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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   Radar 

  • King of SOVL

#9061

View Postbrullov, on 29 December 2019 - 05:15 AM, said:

I've already shown this room some people, so why not to share it here. Cage made some textures.


Whatever you do, please release something. Don't just disappear. That is It Lives/The Thing-tier mapping. It would be a shame if we never got to play anything.


Btw, everything posted lately in this thread looks exciting. I'm especially awaiting your episode, MRCK.

This post has been edited by Radar 100 Watts: 29 December 2019 - 11:46 AM

1

User is offline   brullov 

  • Senior Artist at TGK

#9062

Such things need time, a lot of it. I've spent around 4 days on this room to make it look right. Unfortunately you can't see the kitchen on the screens. I work on it when I have free days and sadly, I have them not so often. I wish there was a publisher who could give budget for free modding development Posted Image

Anyway, it's slowly keeps going somewhere.

Spoiler


P.S. I've reached 1000 upvotes. So long road since 2012. Love you all, this community is a second home for me, rly.
P.S.S. Happy New year!

9

User is offline   11bush 

#9063

I have just been working on a map and art pack for the AWOL mod since i always wanted something to play on it. I made some new guns and enemies, as well as some new art for the allies, and of course some maps.

Attached thumbnail(s)

  • Attached Image: _VILLAGES.map - EDuke32 12_29_2019 11_44_08 PM.png
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  • Attached Image: _VILLAGES.map - EDuke32 12_29_2019 11_46_11 PM.png

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User is offline   Seb Luca 

#9064

- The helicopter seems a bit too pixelated and strangely placed. Is it flying over the soldiers?

- Well done for these special features that you added: health bar above enemies, the flashlight, ...

- Mmmmh ... M60 !!!!!!! :lol: <3


0

User is offline   brullov 

  • Senior Artist at TGK

#9065

@11bush

Looks nice! Could you make weapons low res size? We need crispy pixels :>
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User is offline   11bush 

#9066

View PostSeb Luca, on 30 December 2019 - 12:15 AM, said:

- The helicopter seems a bit too pixelated and strangely placed. Is it flying over the soldiers?

- Well done for these special features that you added: health bar above enemies, the flashlight, ...

- Mmmmh ... M60 !!!!!!! :lol: <3




The helicopter Flies you in for the start of the mission, then kind of hovers against the opening in the wall, but for now I just used the helicopter sprite from NAM until I get around to making my own. :lol:
And to be honest those little things are just part of the AWOL mod, I'm not much of a wiz with CON files, although I am trying to learn. If I could figure out how to get more frames into weapons firing, and add reload animations to every weapon I would be in heaven :)

This post has been edited by 11bush: 30 December 2019 - 08:37 AM

1

User is offline   Jimmy 

  • Let's go Brandon!

#9067

View Postbrullov, on 29 December 2019 - 05:15 AM, said:

I've already shown this room some people, so why not to share it here. Cage made some textures.

This kind of reminds me of Alejandro Glavic's Welcome Home for some reason. Which is a very good thing indeed.
1

User is offline   brullov 

  • Senior Artist at TGK

#9068

View PostJesus is King, on 30 December 2019 - 10:57 AM, said:

This kind of reminds me of Alejandro Glavic's Welcome Home for some reason. Which is a very good thing indeed.


Just played it. Amazing map, thanks for sharing. People made such great work in 2002, wow.
1

User is offline   Sanek 

#9069

Allright, I just send the map to Merlijn for testing. Depending on when he'll respond, the map'll be released around 48 hours. :lol:
0

User is online   Ninety-Six 

#9070

View Post11bush, on 29 December 2019 - 11:06 PM, said:

I have just been working on a map and art pack for the AWOL mod


You know, I don't think I've heard of this one. What is it?

This post has been edited by Ninety-Six: 30 December 2019 - 07:52 PM

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User is offline   11bush 

#9071

View PostNinety-Six, on 30 December 2019 - 07:52 PM, said:

You know, I don't think I've heard of this one. What is it?

