What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7660 Posted 03 February 2017 - 04:40 PM
This post has been edited by Tea Monster: 03 February 2017 - 04:43 PM
#7661 Posted 03 February 2017 - 07:37 PM
#7662 Posted 03 February 2017 - 07:41 PM
#7663 Posted 04 February 2017 - 04:11 AM
#7664 Posted 04 February 2017 - 05:40 AM
This is for the Hollywood Holocaust mod.
#7666 Posted 12 February 2017 - 07:13 AM
#7667 Posted 12 February 2017 - 07:25 AM
#7671 Posted 12 February 2017 - 05:33 PM
#7672 Posted 12 February 2017 - 05:43 PM
naeq, on 12 February 2017 - 06:45 AM, said:
old and new asset

Would you consider releasing the assets so they could be re-purposed for use in the HRP or EDuke32 mods, or even potentially working with Tea Monster on their project? That's a brilliant model.
#7673 Posted 12 February 2017 - 08:07 PM
Hendricks266, on 12 February 2017 - 05:33 PM, said:
I also investigated various forms of parallel computing. The most efficient ended up being each core running an individual, isolated instance of the program, and was managed as a SLURM array job batch. You're welcome to apply it to eduke32 as I believe it'll be the easiest to implement here for multiplayer.
HiPolyBash, on 12 February 2017 - 05:43 PM, said:
I'm convinced that it's a photo of a physical, real-world construction, and will be until evidence is shown to the contrary.
#7674 Posted 12 February 2017 - 11:31 PM
Micky C, on 12 February 2017 - 08:07 PM, said:
Maybe it's using photorealistic textures ?
I'm no specialist but with flightsimulation I noticed that photoreal texture being used correctly can lead to some very convincing results although not THAT convincing O_o
If it's a real 3D model then I can't imagine how DUKE3D would look like if everything was redone the same way ^^
(probably like a slideshow if you see what I mean)
#7675 Posted 13 February 2017 - 04:26 AM
This post has been edited by Mark.: 13 February 2017 - 04:28 AM
#7676 Posted 13 February 2017 - 04:46 AM
I was about to make a comment about how even if it was a model then it wouldn't look anywhere near that good in-game. However I just realized it's the guy who did that Duke Burger 3D max thing earlier in the page, so it'd be interesting to see the assets. I don't think it'd be a good fit for the HRP though, both in terms of style and because it's replicating a texture with a model.
#7677 Posted 13 February 2017 - 05:00 AM
#7678 Posted 13 February 2017 - 08:40 AM
Mark., on 12 February 2017 - 07:13 AM, said:
Thanks! All this time I was sitting in my nest playin duke
Perro Seco, on 12 February 2017 - 07:25 AM, said:
Tea Monster, on 12 February 2017 - 10:07 AM, said:
Thanks!!
HiPolyBash, on 12 February 2017 - 05:43 PM, said:
This model is Mid Poly (about 2k polys) becouse i wanna use it mainly for rendering and (meybe in future) in UE4.
It's not suitable in term of "low poly" game model.
Micky C, on 12 February 2017 - 08:07 PM, said:
Proof:

Guys! I'm just a 3D graphic designer who loves duke nukem. I've started mine personal project to rebuild a Duke-Burger map in 3D with HD assets and photorealistic rendering.
Although im doing it only when I have free time... And I don't have much free time...
In thoese times it's possible to get that kind of detail in realitime rendering. See "UE4 Paris" video on youtube.
But you need a lot of VRAM for all that 4k textures
And yeah, I'm using Substance Painter, but im painting a loot of details in photoshop too.
That asset was rendered in Corona render engine inside 3ds max, but in realtime (game) looks like that:

Cheers!
This post has been edited by naeq: 13 February 2017 - 08:56 AM
#7679 Posted 13 February 2017 - 10:10 AM
#7680 Posted 14 February 2017 - 09:07 AM
This level is almost finish, just need to finish up with the end of the level.
#7681 Posted 15 February 2017 - 05:28 PM
and i'm all outta gum
#7682 Posted 03 March 2017 - 05:25 PM
Textures might be replaced though.
Edit: Finally managed to kill the both of them without cheats. It's REALLY Tough! Might need to make it a little easier somehow.
This post has been edited by Jolteon: 03 March 2017 - 09:25 PM
#7684 Posted 04 March 2017 - 04:50 AM

Before anyone complains about scale...it's not easy putting a full-sized Star Destroyer in a Duke map. I had to add a hack just to make the thing not disappear from certain vantage points. Let's call it a micro SD.
EDIT: I increased the scale of the Star Destoyer by 50% since posting that pic. Had to make some adjustments but it's better now. Still not quite full-size but close enough.
This post has been edited by Trooper Dan: 04 March 2017 - 01:45 PM
#7685 Posted 04 March 2017 - 07:41 AM
Trooper Dan, on 04 March 2017 - 04:50 AM, said:

Before anyone complains about scale...it's not easy putting a full-sized Star Destroyer in a Duke map. I had to add a hack just to make the thing not disappear from certain vantage points. Let's call it a micro SD.
Looks great
#7686 Posted 04 March 2017 - 01:13 PM
i actually wanted to release this shit like, a while ago but last week I decided to retool it by basing it on Hendrick's con sample for DN3D's weapons, that way it (should be) fully functional with the original hud. In the meantime enjoy this really short video of the shotgun animation, which i'm weirdly proud of for whatever fuckin reason.
#7688 Posted 04 March 2017 - 02:16 PM
Quote
Using def Scale factor or changing the actual model size via editor?
How you avoid that big models like that are trapassabile? Placing invisible walls?
#7689 Posted 04 March 2017 - 03:16 PM
Trooper Dan, on 04 March 2017 - 04:50 AM, said:
Sure it is; assuming of course that the player doesn't go down there, you can put all that in a skybox.

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