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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5791 Posted 25 May 2014 - 12:05 AM
You don't want to make the bottom too dark of course.
This post has been edited by Mickey C: 25 May 2014 - 12:07 AM
#5792 Posted 25 May 2014 - 01:37 AM
Mickey C, on 24 May 2014 - 07:58 PM, said:
I have, except in a WIP map by somebody
#5793 Posted 25 May 2014 - 04:49 AM
#5794 Posted 25 May 2014 - 04:57 AM
Ive got a poper aimtrak gun to do all the testing on and can code up the campaign ,i dare say we could have a nice build ready within 2 weeks. i just cant con code
This post has been edited by Stabs: 25 May 2014 - 04:57 AM
#5796 Posted 25 May 2014 - 01:26 PM
#5797 Posted 25 May 2014 - 01:34 PM
#5799 Posted 25 May 2014 - 01:42 PM
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/WarriorMark1A_zps1a253478.gif)
Alien Warrior test rotations on the new palette. (Up-rezzed the sprite so the preview is easier to see, originally 93 px tall.)
Need to do some slight recoloring on the original skin so that the head ridges and teeth are a bit more evident. Lighting tweaks, etc. The tail came out wonky in the rotations, but that's easy enough to correct.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/cool.gif)
Quite pleased with how it came out.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by Commando Nukem: 25 May 2014 - 01:42 PM
#5800 Posted 25 May 2014 - 03:05 PM
Hendricks266, on 24 May 2014 - 08:37 PM, said:
As long as the desired room height isn't too high, you can get away with just masked walls of 1220, except you can't get too much Y detail into it.
![Attached Image: duke0048.png](https://forums.duke4.net/uploads/monthly_05_2014/post-813-0-73106400-1401059091_thumb.png)
#5801 Posted 25 May 2014 - 04:43 PM
Sleeping devil. Reworked the texture, and decided to go with a slightly higher resolution (this one is only rezzed up 200 percent, the previous one was up-rezzed 300 percent. At this resolution the details are bit clearer(plus new light and texture helps) without betraying the look i'm going for. Original vertical px size 83.
Here's the first frame from the previous one. Again, only uprezzed 200%. Original vertical px size is 122
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/walklarge_zps7563e67f.gif)
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/sideviewlarge_zps43bc7e5f.gif)
Really hoping, in terms of animation and AI, to make these guys dynamic and fun. The pose above is admittedly a bit stiff, but it's all gonna come down to how everything comes together.
#5803 Posted 25 May 2014 - 08:29 PM
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/duke0026_zpse4d1f500.png)
Voxel-based terrain, based on the landscapes seen in Aliens. Still very much WIP, I don't have much experience with voxels. I've got five rock shapes so far, three based on the large phallic shapes, and two that are more generic rocks (those ones up front.) Also, pay no attention to the HUD as it is, will be changed drastically when I open up my own thread for this project...
#5804 Posted 27 May 2014 - 11:45 AM
This post has been edited by Artem Nevinchany: 29 May 2014 - 09:20 AM
#5805 Posted 27 May 2014 - 12:39 PM
![Posted Image](http://i.imgur.com/ngSxcaI.png)
This post has been edited by Fox: 27 May 2014 - 12:52 PM
#5806 Posted 28 May 2014 - 05:19 AM
This post has been edited by MusicallyInspired: 28 May 2014 - 05:19 AM
#5807 Posted 28 May 2014 - 05:48 AM
#5808 Posted 28 May 2014 - 07:59 AM
#5811 Posted 28 May 2014 - 11:02 AM
Commando Nukem, on 25 May 2014 - 04:43 PM, said:
![Posted Image](http://i1068.photobucket.com/albums/u446/openmaw/SleepingDevil2_zps5c7356cf.gif)
Good for a brain test too. Clockwise or anticlockwise?
EDIT: Well, it's more obvious this time. The shadow girl is still a classic.
This post has been edited by Nancsi: 28 May 2014 - 11:06 AM
#5814 Posted 28 May 2014 - 12:53 PM
Fox, on 28 May 2014 - 11:39 AM, said:
![Posted Image](http://i.imgur.com/48klnNE.gif)
Looks great but I think the animation should happen faster, as I think it looks like its firing way before the rocket is actually inside.
#5816 Posted 28 May 2014 - 02:52 PM
#5818 Posted 28 May 2014 - 04:40 PM
#5819 Posted 28 May 2014 - 04:50 PM
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/laugh.gif)
I kid, Fox, I kid. It looks great.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/wink.gif)
#5820 Posted 28 May 2014 - 05:14 PM
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/mad.gif)
IIRC it's not a simple matter to offset weapon fire and have it remain accurate through to infinity.