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

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 299 Pages +
  • « First
  • 296
  • 297
  • 298
  • 299
  • 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 online   Mark 

  • Honored Donor
  • 2,942

#8911

Over the last 5 years or so I have made attempts to try and learn to model with Blender instead of the ancient Misfit program I have been using. With a program called Blender for Artists I finally made a breakthrough and so far I have figured out how to do simple modeling. I never got this far other times I tried in regular Blender. BFA takes the latest 2.8 version of Blender and combines it with a more user friendly interface. Blender is still a complicated program with a half million features but at least I can figure out the basics with a little help from my old buddy TeaMonster.

I needed a small project to start with and I chose the fusebox for the HRP that still uses a sprite. I thought all those boxes were models already. This is the one that has an intact and broken version with the 3 frame animated sparks. There are 2 more boxes and some pipes and wires to make. This is early WIP. It has a couple small but easy to fix mistakes so far but I'm so happy to finally be learning Blender I had to share it.

Attached thumbnail(s)

  • Attached Image: fusebox blender.jpg

3

#8912

Blender can be a little tricky at first but you really can't complain for something this powerful and free
0

User is offline   Zaxtor 

  • 1,761

#8913

I use blender sometime

I had a .fbx file that Maya (would import but wouldn't appear)

So I used blender to import it and export as obj

Then maya to load the mesh thing and add the "texture" on the art.
Then export it as obj (with texture)
and poly2vox to convert to voxel

Making a Jotunn statue (creature from the movie Ritual)

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is online   Mark 

  • Honored Donor
  • 2,942

#8914

I know it sounds odd but it has too many features for my liking. There is alway so much clutter of buttons, menus and icons. To fit all of those on the screen and still leave enough workspace they have to be so tiny its harder for my old tired eyes. Lots of those features I don't think I'll ever use. I had been hoping over the years that a "lite" version of Blender would happen. Thats what made me try BFA. It was designed to be easier to navigate the basics.
1

User is online   Mark 

  • Honored Donor
  • 2,942

#8915

I started messing with an old freeware program called Sculptris a few days ago. If I find the patience to stick with it and get good at it I can finally make something other than just prop models.

Attached thumbnail(s)

  • Attached Image: testface.jpg

3

User is online   Mark 

  • Honored Donor
  • 2,942

#8916

An experiment. I sculpted and textured a terrain model and placed it in the map. Now the harder part which is to make a clipshape of roughly the same shape with sectors in the clipshape.map of eduke32. It doesn't have to be highly detailed, just follow the general slopes

Attached thumbnail(s)

  • Attached Image: capt0006.jpg
  • Attached Image: capt0010.jpg

2

User is offline   Tea Monster 

  • Polymancer
  • 2,165

#8917

if sculptris keeps it's subdivision layers, you could export the raw mesh to Blender, then decimate it to get your clip mesh.
0

User is online   Mark 

  • Honored Donor
  • 2,942

#8918

are you saying Blender could convert the terrain into the map format?
I can decimate the model in Sculptris but I still need a way to get that into map format ( model=sectors )

This post has been edited by Mark: 01 July 2019 - 03:31 AM

0

User is offline   Micky C 

  • Honored Donor
  • 3,798

#8919

Out of curiosity, why the experiment? If youíre going to sculpt terrain, youíre starting to miss the point of using a 2.5D engine, and might as well use something fully 3D.

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
  • 2,942

#8920

Build is the only platform I am ever going to mod on and it is currently very difficult to do detailed terrain with sectors. Out of curiosity, if you're against pushing the limits of Eduke32 then why did you latch on to TROR? or models in general?

This post has been edited by Mark: 01 July 2019 - 04:23 AM

0

User is offline   Micky C 

  • Honored Donor
  • 3,798

#8921

I like pushing limits to see what is possible. Once Iíve done that, I tend to back away and move into other areas. I did some very advanced TROR with Parkade and Ghost Ship, the latter being a map in Episode 2 of the AMC TC, but since then I havenít abused it anywhere near as much. TROR is also a core part of the eduke32 engine, whereas models arenít really intended to be anything more than decorative props and actors. If you wanted to change the terrain for example, either texture or geometry, youíd have to go back into your modelling program, change it, and re-import it; a time-consuming process, as opposed to a 3D engine where this can be done explicitly within the map editor. I can see why youíd do it as an experiment, although itís not very practical for general game design in Build.

However, you generally wouldnít need to create such realistic terrain. With 2.5D engines such as this, people expect simpler and more blocky architecture, and these engines excel at doing that. We can get away with some relatively basic terrain for this reason.

Iím not sure what your model comment is referring to. I did put in a request a while ago for you to build a 3D model of a cycloid mothership for the AMC TC, which Iím very grateful for. We then converted that into a voxel which served as a decorative prop, and voxels are a core part of the engine, having been fully supported since 1997 and in both polymost and classic.

