What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#511 Posted 31 October 2009 - 05:09 PM
Deeperthought suggested me that i should post screenshots showing the angle from where the player is going to see the gun. So, here we go (i did also rid off the ambient light in these, in order to give a more accurate impression):
Again, any help for converting it into reality will be apreciated.
#512 Posted 01 November 2009 - 01:53 AM
#513 Posted 01 November 2009 - 04:17 AM
hopefully ill be seeing that soon in DP
2 new DNE screens, one of the title screen i have made for it
#514 Posted 01 November 2009 - 05:50 AM
This post has been edited by quakis: 01 November 2009 - 05:54 AM
#515 Posted 01 November 2009 - 09:41 AM
#516 Posted 03 November 2009 - 03:56 AM
but truth be told the fact it can be done. meens that there is room for mapster3d to have a built in hill generater. and well... why not???
so in a few hours im going to have a small map of an open area full of hill for everyone to check out. it'll simply show how hills like 1942 can be done in duke3d. and personaly, i think duke3d dose a better job of it. XD
This post has been edited by NerdZilla: 03 November 2009 - 03:57 AM
#517 Posted 03 November 2009 - 03:08 PM
NerdZilla, on Nov 3 2009, 03:56 AM, said:
but truth be told the fact it can be done. meens that there is room for mapster3d to have a built in hill generater. and well... why not???
so in a few hours im going to have a small map of an open area full of hill for everyone to check out. it'll simply show how hills like 1942 can be done in duke3d. and personaly, i think duke3d dose a better job of it. XD
Not to detract from the niceness of your hills, but this isn't anything new is it? I'm pretty sure I've seen hills like that in maps from years back.
#518 Posted 03 November 2009 - 06:03 PM
One of them is very hopeful, and I've gotten much done in just a few hours.
Random hallway. This is an unusual map: I was obsessed with caves when I started it.
Practicing my lighting. I found out that Polymer does *not* like the sloped lighting effect--the wall with the slanted light darkens with visibility much faster than the other walls when the player walks away, leading to a very ugly mismatch. Booo. Gimmie back my 8-bit software renderer on Linux.
I need to find some way to make this map more memorable than modern maps. They all look too damn good.
#519 Posted 03 November 2009 - 06:07 PM
DeeperThought, on Nov 3 2009, 06:08 PM, said:
MBlackwell did some experiments with terrain. I tried it myself after his example. The technique is similar, but less deliberate and gridded. I would just put down arbitrary triangles and then pair them up.
#520 Posted 04 November 2009 - 01:19 AM
Dr. Kylstein, on Nov 4 2009, 03:07 AM, said:
Yes, Mblackwell did this some years ago. It was also used in that SSTC 2 tech demo IIRC.
Anyways, I like this effect. Can´t wait to check out your tutorial.
This post has been edited by blizzart: 04 November 2009 - 01:20 AM
#521 Posted 04 November 2009 - 02:30 AM
i made this useing math, its geromatry at work. thats why i know mapster chould do the same with a generator. the only thing missing is some dynamic tiles.
i really hope you guys like this. it took alot of work to get it right. i hope to see this in polymor when i get a working copy of that program.
This post has been edited by NerdZilla: 04 November 2009 - 02:33 AM
#522 Posted 04 November 2009 - 04:12 PM
#523 Posted 05 November 2009 - 07:03 PM
Marked, on Nov 4 2009, 04:12 PM, said:
thanks i hope to maybe catch the attention of the person doing the JPark mod. i would be more then happy to design some DM-maps that would be fun to drive in. also wait untel you see the rain FX that works with in it. and because the rain itself is a tile, each drop chould react to light. but i would need help designing the bump mapped tile
This post has been edited by NerdZilla: 05 November 2009 - 07:04 PM
#524 Posted 06 November 2009 - 12:08 PM
#525 Posted 07 November 2009 - 09:49 AM
NerdZilla, on Nov 4 2009, 11:30 PM, said:
i made this useing math, its geromatry at work. thats why i know mapster chould do the same with a generator. the only thing missing is some dynamic tiles.
i really hope you guys like this. it took alot of work to get it right. i hope to see this in polymor when i get a working copy of that program.
I like this a lot, keep at it.