It's an old mod that was never really released, but they eventually just released what they had, which wasn't really playable as there were no finished maps, and a lot of unfinished stuff. I've just been working with what I can to try to make something playable for fun, and I guess nostalgic reasons. :lol:

https://forums.duke4...he-awol-project

This post has been edited by 11bush: 30 December 2019 - 08:57 PM

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User is online   Ninety-Six 

#9072

View Post11bush, on 30 December 2019 - 08:56 PM, said:

It's an old mod that was never really released, but they eventually just released what they had, which wasn't really playable as there were no finished maps, and a lot of unfinished stuff. I've just been working with what I can to try to make something playable for fun, and I guess nostalgic reasons. :lol:

https://forums.duke4...he-awol-project


Ah, that explains it,
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User is offline   11bush 

#9073

An AK-47 I have been working on for the enemies to drop.

Attached thumbnail(s)

  • Attached Image: ak47.png

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User is offline   11bush 

#9074

Seb to answer your question about the helicopter, this might make a bit more sense. It isn't perfect but I will replace it eventually. :lol:



This post has been edited by 11bush: 30 December 2019 - 10:43 PM

4

User is offline   ck3D 

#9075

View PostRadar 100 Watts, on 29 December 2019 - 11:43 AM, said:

I'm especially awaiting your episode, MRCK.


I appreciate that but please don't hold your breath for it either, what I have in mind for the whole thing is pretty ambitious and I'm only 1.25 maps in, let alone the .con coding and whatnot. Given my current productivity rate my estimation is, by the end of 2020 I should be about halfway through it all.

Second map is starting to resemble Anslem quite a bit, which I didn't see coming. Hadn't touched it in a few days and just today I added a good 200 sectors to it. It feels very different from the previous map as well which is a relief as I was a bit afraid to repeat myself (which would ruin the whole idea of the project, actually). Steady cruise is steady.

This post has been edited by ck3D: 31 December 2019 - 01:27 PM

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User is offline   Seb Luca 

#9076

@11bush : Some graphic imperfections but beautiful work of atmosphere, weapons and landscapes :lol:


PS : Happy New Year, folks :)



This post has been edited by Seb Luca: 31 December 2019 - 05:20 PM

1

User is offline   Jimmy 

  • Let's go Brandon!

#9077

View Postck3D, on 31 December 2019 - 12:03 PM, said:

I appreciate that but please don't hold your breath for it either, what I have in mind for the whole thing is pretty ambitious and I'm only 1.25 maps in, let alone the .con coding and whatnot. Given my current productivity rate my estimation is, by the end of 2020 I should be about halfway through it all.

Second map is starting to resemble Anslem quite a bit, which I didn't see coming. Hadn't touched it in a few days and just today I added a good 200 sectors to it. It feels very different from the previous map as well which is a relief as I was a bit afraid to repeat myself (which would ruin the whole idea of the project, actually). Steady cruise is steady.

Lemme know if there's anything I can do to help you, man. I can do really basic CON shit and hook you up with art.
1

User is offline   ck3D 

#9078

View PostHorseDongSub69, on 03 January 2020 - 10:09 PM, said:

Lemme know if there's anything I can do to help you, man. I can do really basic CON shit and hook you up with art.


Thanks man, I appreciate the offer (and I also remember you posting quality stuff in a style that caught my attention in the resources thread, a good while back). Honestly though, it's still a bit too early for me right now to know where I'm going with this project in detail myself (the concept for the episode is pretty basic and nothing that's never been seen before, but I keep getting ideas of how to expand on it) so, if I'm ever to involve contributors, it will most likely be around later stages of development when my vision is more refined and requests can be more specific, otherwise I'd just waste their time having them work on elements I might end up ditching. I did take due notice of your interest though, and will remember it for real if I ever need a hand when the structure of the episode is more complete.

Added more to map 2 yesterday, it's roughly 700 sectors now. Might post screenshots sometime next week or so, but again in its current state the map is so spread out most areas are still lacking a lot of the detailing and all the so-called impressive, bigger scale, open space type of locations I don't want to post and spoil either. On the way though...

This post has been edited by ck3D: 04 January 2020 - 01:27 AM

1

User is offline   Jimmy 

  • Let's go Brandon!

