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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   The Commander 

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

#5821

View PostCommando Nukem, on 25 May 2014 - 08:29 PM, said:

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...

Posted Image
I stopped working on this ages ago though.

This post has been edited by The Commander: 29 May 2014 - 12:29 AM

2

#5822

Posted ImagePosted Image

sorry for my english

This post has been edited by Mblackwell: 29 May 2014 - 04:44 PM
Reason for edit: Removed the URL portions so people can actually expand the images.

7

User is offline   Daedolon 

  • Ancient Blood God

#5823

Very moody, nice work.
0

User is offline   OpenMaw 

  • Judge Mental

#5824

View PostThe Commander, on 29 May 2014 - 12:29 AM, said:

Posted Image
I stopped working on this ages ago though.


Do you ever plan to continue it? If not, i'd love to as least take a look at what you did get done. Looks like you did a pretty good job. Posted Image

View PostMr. Alias Nameless, on 29 May 2014 - 11:03 AM, said:

Posted Image

sorry for my english


Good use of lighting and atmosphere. Is that rain on the window? Posted Image
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5825

Good job. But with the screen dark like that you would be fine with a white font.
2

User is offline   Gambini 

#5826

View PostMr. Alias Nameless, on 29 May 2014 - 11:03 AM, said:

Posted ImagePosted Image

sorry for my english


Are you NIK?
1

User is offline   Micky C 

  • Honored Donor

#5827

Looks pretty modern. Too bad polymer doesn't have global illumination (yet?)

Makes the lighting much more natural:


2

#5828

View PostCommando Nukem, on 29 May 2014 - 11:50 AM, said:

Good use of lighting and atmosphere. Is that rain on the window? Posted Image

This is animated sprite, look very cinematic


View PostGambini, on 29 May 2014 - 02:25 PM, said:

Are you NIK?

Im not :)

This post has been edited by Mr. Alias Nameless: 29 May 2014 - 08:46 PM

1

User is offline   The Commander 

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

#5829

View PostCommando Nukem, on 29 May 2014 - 11:50 AM, said:

Do you ever plan to continue it? If not, i'd love to as least take a look at what you did get done. Looks like you did a pretty good job. Posted Image

99.9% I wouldn't continue you it, but I will just put here what I did do in case someone finds some use for it.
I was using Ninja Ripper to extract the textures/sprites from the game, didn't get a lot done. Also the intro video plays at double the speed. Something I couldn't seem to fix with the ivf video file.

Installation:
Extract the RAR
Put your duke3d.grp into the Alien Trilogy folder.
Run Alien Trilogy.bat
Get disappointed

https://www.dropbox....n%20Trilogy.rar
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5830

Posted Image

Awwwwww yeah.
5

User is online   Mike Norvak 

  • Music Producer

#5831

Feeling bad about mapping and not to doing homework :)

Attached Image: duke0011.png
Attached Image: duke0013.png
Attached Image: duke0014.png
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#5832

:)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5833

That last screenshots has a nice atmosphere.
2

User is offline   oasiz 

  • Dr. Effector

#5834

I haven't touched Duke3D mapping in years, finally got inspired to start a rather gritty "80s/90s" sci-fi dystopic --whatever kind of map.
Going for the earlier Lameduke-era vibes a bit with the rusty look by using more obscure palette/texture combinations.

Posted Image

More materials, I update as I go.
11

User is offline   Cage 

#5835

View Postoasiz, on 01 June 2014 - 06:54 PM, said:

Going for the earlier Lameduke-era vibes a bit with the rusty look by using more obscure palette/texture combinations.


Hey, this really looks Lamedukish - the atmosphere is pretty nice and the look is quite original!
1

#5836

working on a mech sprite(model rip), too bad i won't be able to get rotations, but at least i got a cool avatar

Posted Image
Posted Image
2

User is offline   OpenMaw 

  • Judge Mental

#5837

View Postoasiz, on 01 June 2014 - 06:54 PM, said:

I haven't touched Duke3D mapping in years, finally got inspired to start a rather gritty "80s/90s" sci-fi dystopic --whatever kind of map.
Going for the earlier Lameduke-era vibes a bit with the rusty look by using more obscure palette/texture combinations.

Posted Image

More materials, I update as I go.


I can already hear FASTWAY. Posted Image
0

User is offline   Gambini 

#5838

View Postoasiz, on 01 June 2014 - 06:54 PM, said:

I haven't touched Duke3D mapping in years, finally got inspired to start a rather gritty "80s/90s" sci-fi dystopic --whatever kind of map.
Going for the earlier Lameduke-era vibes a bit with the rusty look by using more obscure palette/texture combinations.

Posted Image

More materials, I update as I go.


That looks very original and cool!
2

User is offline   Micky C 

  • Honored Donor

#5839

Which tile is that grey wall texture?
0

User is offline   Daedolon 

  • Ancient Blood God

#5840

The main one is #3410-#3412
0

User is online   Mike Norvak 

  • Music Producer

#5841

It is awesome how even if I can recognize every single tile from that shot, it still appears as a whole new set to my eyes, probably ripped from lame duke. Wonderful!
--------

Gears!
Attached Image: duke0012.png
5

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5842

The level is awesome, but the HUD is a mess, sorry.
0

User is online   Mike Norvak 

  • Music Producer

#5843

View PostFox, on 02 June 2014 - 06:00 PM, said:

The level is awesome, but the HUD is a mess, sorry.


