What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7681 Posted 15 February 2017 - 05:28 PM
and i'm all outta gum
#7682 Posted 03 March 2017 - 05:25 PM
Textures might be replaced though.
Edit: Finally managed to kill the both of them without cheats. It's REALLY Tough! Might need to make it a little easier somehow.
This post has been edited by Jolteon: 03 March 2017 - 09:25 PM
#7684 Posted 04 March 2017 - 04:50 AM
Before anyone complains about scale...it's not easy putting a full-sized Star Destroyer in a Duke map. I had to add a hack just to make the thing not disappear from certain vantage points. Let's call it a micro SD.
EDIT: I increased the scale of the Star Destoyer by 50% since posting that pic. Had to make some adjustments but it's better now. Still not quite full-size but close enough.
This post has been edited by Trooper Dan: 04 March 2017 - 01:45 PM
#7685 Posted 04 March 2017 - 07:41 AM
Trooper Dan, on 04 March 2017 - 04:50 AM, said:
Before anyone complains about scale...it's not easy putting a full-sized Star Destroyer in a Duke map. I had to add a hack just to make the thing not disappear from certain vantage points. Let's call it a micro SD.
Looks great can't wait for version 2.0.
#7686 Posted 04 March 2017 - 01:13 PM
i actually wanted to release this shit like, a while ago but last week I decided to retool it by basing it on Hendrick's con sample for DN3D's weapons, that way it (should be) fully functional with the original hud. In the meantime enjoy this really short video of the shotgun animation, which i'm weirdly proud of for whatever fuckin reason.
#7688 Posted 04 March 2017 - 02:16 PM
Quote
Using def Scale factor or changing the actual model size via editor?
How you avoid that big models like that are trapassabile? Placing invisible walls?
#7689 Posted 04 March 2017 - 03:16 PM
Trooper Dan, on 04 March 2017 - 04:50 AM, said:
Sure it is; assuming of course that the player doesn't go down there, you can put all that in a skybox.
#7690 Posted 04 March 2017 - 03:19 PM
Micky C, on 04 March 2017 - 03:16 PM, said:
The player goes down there and can move all around it, TIE fighters fly around it etc. No, it's definitely going to stay in the map, not in a skybox. Anyway, it works fine -- I had to place a few proxy sprites around the map in different locations and code them so that the model will get rendered when any of those sprites are in the rendering pool.
#7692 Posted 11 March 2017 - 04:58 PM
Shame that after the VERY old frontend 1.6, beta 108 I guess, I can't play with Doomsday engine anymore...
Zdoom and other Boom variations map/mods still uncompatible? It would not make much sense.
This post has been edited by Fantinaikos: 11 March 2017 - 05:02 PM
#7693 Posted 11 March 2017 - 05:46 PM
Fantinaikos, on 11 March 2017 - 04:58 PM, said:
Shame that after the VERY old frontend 1.6, beta 108 I guess, I can't play with Doomsday engine anymore...
Zdoom and other Boom variations map/mods still uncompatible? It would not make much sense.
I thought MD3 didn't have an explicit poly limit? Anyway I assume he's going to create a lower poly version and bake a normal map to it with the high poly version.
#7694 Posted 11 March 2017 - 06:18 PM
#7695 Posted 12 March 2017 - 04:41 AM
#7696 Posted 12 March 2017 - 04:31 PM
#7697 Posted 15 March 2017 - 10:40 PM
Trooper Dan, on 04 March 2017 - 03:19 PM, said:
Personally, I would have made it an Imperial Interdictor, a much smaller imperial cruiser that looks somewhat like a Star Destroyer. Would fit better, since a Star Destroyer is large enough to be considered a floating city.
http://starwars.wiki...ial_Interdictor
This post has been edited by Striker: 16 March 2017 - 12:00 AM
#7698 Posted 16 March 2017 - 04:07 AM
I'm a trekkie and by no means a Star Wars expert, but the article you linked to appeared to be referencing a very specific one-off ship as opposed to the general class of ships that it's based on.
#7699 Posted 16 March 2017 - 07:41 AM
This post has been edited by MusicallyInspired: 16 March 2017 - 07:44 AM
#7700 Posted 16 March 2017 - 11:42 AM
Striker, on 15 March 2017 - 10:40 PM, said:
That's a good idea, but I don't have a model for that. Did I mention that it is now 50% bigger than what was shown in the screenshot? (Still not to scale, I know).
#7701 Posted 17 March 2017 - 02:21 AM
My attempt to recreate/emultate the style of the OG Duke3D Duke in 3DS Max. Very very rough draft.
https://www.dropbox....onDuke.png?dl=0
This post has been edited by Commando Nukem: 17 March 2017 - 02:22 AM
#7703 Posted 17 March 2017 - 01:02 PM
Fantinaikos, on 11 March 2017 - 04:58 PM, said:
Shame that after the VERY old frontend 1.6, beta 108 I guess, I can't play with Doomsday engine anymore...
Zdoom and other Boom variations map/mods still uncompatible? It would not make much sense.
It's not for Doom.
#7704 Posted 17 March 2017 - 01:10 PM
It remains a nice work.
This post has been edited by Fantinaikos: 17 March 2017 - 01:11 PM
#7707 Posted 19 March 2017 - 01:27 PM
Lunick, on 19 March 2017 - 01:17 PM, said:
Yes. Is that bad?
#7709 Posted 19 March 2017 - 02:22 PM
#7710 Posted 21 March 2017 - 06:11 PM
DELETED GIFS
This post has been edited by Trooper Dan: 21 March 2017 - 06:16 PM