#9079

Yeah I figured it'd be later. Just keep it in mind, and definitely mine the earlier pages of the resources thread. Lots of good city stuff there.
1

User is offline   ck3D 

#9080

View PostHorseDongSub69, on 04 January 2020 - 05:09 PM, said:

Yeah I figured it'd be later. Just keep it in mind, and definitely mine the earlier pages of the resources thread. Lots of good city stuff there.


Yeah I'm pretty familiar with that thread, honestly I've probably spent a day or two of my life that I'll never get back (but I don't regret the investment) pretty much living in there skimming through old posts and whatnot. I'm still undecided as to whether or not I want new art for urban decoration etc. since the challenge and motivation I currently find in this project has quite a lot to do with relying on nothing but the stock tiles to see if I can manage to emulate completely different architectural styles from level to level nonetheless, as though to demonstrate (to myself?) how versatile the original artwork can be, but that's for now and I'm considering new monsters anyway, that's probably when help with art and coding might come in handy first. Maybe when at that stage, I'll be able to look back on all the maps and realize whether they could actually use some specific extra art in bits or not. Specific sky textures would be nice, but so far in both maps I've managed to come up with some pretty cool, unique and fitting options using the stock tiles (although I'm not 100% satisfied and those might just be placeholders). Each map is set in a specific location, so the skies shouldn't exactly look like they were thrown in there at random. I'll just let you know once I've made some progress, James. Might be in a while, yeah, I need to lay more of the groundwork first. Thanks again for your interest and motivation!

If you feel like starting to toy around with sky textures, or monster art anytime already, feel free to PM me for more specific information on the direction I'm going for. I'm just now realizing that this type of stuff should be accessible at this point already and the earlier we tackle it, the more time we get to improve on every aspect along time if needed.

This post has been edited by ck3D: 06 January 2020 - 02:58 AM

0

#9081



Hi all! A small video demostrating the model and animation of the character and the behavior of a free camera. You can also evaluate the overall quality level of graphics and lighting. Small friezes are the result of the screen recording program, everything is smooth in the game.
Model made in MakeHuman > mixamo.com > blender 2.8
7

User is offline   Mark 

#9082

How far along are you with the gameplay elements?
0

User is offline   11bush 

#9083

A new city map I have been working on lately. I'm basing the layout on some photos i have from the Vietnam war. It's just a work in progress, still a long way to go.

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  • Attached Image: _huecity.map - EDuke32 1_11_2020 9_50_36 AM.png
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User is offline   11bush 

#9084

I have been working on an M-14 for the last couple of hours.


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User is offline   11bush 

#9085

A couple new weapons I made.


5

User is offline   OpenMaw 

  • Judge Mental

#9086

View Post11bush, on 15 January 2020 - 06:56 PM, said:

A couple new weapons I made.

https://www.youtube....h?v=tPPWXw_bvgI


You're doing great work! All the sprites look very polished. My only critique is that hand on the law. What is that grip even? That's kinda rough. Other than that I think you did a great job.
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User is offline   11bush 

#9087

View PostCommando Nukem, on 16 January 2020 - 02:15 AM, said:

You're doing great work! All the sprites look very polished. My only critique is that hand on the law. What is that grip even? That's kinda rough. Other than that I think you did a great job.


Which one is that? The big black knob or the actual hand? I can fix it, sometimes its just hard to see the issues on your own stuff :rolleyes:
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User is offline   OpenMaw 

  • Judge Mental

#9088

View Post11bush, on 16 January 2020 - 05:04 AM, said:

Which one is that? The big black knob or the actual hand? I can fix it, sometimes its just hard to see the issues on your own stuff :rolleyes:


The way the hand is gripping the LAW is just weird. He's using his left hand, but it's twisted around in a really weird way. You wouldn't holding it like that. You would put your right hand up there where the firing mechanism is.
0

User is offline   juvenite 

#9089

Wow, really long since I've last been here.

Either way, I'm making a cover (remix? remake? honestly dunno) of XPLASMA. I love this fucking song.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#9090

Doing fine with this Wolf 3D project with auto-generated floor/ceiling textures

Posted Image

Spoiler

15

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