This post has been edited by The Commander: 07 November 2009 - 09:49 AM
#526 Posted 07 November 2009 - 03:25 PM
I made this Jeep between yesterday and today, in the pic it´s already exported to 3ds (with some flaws in the windglass frame, i made it using XSI) and uses (as you likely are going to notice) original duke art as skin (oh well, i´ve worked on that a little bit to improve the looking). It´s part of a project i have in mind, later will explain a little more about it.
This post has been edited by Gambini: 07 November 2009 - 03:27 PM
#527 Posted 07 November 2009 - 03:36 PM
#528 Posted 07 November 2009 - 03:56 PM
#529 Posted 07 November 2009 - 04:08 PM
the process of exporting from any format to md3 is just inhumane, i´ve already wasted more time trying to do it than the time the whole model took me itself.
#530 Posted 07 November 2009 - 06:12 PM
that script for adding images into the forum should be removed.
#531 Posted 07 November 2009 - 07:53 PM
Quote
Care to elaborate?
#532 Posted 07 November 2009 - 08:14 PM
Assuming you´ve already made, skinned, merged into one and merged materials of your model in XSI
-Export it to .obj file
-Download and decompress this set of plugins for 3dStudio:
http://www.dukespana.com/dl_details.php?vi...id=19&cat=7
-Open 3d Studio and import the .obj file into a new model
-With the Explorer opened, drag the skin file into the 3d view of 3d studio (aim to the model goddamit).
-Select the object, go to the ¨modifiers¨ menu and apply Uv Mapping>Unwrapp Uv (be sure all objets got their unwrapp process)
-Save the file and export it to md3 (it´s already possible due to the plugin previously installed)
Unless you´ve changed anything the frame name by default is ¨(from 3DSMax)¨ (marks included, quotes not).
Now you have just to create a new sprite or replace it by the model. Adding the frame in the def file and walaaaa. It doesn´t sound that hard, i know, but remember i´ve mentioned the successfull steps only. Absolutely, i could not have done it without the help of Sysop, and Deeperthogh is also worthy of my gratitude, since he hinted me about how to add it inside the def file at the same time he was finishing WGR2.
This post has been edited by Gambini: 07 November 2009 - 08:16 PM
#533 Posted 08 November 2009 - 09:35 AM
Mikko_Sandt, on Nov 7 2009, 07:53 PM, said:
I can make a model based on one of the simple props in an hour. There is a lot of f*ckery involved with the UV mapping, texturing, tweaking meshes and so forth that takes more time after that.
After all that is done, you have to get it into the game itself.
You have to export the model. I don't know what sort of things are involved with XSI, but with Blender it's pretty straight forward. The problem is that MD3 is a very old format now and its difficult to get up-to-date exporters for it. I know that with Maya you need to have one made specifically for that version.
After that you have to write your def file. Once you get it to turn up in game there is what seems like a geological age of arsing around. You have to load the game, check the model against the sprite by dinking between 8-bit and polymost mode. You have to check for position and scale. Each time its not right, you have to quit out, alter your def file, reload the game, go to your level, play it, go between 8-bit and polymost. It gets really tedious really quickly. That is for simple props as well. Once you have animations, skin changes and so forth, the amount of time required to get it right just spirals out of control. For animations, you have to shut down the game, tweak your animations, re-export your MD3, change your def file, reload the game... I get worn out just describing it.
I modeled the Queen in day or so. Tweaking the mesh took about two days. Getting it into game so it matched the original - about 4 days.
#534 Posted 08 November 2009 - 10:27 AM
#535 Posted 08 November 2009 - 10:42 AM
#537 Posted 09 November 2009 - 04:07 AM
#538 Posted 09 November 2009 - 07:54 AM
Sangman, on Nov 9 2009, 04:07 AM, said:
Oh no, all his effort making the jeep is wasted because he put it in DPCBP to make a screenshot! I guess Duke will have to go on a mission to get the jeep out of that map so it can be used somewhere else.
#539 Posted 09 November 2009 - 08:01 AM
This post has been edited by NerdZilla: 09 November 2009 - 08:04 AM
#540 Posted 09 November 2009 - 08:09 AM
NerdZilla, on Nov 9 2009, 08:01 AM, said:
That looks really nice. How do you imagine that mappers will make use of this without having a terrain generator? (hint: I don't think it's going to be added to mapster any time soon, although it seems like the sort of thing that CraigFatman would put in his lebuild editor).
Another thing that occurs to me is that in Duke, player speed is not adjusted for slopes. I mean, the player continues to move at the same horizontal speed regardless of the degree of slope, so the result on that terrain would be be pretty strange.