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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   High Treason 

  • 897

#7771

Maybe...
Attached Image: duke0001.png

...maybe.

Seems I have lost much of the later revisions, but not much progress was made beyond detailing and hooking up a door opening mechanism.

My Youtube - My Let's Plays - SoundCloud - My Website - My FTP - Forum

You have got to let the rhythm move you, move you. You have got to let the rhythm move your body to the beat.
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User is offline   Sanek 

  • 234

#7772

Our project don't even have a title right now, but we already have a team's logo. :P

Attached thumbnail(s)

  • Attached Image: CANDYLOGO.png

0

User is online   Mark. 

  • Honored Donor
  • 1,648

#7773

Thats one of the fun parts of doing a mod.
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User is offline   Jolteon 

  • 388

#7774

Here are some new enemies That will be appearing in my next map, There's will be more, but it will be a surprise.

Firstly, Here's an Expander Enforcer. An Enforcer with red tinted armor who can fire Expander shots.

Attached Image: duke0195.png Attached Image: duke0196.png

Next up, if you thought the Snake Head is underwhelming, then wait until you meet his big brothers.
Here's an Ice Snake Head, who can fire Freezers at you.

Attached Image: duke0197.png Attached Image: duke0198.png

Then there's the Fire Snake Head who can also fire Expander Shots at you.

Attached Image: duke0199.png Attached Image: duke0201.png

Wait. With these guys grouped up with the Freezer Lizard from LR & WB, there's a theme going on here, I think.

This post has been edited by Jolteon: 24 April 2017 - 06:42 AM

5

User is offline   Zaxtor 

  • 794

#7775

Will be Working on the final boss of my mod and also currently working on the ending, will be an epic ending when the mothership destroys itself.

Trequonia TC's Status:

Levels : 86% done - Textures : <99% done - Sounds : 98s% done - Musics : 99s% done
Trequonia's Official website
5

User is offline   Sanek 

  • 234

#7776

Candy...you must collect them all to finish the level.

Attached thumbnail(s)

  • Attached Image: duke0028.png

6

User is offline   Merlijn 

  • 305

#7777

Cool stuff Sanek! Gotta love that retro feel. :)
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User is offline   Sanek 

  • 234

#7778

I need someone who can draw sprites - enemies, you know. Me and Eddy have no trouble with maps and cons, but new enemies is the only area we can't handle. And we only about 5 to 10 frames for them! I already wrote about it to a couple of men, but I also post it here - just in case.

Oh, and...

 Merlijn, on 23 April 2017 - 01:12 PM, said:

Cool stuff Sanek! Gotta love that retro feel. :)

Thanks!
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User is online   Mark. 

  • Honored Donor
  • 1,648

#7779

People here have created many sheets worth of new enemy sprites. Did you do a search for them? So many made but I don't see a lot of them getting used.
1

User is offline   Sanek 

  • 234

#7780

View PostMark., on 24 April 2017 - 03:55 AM, said:

People here have created many sheets worth of new enemy sprites. Did you do a search for them? So many made but I don't see a lot of them getting used.

Yes, I've looked everything in stockpile theard. And I don't need these sprites. I need more cartoony sprites, while the sprites being posted is more on the "serious side". :rolleyes:
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User is offline   Micky C 

  • Honored Donor
  • 3,243

#7781

View PostSanek, on 24 April 2017 - 04:05 AM, said:

Yes, I've looked everything in stockpile theard. And I don't need these sprites. I need more cartoony sprites, while the sprites being posted is more on the "serious side". :rolleyes:



Surely there'd be some cartoony sprites for mods in other games you might be able to borrow. Creating new actor sprites from scratch is a lot of work, and it might be difficult to find someone willing to commit to that.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is online   Mark. 

  • Honored Donor
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#7782

https://www.google.c...iw=1920&bih=962

In case you don't find someone to make them.

This post has been edited by Mark.: 24 April 2017 - 04:15 AM

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User is offline   Sanek 

  • 234

#7783

Oh well, I guess you convinced me.
Besides, we can complete the whole thing while waitng for these sprites, anyway...
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User is offline   Hank 

  • 1,006

#7784

working on details - comments are very welcome, 'cause two pair of eyes are better than one.

Posted Image
Posted Image

The things I don't know could fill libraries.

This post has been edited by Hank: 24 April 2017 - 07:59 PM

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User is online   Jan Satcitananda 

  • 225

#7785

These are the original Duke3D tiles imported into my new game engine along with five RGB palettes and the translucency/shade/palookup tables. My format natively supports mipmaps and is versatile enough to store the game sounds as well as textures and sprites. This means that it can replace all Duke3D *.art, *.voc, and *.dat files with a single *.bhs file, what also facilitates very fast loading. The editor on the screenshot is BHSEdit which resembles Editart but has more powerful features, is more intuitive to use and probably is the first application to deal with both sounds and 2D graphics using the same GUI.

Eventually this engine should be able to run a Duke3D port.

Posted Image

Lezing Entertainment presents The LAST PISSED TIME Chapter I
LNGA v0.3, t3h ultimate Duke mod in progress
5

User is offline   Tea Monster 

  • Polymancer
  • 1,517

#7786

Is it the same feature set as vanilla BUILD, or can it do extra things?
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User is online   Jan Satcitananda 

  • 225

#7787

View PostTea Monster, on 26 April 2017 - 02:27 PM, said:

Is it the same feature set as vanilla BUILD, or can it do extra things?


The feature set of BHSEdit is completely different to Editart as the formats are. In BHSEdit you can freely rotate and zoom image being edited, and it is very straightforward to use as soon as you grasp the keystrokes. A brief list in what my format surpasses Build ART's:
  • Texture sizes of up to 65535 x 65535 (or 32768 x 32768 with mipmaps)
  • Mipmapping integrated into the file format
  • Tile offsets having half-pixel precision
  • Support for both indexed palettes and planar RGB images (also potentially hyperspectral images with up to 255 channels)
  • Support for 8 and 16 bits per channel
  • Slot-specific pixel format options (linear luminance, gamma-corrected, logarithmic scale, indexed color, also vector representation for normal mapping)
  • The transparent color can be individually assigned for each tile or removed altogether
  • Each slot has its own physical resolution and nominal ingame brightness (facilitates texture scaling and lighting)
  • Flexible memory organization; storing data either in rows like ordinary bitmaps or in columns like Build tiles, in future also as constant-width bands to improve caching
  • Storing sounds in the same format with mostly the same capabilities

The BHS slots are just passive data by themselves, without things like animations and multiple viewing angles. These interactivity features should be enabled only through the ABHS engine extension. This means that animations stored inside *.art files will need to be imported separately.

As for the engine itself, it is deemed to support multiple renderers and multiple map formats (both 2D and 3D), but none have been developed so far. Eventually I hope to release commercial indie games using this tech.

Lezing Entertainment presents The LAST PISSED TIME Chapter I
LNGA v0.3, t3h ultimate Duke mod in progress

This post has been edited by Jan Satcitananda: 27 April 2017 - 04:53 AM

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User is offline   Micky C 

  • Honored Donor
  • 3,243

#7788

View PostJan Satcitananda, on 27 April 2017 - 04:49 AM, said:

  • Texture sizes of up to 65535 x 65535 (or 32768 x 32768 with mipmaps)



Ah, megatextures Posted Image

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Maarten 

  • 67

#7789

Tonight, we're gonna build like it's 1996!

1330 sectors, 9999 walls. More info will come..soon..

Attached thumbnail(s)

  • Attached Image: Space3.jpg

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