Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 362 Pages +
  • « First
  • 199
  • 200
  • 201
  • 202
  • 203
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

#6001

Except visibility is a sector attribute and can't be applied to walls individually.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6002

He didn't implied it could.

Edit: setting a negative shading for the walls seems to be working, despite that I haven't predicted using it.

This post has been edited by Fox: 03 August 2014 - 02:56 AM

0

#6003

 Micky C, on 01 August 2014 - 11:59 PM, said:

my 1998 map from the DNF map

Posted Image
0

User is offline   TerminX 

  • el fundador

  #6004

I had an epiphany while I was taking a shit this morning.

Posted Image
7

User is offline   Hendricks266 

  • Weaponized Autism

  #6005

Shaded:

Posted Image
0

User is offline   The Commander 

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

#6006

It's still lacking something in my opinion.
0

User is offline   Mark 

#6007

yeah, it lacks shading
0

User is offline   Kyanos 

#6008

Maybe overlay opposite gradients on each half?? I dunno, but I agree it's still lacking. Looking good though.
0

User is offline   Mark 

#6009

For a quick test I wrapped the texture around a 3D ball model.

Attached thumbnail(s)

  • Attached Image: swlogo.png
  • Attached Image: swlogo2.png


This post has been edited by Mark.: 03 August 2014 - 11:35 AM

1

#6010

AK-47
Posted Image

Saiga-12
Posted Image

FN FAL
Posted Image
5

User is offline   TerminX 

  • el fundador

  #6011

The camera view jerking is way too much there... it feels unnatural, because actual human vision does all kinds of correction for sudden movements. Just like when you're in a car going down a road that hasn't been maintained in years, discharging a firearm multiple times in quick succession doesn't knock your vision away from your focal point. I wouldn't ditch the effect entirely, but I would limit it to only slight alteration of the angles.
2

User is offline   OpenMaw 

  • Judge Mental

#6012

I'd say the effect looks alright with the Saiga-12, but the other two are way too intense.
0

User is offline   Mblackwell 

  • Evil Overlord

#6013

The logo needs stronger highlights to accent the curvature.
0

User is offline   Jimmy 

  • Let's go Brandon!

#6014

I always thought that CyberKeef looked like the giant Ivan Ooze from the Power Rangers movie.
0

#6015

different angle

AK-103 (warface)
Posted Image
Posted Image

This post has been edited by Ivan Jäger: 03 August 2014 - 11:14 PM

0

User is offline   Mblackwell 

  • Evil Overlord

#6016

Shift the muzzle flash to the right a bit.

Edit: I checked my own mods that have a similar view shift effect and the differences are
1) I never tilt the screen.
3) The view always shifts in the same direction and it's never more than a small shift so your focal point never changes.

I think if you just halve the intensity that would go a long way to improving how jarring it appears.
0

User is offline   Mike Norvak 

  • Music Producer

#6017

Yeah I think that what should move is the crosshair not player view.
0

User is offline   The Commander 

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

#6018

The guns shouldn't even give off a muzzle flash like that, it's way to big.
0

User is offline   Mblackwell 

  • Evil Overlord

#6019

Eh that part's not so bad. It's a stylistic choice. They should probably be given a transparency bit however.

View PostMike Norvak, on 04 August 2014 - 07:06 AM, said:

Yeah I think that what should move is the crosshair not player view.


I disagree on the only the crosshair moving, it would make everything seem... floaty.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6020

Perhaps the muzzle should change sizes.
0

User is offline   OpenMaw 

  • Judge Mental

#6021

View PostThe Angry Kiwi, on 04 August 2014 - 07:24 AM, said:

The guns shouldn't even give off a muzzle flash like that, it's way to big.


Depends. If you're going by Hollywood logic and you remove the flash suppressors. You can get some really ridiculous stuff like that huge blast on Reaper's rifle in DOOM.

Posted Image

Seriously, dumb-ass big muzzle flash. Posted Image
2

User is offline   Jblade 

#6022

Games should have big muzzle flashes because there's a ton of things with firing a gun that you're never going to translate across to the player (The smell of smoke, recoil, the ear-bursting noise, .etc .etc) so having dramatic noises and muzzle flashes is a way of compensating for this.
2

User is offline   MetHy 

#6023

I couldn't stand the "HD weapons" replacement for Half Life (the one that comes with Blue Shift) because it made the muzzle flash of the machinegun (don't remember the name of the gun sorry) WAY too big and hid half of the screen. Like suddenly I knew why it was called "Half Life"
Spoiler


This doesn't look it's that bad though, but not quite far either. However, personally I don't think mixing such big muzzle flash with such big recoil a good idea, it's going to make shooting painful for the sake of 'realism' while the shooting is supposed to be fun, even if you want it to be 'realistic'. It's all a matter of balance I guess.

This post has been edited by MetHy: 04 August 2014 - 03:12 PM

1

User is offline   Jblade 

#6024

A big muzzle-flash is fine for a high damage weapon, but HL's SMG didn't do much at all so giving it a huge muzzle-flash and a beefy firing sound didn't really work out (The original sound and shooting FX were fine and fit the gun well)
1

User is offline   Gambini 

#6025

That HD pack was so random that still today I wonder why Valve includes it with the steam half life by default (although it can be activated). They replaced most weapons and gave the characters different features, look at Gman. Of all the chances though, the one i was most comfortable with was the machinegun, it felt powerful even if it wasnt.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6026

It is not included with Steam Half-Life by default. It is available but you have to activate it manually. The default is the regular "LD" models.

This post has been edited by MusicallyInspired: 04 August 2014 - 04:45 PM

0

User is offline   Gambini 

#6027

Unless they changed it very recently, you ought to be wrong. I remember simply clicking on the install button, then tinkering around to see how to disable it, because it was default.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6028

Ah, they seemed to have integrated it into the "Use HD models if available" option in the video options there. That's actually a good thing. It's a lot easier to enable and disable that option now than it used to be that's for sure. It just so happens that that feature is always enabled by default and always was, it just never triggered the HD pack before. Nice. Easy enough to disable, though.
0

User is offline   The Commander 

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

#6029




Look at those massive giant muzzle flashes...

This post has been edited by The Angry Kiwi: 04 August 2014 - 08:15 PM

0

User is offline   Jblade 

#6030

it's a good thing everybody has already acknowledged that guns in real life don't have huge muzzle flashes then dude!
0

Share this topic:


  • 362 Pages +
  • « First
  • 199
  • 200
  • 201
  • 202
  • 203
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options