XBLOCK - A world of sprites !! work in progress..
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6241 Posted 28 October 2014 - 07:55 AM
#6242 Posted 28 October 2014 - 10:54 AM
i am working with .MD3 cinematic animations and animated machinery . i was working with the 2013 HRP Duke model to make some new animations to be used/triggered during cinematic events in the game. but whenever i rig the model with bones to stance duke in a T-pose . his armpits never come out right. this is because in the original model his arms are pushed up against his body and the faces collide . if only i could get my hands on the HRP2013Duke in a T-Pose or a low poly duke nukem player model in tpose.(im able to animate with bones and then convert to vertex frame based animations)... because of this im now trying to learn how to model....
This post has been edited by Snake Plissken: 28 October 2014 - 10:56 AM
#6243 Posted 28 October 2014 - 05:42 PM
Slowly trying to get back into mapping;
Give you a clue, this is not on earth. I am finding the tile set hard to adapt to. I was working on another map which was similar to Sanek's Cold In November - even in name; Snow in October - but I probably won't finish it, or else I'll re-purpose it at a later time, maybe around the holidays.
Give you a clue, this is not on earth. I am finding the tile set hard to adapt to. I was working on another map which was similar to Sanek's Cold In November - even in name; Snow in October - but I probably won't finish it, or else I'll re-purpose it at a later time, maybe around the holidays.
#6245 Posted 29 October 2014 - 03:19 AM
I'm also working on some Total Recall inspired stuff. No pics though, but you'll see it soon enough.
#6246 Posted 29 October 2014 - 06:45 AM
Lot's of con coding.
GAME.CON now at nearing 4.1mb in size.
Lots of level work and more.
GAME.CON now at nearing 4.1mb in size.
Lots of level work and more.
#6247 Posted 29 October 2014 - 12:43 PM
Dystopic high tech always looks good in my book. Total recall is a damn nice source of inspiration for duke due to similarities in the setting, not to mention blade runner as well.
A lot of this overall feeling was removed between retail and lameduke but the assets are still there, waiting to be used, mostly just in more creative ways due to palette changes and things looking less dirty / rusty.
I've also got some pretty neat ideas for the next map in the slum series, just gotta find a burst of motivation and time to get things done.
A lot of this overall feeling was removed between retail and lameduke but the assets are still there, waiting to be used, mostly just in more creative ways due to palette changes and things looking less dirty / rusty.
I've also got some pretty neat ideas for the next map in the slum series, just gotta find a burst of motivation and time to get things done.
#6248 Posted 29 October 2014 - 12:58 PM
After nearly a year I´´ve finally found some time to get back to work for Brute Force.
I hope I can do more within the next weeks.
I hope I can do more within the next weeks.
#6251 Posted 31 October 2014 - 05:29 PM
Micky C, on 31 October 2014 - 04:03 PM, said:
Any reason you didn't go for the newer Duke model?
I just wanted to see how this one would look in SFM. Besides, if we're talking Tea Monster's, i'm still having glitches with converting it to a format that I can use outside of Blender.
#6252 Posted 05 November 2014 - 03:18 AM
Blender exports to FBX now. There are supposedly some decent Blender to Source tools about, but I've not tested them.
Someone got the DNF Duke model into Source. I've seen it on some SFM videos and it's available on a Gary's mod package.
Someone got the DNF Duke model into Source. I've seen it on some SFM videos and it's available on a Gary's mod package.
#6253 Posted 06 November 2014 - 08:40 AM
Blender continues to leave nasty rigging glitches and I don't know why. Your rig on the HD Duke always get's broken one way or another, for example.
As far as using the 2011 DNF Duke, yep. I have that one, along with just about all the props from DNF that someone converted for gmod, in SFM. Haven't tested them all yet to see if they work.
https://www.facebook...100000039430309
But if I was gonna use SFM in full for a project like this i'd want to use the "classic" style DNF model. Which would probably need to be re-rigged to a Source rig and have full VTA face morphs done so that it could do proper lip synch. That is a whole can of worms I am exploring right now, though.
As far as using the 2011 DNF Duke, yep. I have that one, along with just about all the props from DNF that someone converted for gmod, in SFM. Haven't tested them all yet to see if they work.
https://www.facebook...100000039430309
But if I was gonna use SFM in full for a project like this i'd want to use the "classic" style DNF model. Which would probably need to be re-rigged to a Source rig and have full VTA face morphs done so that it could do proper lip synch. That is a whole can of worms I am exploring right now, though.
#6254 Posted 06 November 2014 - 09:51 AM
"PAL24 the game" - rolling around some random concepts for areas.
Some of the ideas I want to implement are going to have to use custom textures and sound.. so far it's still stock like last time.
Some of the ideas I want to implement are going to have to use custom textures and sound.. so far it's still stock like last time.
#6256 Posted 06 November 2014 - 12:56 PM
Very unique, I like it a lot. Looks even better than your previous map.
#6258 Posted 06 November 2014 - 02:29 PM
Still looks just a smidge too blocky IMO, otherwise it's pretty good.
#6259 Posted 06 November 2014 - 03:22 PM
Commando Nukem, on 06 November 2014 - 08:40 AM, said:
Blender continues to leave nasty rigging glitches and I don't know why. (SNIP)
Here are Valve's tools for exporting from Blender to the Source Engine. https://developer.va...er_Source_Tools
I've not worked with the Source engine before, so I can't advise in detail, but I know it can be done as a few of the TF2 items were made in Blender (the 'Scorch Shot' for one).
#6262 Posted 17 November 2014 - 12:54 AM
I'm not going to expose it to scripting in any way until I can engineer a complete and proper method for doing so.
#6263 Posted 17 November 2014 - 03:10 AM
Hendricks266, on 16 November 2014 - 06:44 PM, said:
Better late than never.
-snip-
-snip-
I'm assuming this is rewritten menu code? Or am I misunderstanding?
This post has been edited by TheZombieKiller: 17 November 2014 - 03:10 AM
#6265 Posted 17 November 2014 - 03:20 AM
Will it finally allow for additional custom menu options in mods?
#6266 Posted 17 November 2014 - 04:18 AM
Micky C, on 17 November 2014 - 03:20 AM, said:
Will it finally allow for additional custom menu options in mods?
Judging by the SVN commit comments and Hendricks' reply above, it's a prototype for allowing the mouse pointer to be used in the menus. Hooking them up to scripting is a seperate topic.
#6267 Posted 17 November 2014 - 06:14 PM
Micky C, on 17 November 2014 - 03:20 AM, said:
Will it finally allow for additional custom menu options in mods?
That's what my post asked and Hendricks answered...
#6269 Posted 18 November 2014 - 08:13 AM
Fox, on 18 November 2014 - 07:21 AM, said:
How feasible is it to have the OS cursor in the game?
Instead of the crosshair? Completely possible, but I won't do it for two reasons:
1. Embedded systems such as Wii don't have a system cursor.
2. There is a slight delay in propagation of the mouse's position to the game. Displaying a tile indicates where the game thinks the cursor is so there are no mouseclick accidents.
At the very least, there will be an EVENT_DISPLAYCURSOR for which you can setvar RETURN a custom tilenum.
#6270 Posted 18 November 2014 - 10:19 AM
Hendricks266, on 18 November 2014 - 08:13 AM, said:
1. Embedded systems such as Wii don't have a system cursor.