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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5761 Posted 13 May 2014 - 07:57 AM
#5762 Posted 13 May 2014 - 09:05 AM
#5763 Posted 13 May 2014 - 09:19 AM
#5764 Posted 13 May 2014 - 09:31 AM
Just going by the premise of keeping the effect the same, except that instead of blowing up Duck Dodgers style, it goes up into the sky. Well, it would have to be a rising ceiling, right? Pulled down to the ground from the sky and then made up like a rocket? well, you can't have the tail fins on it, or the nose cone, because those are features you're able to fake via building it up out of the ground.
Am I making any sense?
#5765 Posted 13 May 2014 - 10:01 AM
Fox, on 13 May 2014 - 06:14 AM, said:
But why would Duke want to launch the rocket? Since the facility was taken over, it seems the aliens intended on using it for their own nefarious purposes (hence the alien graffiti covering the "USA" signs on the rocket). Hence, Duke aborted the launch to thwart their evil schemes, whatever they may have been,
In Area 51, he launches the two rockets to destroy the mothership blowing up Duke Burger.
#5766 Posted 13 May 2014 - 11:02 AM
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
I noticed that I fucked up the end bit of E1L6, that has been fixed now (One missing image, wrong text).
If there are any things that I missed, let me know so that I can add them.
Although I will keep this free from just purely visual changes/fixes as there are already many texture shifts and shading changes I left out purposefully.
#5767 Posted 14 May 2014 - 06:38 AM
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
It worked the first two time I got there to see the first two levels and a few hours later it became absolutely impossible.
It's realy interessting though, it's a great idea since it's more complete than what I saw on the DukeWiki but I'd like to be able to access it again, it always tells me that the adress can't be found, it sometimes told me connexion had been reset but that was out of an attempt to access it via "offline mode" since I remember being able to do this on sites and pages I had visited at least once.
Any idea on how I could go back on it ?
I'd like to see the rest, mostly for E1L4 I loved this level and its soundtrack ^^
#5768 Posted 14 May 2014 - 07:15 AM
When my shift ends later today, I will try to restart my router once again.
I've had random issues for the past month so it might also be unrelated to the major fault.
As I host it in my home box, it dies along with my connection
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
EDIT: Speak of the devil, the site should now be accessible again. Didn't require a router reboot this time!
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
This post has been edited by oasiz: 14 May 2014 - 07:20 AM
#5769 Posted 14 May 2014 - 07:21 AM
I thought such things were hosted by the main site itself O_o
In the end I'll hardly understand since my informatic skills don't cover anything about the internet's way of displaying pages (only the fact php generates html that's all I know).
Anyway now I see it's not my computer's fault I'll be patient ^^
And good luck on this project if it's not already 100% done !
#5770 Posted 14 May 2014 - 08:44 AM
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/SanFranStuff_zps51c58fe1.png)
Sprite work for an upcoming Duke The Series episode. San Francisco assets.
This post has been edited by Commando Nukem: 14 May 2014 - 08:48 AM
#5771 Posted 14 May 2014 - 02:11 PM
#5772 Posted 23 May 2014 - 03:19 PM
The standard issue sidearm of the United States Colonial Marines. VP70
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/VP70_ANIMATIONLOOP_zps46b18f61.gif)
Needs a bit of work, this is just a first go. Lighting is a bit off. The hand in the idle and shooting frames needs more definition. Going for a bit of a Doom 64 look to the sprites. The project this goes into I want to have entirely custom weapon animation setup. Hence, more frames in here then Duke's stock pistol.
#5773 Posted 23 May 2014 - 06:27 PM
#5774 Posted 23 May 2014 - 07:46 PM
Mickey C, on 23 May 2014 - 06:27 PM, said:
I like it. Especially if you have lots of contrast in lighting and have the surrounding lights affect the hand, the shadow would disappear enough to make it look good imo.
#5775 Posted 24 May 2014 - 01:02 AM
![Posted Image](http://img3.wikia.nocookie.net/__cb20060209234057/doom/images/2/2a/Unmaker_Doom64_1.jpg)
Need to shorten the shadow up a bit.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/wink.gif)
#5776 Posted 24 May 2014 - 01:15 AM
#5777 Posted 24 May 2014 - 04:49 AM
#5778 Posted 24 May 2014 - 06:17 AM
Fox, on 24 May 2014 - 01:15 AM, said:
It's more down to the lighting than the weapon design. I need to tweak the texture to bring out a better contrast, smooth out some of the more nitty gritty details that just end up coming out noisey, and tweak the lighting.
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/VEEPREF_zps4a9298df.jpg)
The VP70 is the weapon i'm intending to represent there. Right down to the exact sound FX from Aliens.
RAW SOUND(NOTE that 'RAW' means I have not balanced, or removed background noises) :
http://dl.dropboxuse.../VEEP%20RAW.wav
I may have to go with an angled pistol after all, since it gives the weapon a little more interest.
This is a version I did which predates the animation up there, but it's in a more familiar Duke3D style angle.
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/VeepEarly_zpsda3e5436.jpg)
This post has been edited by Commando Nukem: 24 May 2014 - 06:18 AM
#5779 Posted 24 May 2014 - 10:09 AM
![Posted Image](http://i.imgur.com/G0GW2Zi.png)
This post has been edited by Fox: 24 May 2014 - 06:31 PM
#5781 Posted 24 May 2014 - 11:55 AM
Yeah, I water marked it.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#5782 Posted 24 May 2014 - 07:58 PM
A rep point to whoever figures it out
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
![Posted Image](http://i734.photobucket.com/albums/ww345/crimic01/groovy_zps58b60bbf.png)
This post has been edited by Mickey C: 24 May 2014 - 07:58 PM
#5784 Posted 24 May 2014 - 10:54 PM
#5785 Posted 24 May 2014 - 11:09 PM
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
edit: nope I'm wrong!
This post has been edited by James: 24 May 2014 - 11:11 PM
#5786 Posted 24 May 2014 - 11:27 PM
They aren´t additive like your shot but you may be using Lezing´s ExtCLUT palettes (in which case it doesn´t qualify as vanilla duke).
#5788 Posted 24 May 2014 - 11:37 PM
#5789 Posted 24 May 2014 - 11:42 PM
I've managed to do something similar, but the illusion breaks at an angle - your light rays are a lot longer though, hmm...
This post has been edited by Cage: 24 May 2014 - 11:43 PM