Hired!

I have nothing to do with the hub :)

If you want to help with coding the door is open :)

BTW everything is still wip, (since the last 2 years) so nothing seen will be released as it is.

This post has been edited by Mike Norvak: 02 June 2014 - 06:18 PM

0

User is offline   oasiz 

  • Dr. Effector

#5844

Thanks for the comments !

It uses mostly what Daedolon said along with #229/225 for the "neon" stripes. Everything you see is just stock "1.5" textures with just less common palette combinations.
Most recently I also added a bit of #870 to the mix to change things a bit (subway car texture). This is a bit of a risky visual style but I wanted to try something I've had in my head for a while.
One ingredient is palette 21/24 which helps with the rusty look I have in places. The red with 24 is kinda bright but you can compensate for it by using lower shade values on the wall.

Also, nice pics Mike!


EDIT: Some new shots, Somewhat figured out game play stuff and order for things for now.
- Subway security control which IDs people, since everything is supposed to go wrong in games, Duke won't really be passing this one without some issues.
- You heard it in here first, In the dystopic future, night clubs will have fusion reactor bolts for decoration and use push buttons as bar tables.

Like last time, rest of the shots and WIP .map for poking around is available in HERE

Posted Image

I don't really expect to win any awards with this one, I mostly hope that any of this can be inspiration for others :)
Beware that the .map has many placeholder things as no effects have been implemented in yet.

Edit#2: Another one:
Posted Image

This post has been edited by oasiz: 04 June 2014 - 02:42 PM

5

#5845

i'm back on the tanks, but this time ww2 era
fear the HETZER!!!!!!!!!!!!!!! !!!!!

Posted Image
Posted Image
Spoiler

3

#5846

hetzer is finally done and can be downloaded here

Posted Image

almost done m4 sherman

Posted Image

EDIT: and snowman, dumpster ( i test them on 'amc tc' to make sure they fit the atmosphere

Posted Image

Posted Image

This post has been edited by ☭ Ivan ☭: 08 June 2014 - 05:17 AM

8

User is offline   oasiz 

  • Dr. Effector

#5847

Since there is no generic Effects & "build porno" thread I'll just slap this in here:
Some sector effector inspiration


Shows three effect concepts that could provide useful for doing some unique things.

First one: UFO Death ray that follows the player, utilizes the buggy and undocumented SE5, Thought of way to put it to good use with little to no bugs. It's kinda tricky to work with. This could be improved to be even better but I just wanted to try out the potential.

Second: Duke vs. Bigorbit sprinkled with some subway on top. A "safe" box that you can enter from platforms and it eats in to another sector slightly but provides a rather cool way to travel around.

Third: Unfinished, Fat commander encounters that are triggered, the commanders enter a "invisible" box in the parallax sky where you can see them but they cant attack you. Imagine being surrounded and these popping out one at a time and fleeing away, with proper timing and hitag separation, this could be faked to look like the commander is following the player around going up/down between areas.

All of these would fit in a section without any weapons.

This post has been edited by oasiz: 08 June 2014 - 11:49 AM

6

User is offline   Wolf 

#5848

View Postoasiz, on 08 June 2014 - 11:48 AM, said:

Shows three effect concepts that could provide useful for doing some unique things.


I could see the first demo as also being used in a sort of spotlight effect, triggering some CON effects if the player is detected. Very cool!
0

User is offline   Micky C 

  • Honored Donor

#5849

I've always been tempted to use the SE5 effect somehow. (It'd be even better if it actually carried other SEs like teleporters and shooters, but it doesn't). How did you get rid of the glitches?

Edit: Good stuff Ivan!

This post has been edited by Mickey C: 08 June 2014 - 06:16 PM

0

User is offline   oasiz 

  • Dr. Effector

#5850

Lots and lots of masking ^_^
The glitches are still in there and alive.

The roof likes to glitch out so I just put it really high, the sparks that come out come from the actual SE sprite -> throw it as high as possible.
Since it doesn't carry anything else, putting purple lava or bigorbit as the floor texture will give it a meaning. Parallax also seems to help with the glitching and option B is to PAL4 the floor (or shade it to black).

ufo.map - for reference.

The locators need to be really tactically placed out in order to avoid it going in circles, it still likes to follow some sort of an incremental order.
Size of the sector is pretty tricky and it seems that the radius of the "beam" in this case has to be correct in relation to the distance between the locators. More time with proper placement can make this work out a lot nicer I believe.
There is also a risk that it can freak out if the locators make it go outside of the sector.

While this was a rather crude prototype, I know a lot can be done.
What I can see this working with is something similar to this concept, tall sprited buildings on both sides and a cramped alley that snakes around while the bream of death follows the player around who has to run fast and perhaps even manage over/under some obstacles.
0

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