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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   brullov 

  • Senior Artist at TGK

#7570

 Striker, on 21 December 2016 - 04:41 PM, said:

Something silly I put together in a map of mine.



Suka blyat!
1

#7571

 Striker, on 21 December 2016 - 04:41 PM, said:

Posted Image
Something silly I put together in a map of mine.


It always surprises me when I see somebody managing to model an object such as that with Build O_o
Just like that 2CV car I don't remember who did some time ago
0

User is offline   Striker 

  • Auramancer

#7572

In that case I put an image of a Sega Genesis Model 2 up on my second monitor, and tried to approximate the shapes in mapster32.
0

User is offline   Hank 

#7573

More high def texturing
Posted Image
Posted Image
all done with Genetica. :lol:
11

User is offline   CruX 

#7574

Posted Image

frankensprite of an assault trooper and some kinda bad guy from disruptor. I'm not sure I'll be able to see this through to a full set, though. Took a while just to get that one frame.
8

User is offline   Merlijn 

#7575

Happy new year! :lol:

I took a bit of a break, but now it's time to start working on the sequel to Shaky Grounds.
It picks up right where part 1 left: inside the Cool culture centre.

Here's a small little preview of the Cool Cafe (no joke, it's based on an actual location and that's the actual name :D)
Attached Image: cool cafe.png
11

User is offline   Mark 

#7576

Just a quick update for the 3 or 4 of you who remember the Hollywood Holocaust remake TeaMonster and I are working on. :lol:

So far there are 185 new models and 468 textures to go with them. 115 other new textures plus whatever models and textures from the HRP that we are using. I swore that there would be no new con coding because this project has already been way too much for just 2 people. But, with the massive amount of Polymer lighting and other assets the framerate was dropping below 30fps in a couple of the worst areas outside. So with Mblackwell's consent we are using his light hack code to disable lights not in the near vicinity of the player. Since that required bringing the GAME.CON file out of the GRP file and on to the main folder to add the hack code I made the decision to start doing some limited con code additions and tweaks.

Progress had slowed almost to a halt for a while when Spiker had real life issues that kept him away and I was slaving away so hard at my workplace that I had no ambition to work on this except for some weekends. But since I made the decision to retire early last month, the pace has picked up again. Still no hard estimate on when the release will be. But the project continues.
6

User is offline   HiPolyBash 

#7577

Tease us with a screenshot?
0

User is offline   Mark 

#7578

No pics right now. There is so much new stuff crammed into most areas that almost any screen shot will show more than we want to at this time.
0

User is offline   Jblade 

#7579

I'm working on my own remake of something, the first episode of IW :lol: I may do the other 2 (but not the 4th since it's not quite as bad as the first 3 episodes), but I set an internal goal of spending no more than a week on each level; I've taken a Christmas hiatus but I'm hoping this won't take too long to release. I'm sticking to Polymost since polymer doesn't have showview support which rules out sky boxes unfortunately, I would of liked to of worked with dynamic lights though but I'd rather concentrate on one renderer than half assed support for both like IWv2's release. Naturally this v3 release will also have a bunch of bug fixes and minor improvements (some quality of life features from AMC TC but nothing really gameplay altering) and also a mostly new soundtrack using excellent tracks from OpenGameArt (V2's soundtrack was mostly just pilfered from Skulltag map sets, I know people liked it but it never really felt like it really belonged to the mod)

I replayed the mod a while back and realized how badly the levels had aged; I can't shit on work I did when I was literally about 12-13 too much but still, it's nice to look at it and see how far I've come as a level designer.

Attached thumbnail(s)

  • Attached Image: ALLEYWAY.jpg

12

User is offline   Mark 

#7580

I remember some other mod had a brief ( sprite on the wall ) reference to IW. I downloaded it to see what it was. I don't remember if I ever loaded it up and played. I'll have to be sure and check it out this next time.
1

#7581

View PostJblade, on 04 January 2017 - 05:56 AM, said:

I'm working on my own remake of something, the first episode of IW :lol: I may do the other 2 (but not the 4th since it's not quite as bad as the first 3 episodes), but I set an internal goal of spending no more than a week on each level; I've taken a Christmas hiatus but I'm hoping this won't take too long to release. I'm sticking to Polymost since polymer doesn't have showview support which rules out sky boxes unfortunately, I would of liked to of worked with dynamic lights though but I'd rather concentrate on one renderer than half assed support for both like IWv2's release. Naturally this v3 release will also have a bunch of bug fixes and minor improvements (some quality of life features from AMC TC but nothing really gameplay altering) and also a mostly new soundtrack using excellent tracks from OpenGameArt (V2's soundtrack was mostly just pilfered from Skulltag map sets, I know people liked it but it never really felt like it really belonged to the mod)

I replayed the mod a while back and realized how badly the levels had aged; I can't shit on work I did when I was literally about 12-13 too much but still, it's nice to look at it and see how far I've come as a level designer.


What a piece of news to start the year with ^^

The pic already shows a big difference compared to the current build, I hope the guns will also have a slightly improved model (some really need it like the M500 or the PlasmaGun (and a lot of the Defense Mode's)).

What will you do with the Defense Mode ? leave it be or try to improve things with it ? Or outright "delete" it ?
0

User is offline   Jblade 

#7582

View PostMark., on 04 January 2017 - 06:29 AM, said:

I remember some other mod had a brief ( sprite on the wall ) reference to IW. I downloaded it to see what it was. I don't remember if I ever loaded it up and played. I'll have to be sure and check it out this next time.

