What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5191 Posted 30 November 2013 - 02:13 PM
#5193 Posted 01 December 2013 - 02:40 PM
Another map I've been working on in TrenchBroom that's based off a certain screenshot for Jack Hammer. I've added in a few things such as the arcade machine and another room on the right. Just working on it makes me realize just how big this building actually is.
#5195 Posted 02 December 2013 - 01:03 PM
Mark., on 01 December 2013 - 02:54 PM, said:
Anyway, here is another screenshot of something I am working on right now. It's completely untextured but I'll get around to that. If anybody is wondering what this whole "Jack Hammer" thing is about then I'll make a thread soon detailing a bunch of information and stick up a group of screenshots.
This post has been edited by WheatleyNukem: 02 December 2013 - 01:04 PM
#5196 Posted 02 December 2013 - 01:41 PM
WheatleyNukem, on 02 December 2013 - 01:03 PM, said:
It looks like this first Area51-shot of DNF.
But I don´t get why something that isn´t Duke3D/EDuke32 related has to be posted here.
This post has been edited by blizzart: 02 December 2013 - 01:41 PM
#5197 Posted 02 December 2013 - 01:52 PM
blizzart, on 02 December 2013 - 01:41 PM, said:
But I don't get why something that isnt Duke3D/EDuke32 related has to be posted here.
Apologies, I've made a new thread for this in the "General Gaming" section.
#5198 Posted 02 December 2013 - 02:54 PM
This post has been edited by The Commander: 02 December 2013 - 02:54 PM
#5199 Posted 04 December 2013 - 03:25 AM
One of the biggest difficulties has been working out the way to most effectively put scenes together. Should I try to script everything and sync it up? Well this would be a bit difficult to do without immensely more powerful hardware. I'd need a cutting edge machine to render at the frame-rates I want. While my machine is nothing to cry about, and Eduke32 always seems to be getting better, and improving performance wise, keeping a consistant frame-rate for the kinds of scenes I want to pull of just can't be done without SOME tricks.)
Here's one of the tricks, an experiment with a green screen.
It's a little rough, but what I've learned is I can use the whole "greenscreen set" concept used by many Hollywood productions to actually generate a matte that retains the shadow realistically. I screwed up the angle a little bit, but with more fine tuning it can work. This will allow me to stage more complicated action sequences and time everything properly without the need to do a lot of customized coding and scripting.
Also on display is a bit of fake depth of field which I want to utilize in places to give the Project a bit more cinematic quality.
Here's the original green screen of Duke:
If there is someway to adjust the color of strength of shadows casted by lights, i'd really like to know, because I need to make them darker so that they can be better saved from the green screens.
This post has been edited by Commando Nukem: 04 December 2013 - 03:27 AM
#5200 Posted 04 December 2013 - 06:19 AM
#5201 Posted 04 December 2013 - 06:28 AM
#5202 Posted 04 December 2013 - 11:44 AM
http://www.moddb.com/mods/blacklist
I´ve just srumbled upon it on MODDB and it looks really good, but I´ve never heard of it before.
#5204 Posted 04 December 2013 - 11:59 AM
Judging from the shots and a comment he is using eduke32, if he is even working on it still.
#5205 Posted 04 December 2013 - 12:06 PM
edit: ah, but then... the author's name sounds familiar... curious to hear about that mod.
#5206 Posted 04 December 2013 - 01:00 PM
blizzart, on 04 December 2013 - 11:44 AM, said:
http://www.moddb.com/mods/blacklist
I´ve just srumbled upon it on MODDB and it looks really good, but I´ve never heard of it before.
The author posted on the previous page of this topic:
http://forums.duke4....post__p__175431
#5207 Posted 04 December 2013 - 02:16 PM
#5209 Posted 04 December 2013 - 09:29 PM
#5210 Posted 05 December 2013 - 02:50 AM
#5211 Posted 05 December 2013 - 05:46 AM
#5212 Posted 06 December 2013 - 08:47 AM
Did a very cool monster.
Also a nice puzzle, not too hard but extremely hard to make it in con coding.
#5213 Posted 07 December 2013 - 07:22 AM
#5214 Posted 07 December 2013 - 08:00 AM
I made it have an epic and unusual death when it dies instead of just exploding to pieces.
Was a lot of con adding to it but worked soo well.
#5215 Posted 08 December 2013 - 10:59 AM
Also for rendering, you can use OpenGL to render your models. For models like that, you don't need raytracing and it will be pretty much realtime for rendering. This could save you a bunch of time and ball ache if your machine is getting a bit grey around the chops. Maya's Viewport 2.0 has some excellent OpenGL rendering options and Blender's aren't too bad. I think you have to get a special plug-in for Max, but I know there is a free version of it floating around.
#5217 Posted 09 December 2013 - 04:02 AM
#5218 Posted 09 December 2013 - 03:18 PM
This post has been edited by Scott_AW: 09 December 2013 - 03:18 PM
#5220 Posted 09 December 2013 - 10:30 PM
Is there a program out there that can take in an image that is not an INDEXED PALETTE, but an actual series of colors arranged in an order on the image, and output it to a JASC .PAL file with the colors ordered as they are seen?
I'm trying to make a new palette for quake, which is just like Duke3D or Shadow Warrior, it takes 256 colors, with the last color being transparent. It takes .lmps, and the only way I know to successfully get a lmp is to use a tool like FIMG or ADQUEDIT or QME to import a Jasc .pal/indexed pcx, and export a .lmp.
Here's an example. This is the Duke 3D Palette on a PNG image. 16 x 16:
It is also, a true color image. So, without ruining the colors by dropping it down to 256 and getting the wrong color order in the palette index, is there a way to get this to convert this image into a .PAL that I could then load back into PSP? (This is just an example i'm using. I don't want to give out my crappy palette. I already have the Duke3D palette for use too. What it comes down to is, is there a way besides manually reordering the index to convert an image like this into an indexed Jasc .pal file?