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

Herbs? Tell me more!

This post has been edited by Micky C: 01 July 2019 - 04:49 AM

0

User is online   Mark 

  • Honored Donor
  • 2,942

#8922

Same thing here. Its an experiment to see what can be done. I'm in the middle of more "mundane" projects right now.

It would be way too much effort, near impossible, to use for an entire map. My thinking is for more of a outside connecting area between conventional sector buildings or other structures. Another good use,without clipshapes is for use in non-playable border areas of a map. My projects usually include those for realism/eye candy. I don't want to settle for another square, flat cliff face.

I'm not too concerned about what most players want. If I did I wouldn't be using high res, custom textures and models along with lots of Polymer lighting in all my projects. ;)

This post has been edited by Mark: 01 July 2019 - 05:55 AM

0

User is offline   Photonic 

  • 1,282

#8923

I also experimented with model terrain in build. My 2 cents are that it is completely feasable. The clipshape feature works well, although cumbersome at times, it is not too difficult to avoid clipping issues with blocking sprites to assist more detailed or layered 3D stuff. The biggest problem I recall was actors and bouncing projectiles behaving poorly as compared to true sector level geometry.

This post has been edited by Photonic: 01 July 2019 - 06:04 AM

0

User is offline   Micky C 

  • Honored Donor
  • 3,798

#8924

Ok Iíll shut my mouth and slink away back to my hole. If people want to do model terrain, thatís their prerogative.

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   Photonic 

  • 1,282

#8925

A new player character for something I've been working on these past couple years.
Posted Image
4

#8926

haven't been working on anything Duke for a bit (thanks Steam Summer Sale) but I'm back on the horse
Posted Image

Posted Image
3

User is offline   Photonic 

  • 1,282

#8927

View PostPhotonic, on 06 July 2019 - 04:41 PM, said:

A new player character for something I've been working on these past couple years.

It's evolving.
Attached Image: 1430.png
2

#8928

View PostPhotonic, on 13 July 2019 - 02:25 PM, said:

It's evolving.
1430.png

"Your face, your ass what's the difference?
1

User is offline   Photonic 

  • 1,282

#8929

Attached Image: duke0000.png
One last little screenshot.
4

#8930

Quick update
Posted Image
Posted Image
Posted Image
0

User is offline   Tea Monster 

  • Polymancer
  • 2,165

#8931

Posted Image
5

User is online   Ninety-Six 

  • 243

#8932

Is that like a new version of the skycar?
0

User is online   Mark 

  • Honored Donor
  • 2,942

#8933

My guess is yes.
0

User is online   Loke 

  • 647

#8934

A couple of AMC TC Episode 4 shots.

Posted Image

Posted Image
21

User is online   Gaydar 

  • Banned on TheGearPage
  • 1,173

#8935

No words.

Scan complete
Gay posts detected by user:
johnnythewolf
GAY LEVELS CRITICAL
1

User is online   Mark 

  • Honored Donor
  • 2,942

#8936

Fantastic. I've said for years that with the right assets and mapper the Build engine can look as good or better than many commercial games.
4

User is offline   MusicallyInspired 

  • 3,538

#8937

Wow. I think it's about time I play this AMC TC thing. I haven't played Duke3D user maps and mods in eons.

Roland SC-55 Music Packs
Latest release: Heretic SC-55 Music Pack (12/12/18)
*new* Buy the Mage's Initiation Original Soundtrack on Bandcamp by me!
Buy the P&C Adventure/RPG game Mage's Initiation on Steam, GOG, and Humble

This post has been edited by MusicallyInspired: 19 July 2019 - 07:32 PM

1

User is online   Ninety-Six 

  • 243

#8938

Damn those are gorgeous. You guys work fast.
1

User is online   Loke 

  • 647

#8939

View PostMark, on 19 July 2019 - 03:46 PM, said:

Fantastic. I've said for years that with the right assets and mapper the Build engine can look as good or better than many commercial games.


Yeah, just look at Ion Fury and DNF2013.

View PostMusicallyInspired, on 19 July 2019 - 07:32 PM, said:

Wow. I think it's about time I play this AMC TC thing. I haven't played Duke3D user maps and mods in eons.


Do it. Though I'd recommend waiting a bit (probably weeks) for the big update the team is working on.

View PostNinety-Six, on 19 July 2019 - 08:55 PM, said:

Damn those are gorgeous. You guys work fast.


We'd go even faster if we had more mappers. :P
1

User is online   Ninety-Six 

  • 243

#8940

View PostLoke, on 19 July 2019 - 11:18 PM, said:

Do it. Though I'd recommend waiting a bit (probably weeks) for the big update the team is working on.


There's another update coming? Already?
1

Share this topic:


  • 299 Pages +
  • « First
  • 296
  • 297
  • 298
  • 299
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Fury! ;) © 2019 Voidpoint, LLC

Enter your sign in name and password


Sign in options