Was it AMC TC or another mod? I'd be interested to see any other mod that referenced it :lol:

Quote

The pic already shows a big difference compared to the current build, I hope the guns will also have a slightly improved model (some really need it like the M500 or the PlasmaGun (and a lot of the Defense Mode's)).

No weapon model changes, both because I lost the files used to create them and also because it's beyond the scope of things.

Defense mode is remaining in, but I am fixing up the bugs and at least ensuring most things are a bit more polished than the final release.
0

User is offline   Mark 

#7583

It might have been in a WGR2 map. The sprite was on a wall as you entered a big room.
0

#7584

View PostJblade, on 04 January 2017 - 08:29 AM, said:

Was it AMC TC or another mod? I'd be interested to see any other mod that referenced it :lol:

No weapon model changes, both because I lost the files used to create them and also because it's beyond the scope of things.

Defense mode is remaining in, but I am fixing up the bugs and at least ensuring most things are a bit more polished than the final release.


I see

Speaking of Defense Mode, the biggest bugs I've noticed were the fact that, when upgraded, some weapons lost their sounds and/or animation and the upgrade menu for the Epsilon character had glitchy overlaying texts ...
I could give you a full list but that's not really the moment and place for it >_>
0

User is offline   zykov eddy 

#7585

View PostJblade, on 04 January 2017 - 05:56 AM, said:

I'm working on my own remake of something, the first episode of IW :lol: I may do the other 2 (but not the 4th since it's not quite as bad as the first 3 episodes), but I set an internal goal of spending no more than a week on each level; I've taken a Christmas hiatus but I'm hoping this won't take too long to release. I'm sticking to Polymost since polymer doesn't have showview support which rules out sky boxes unfortunately, I would of liked to of worked with dynamic lights though but I'd rather concentrate on one renderer than half assed support for both like IWv2's release. Naturally this v3 release will also have a bunch of bug fixes and minor improvements (some quality of life features from AMC TC but nothing really gameplay altering) and also a mostly new soundtrack using excellent tracks from OpenGameArt (V2's soundtrack was mostly just pilfered from Skulltag map sets, I know people liked it but it never really felt like it really belonged to the mod)

I replayed the mod a while back and realized how badly the levels had aged; I can't shit on work I did when I was literally about 12-13 too much but still, it's nice to look at it and see how far I've come as a level designer.


The original levels from IW are very fun to play. Also, I like how they are mostly inspired by popular maps from early 2000s, such as BOB SP series, but in a very cute, innocent way.

Can't wait to see the remakes!
1

User is offline   CruX 

#7586

Posted Image

replaced the pdw I've shown in earlier screenshots with this ^^ It looks way, way better, but I didn't do anywhere near as much work to make it that way which actually makes me kinda uncomfortable. Couldn't stick with the old frames, though. Was wasting too much time trying to make it look the way I wanted and not having any luck. I'll probably be posting them in the stockpile thread soon-ish.
8

User is offline   Jblade 

#7587

Quote

The original levels from IW are very fun to play. Also, I like how they are mostly inspired by popular maps from early 2000s, such as BOB SP series, but in a very cute, innocent way.

Heh heh, yeah I certainly wore my inspirations on my sleeve back then. These aren't going to be massive remakes so the levels will definitely still feel like IW levels; I may see about including the old levels in some way so they're still there for the history factor.
0

User is offline   Gambini 

#7588

:lol:

Posted Image

This post has been edited by Gambini: 08 January 2017 - 07:35 PM

21

User is offline   HiPolyBash 

#7589

Please be for what I think it's for. More DNF mod would be rockin'
1

User is offline   Tea Monster 

  • Polymancer

#7590

:lol:
0

User is offline   Micky C 

  • Honored Donor

#7591

 Gambini, on 08 January 2017 - 07:29 PM, said:

:lol:



I love how the majority of the texture skin is cleverly pulled elements from standard Duke3d textures.

Makes me wonder how you'll put it into the game though. I'm guessing you'd want to maintain compatibility with the classic renderer, and so would convert it into a series of voxels?
1

User is offline   Tea Monster 

  • Polymancer

#7592

It would be nice to see it in 'real' 3D like the early Quake build of DNF. If you were really careful about texturing, you might get away with it in Polymost. Ideally, you'd want Polymer for fires and explosions, but then you run into performance issues.

As I said a while ago. I'm surprised nobody tried this earlier.
0

User is offline   stumppy84 

#7593

Badass!! So pumped for possibly more!!
0

User is offline   Gambini 

#7594

Thanks for the comments! Details as of how this will work with the mod will come later.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#7595

View PostGambini, on 08 January 2017 - 07:29 PM, said:

:lol:

Posted Image

I barely can read what's written on top of it, except for "DEMO".
0

User is offline   Richard Shead 

  • "Dick Nasty"

#7596

View PostGambini, on 08 January 2017 - 07:29 PM, said:

:lol:

Posted Image


Posted Image
3

User is offline   Gambini 

#7597

View PostFox, on 09 January 2017 - 08:53 PM, said:

I barely can read what's written on top of it, except for "DEMO".


XSI DEMO. It´s a watermark of my good old XSI Mod Tool 6.01.
1

User is offline   Gambini 

#7598

Let´s see if you recognize this one:

Posted Image
12

User is offline   xMobilemux 

#7599

View PostGambini, on 11 January 2017 - 07:53 PM, said:

Let´s see if you recognize this one:

Posted Image

Nope, no idea.
0

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