posted Image It does have a bit of a Doom 64 vibe. http://img69.imagesh...2/doom64imp.png

This post has been edited by Commando Nukem: 25 May 2014 - 01:42 PM

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User is offline   Daedolon 

  • Ancient Blood God

#5800

View PostHendricks266, on 24 May 2014 - 08:37 PM, said:

masked walls


As long as the desired room height isn't too high, you can get away with just masked walls of 1220, except you can't get too much Y detail into it.

Attached Image: duke0048.png
1

User is offline   OpenMaw 

  • Judge Mental

#5801

Posted Image

Sleeping devil. Reworked the texture, and decided to go with a slightly higher resolution (this one is only rezzed up 200 percent, the previous one was up-rezzed 300 percent. At this resolution the details are bit clearer(plus new light and texture helps) without betraying the look i'm going for. Original vertical px size 83.

Here's the first frame from the previous one. Again, only uprezzed 200%. Original vertical px size is 122

Posted ImagePosted Image

Really hoping, in terms of animation and AI, to make these guys dynamic and fun. The pose above is admittedly a bit stiff, but it's all gonna come down to how everything comes together.
3

User is offline   Daedolon 

  • Ancient Blood God

#5802

That does look really cool.
1

User is offline   OpenMaw 

  • Judge Mental

#5803

Posted Image


Voxel-based terrain, based on the landscapes seen in Aliens. Still very much WIP, I don't have much experience with voxels. I've got five rock shapes so far, three based on the large phallic shapes, and two that are more generic rocks (those ones up front.) Also, pay no attention to the HUD as it is, will be changed drastically when I open up my own thread for this project...
2

User is offline   brullov 

  • Senior Artist at TGK

#5804

Here must be joke about mapping :s

This post has been edited by Artem Nevinchany: 29 May 2014 - 09:20 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5805

Fear the crayon launcher!

Posted Image

This post has been edited by Fox: 27 May 2014 - 12:52 PM

12

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5806

Very nice!

This post has been edited by MusicallyInspired: 28 May 2014 - 05:19 AM

0

User is offline   Micky C 

  • Honored Donor

#5807

I assume the rocket animates during reload? If so, that would be pretty cool.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5808

There is no animation when it shoots so you'd have to add it in.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5809

The missile moves each time you fire.
2

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5810

Sweet
0

User is offline   NNC 

#5811

View PostCommando Nukem, on 25 May 2014 - 04:43 PM, said:

Posted Image


Good for a brain test too. Clockwise or anticlockwise?

EDIT: Well, it's more obvious this time. The shadow girl is still a classic.

This post has been edited by Nancsi: 28 May 2014 - 11:06 AM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5812

Posted Image
10

User is offline   Jimmy 

  • Let's go Brandon!

#5813

Can I sex you, Fox?
0

User is offline   Daedolon 

  • Ancient Blood God

#5814

View PostFox, on 28 May 2014 - 11:39 AM, said:

Posted Image


Looks great but I think the animation should happen faster, as I think it looks like its firing way before the rocket is actually inside.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5815

That animation is from Duke 64.
1

User is offline   Gambini 

#5816

I agree with Daedolon, but it looks awesome anyway. Yet, the fact the rocket is fired from the center while the launcher comes from a side is very noticeable. I´d toy around with the idea of spawning the rocket from the side or maybe make a muzzleflash that hides its initial trajectory.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5817

I am only widescreening it...
0

User is offline   Gambini 

#5818

Additional value on quality never hurts. Right now it looks like the rocket comes from the fist. But well... Nevermind.
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User is offline   OpenMaw 

  • Judge Mental

#5819

Can't tamper with the Mona Lisa... EXCEPT TO MAKE IT WIDESCREEN. Posted Image


I kid, Fox, I kid. It looks great. Posted Image
2

User is offline   Micky C 

  • Honored Donor

#5820

The only problem is that the reloading animation is so cool that the player probably can't help but look at it instead of the enemies, leading to several unfair deaths Posted Image

IIRC it's not a simple matter to offset weapon fire and have it remain accurate through to infinity.
0

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