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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Gambini 

#511

Thanks. Please try to not aim that gun over here, somebody could be harmed :) .

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):

Posted Image

Posted Image

Again, any help for converting it into reality will be apreciated.
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User is offline   XThX2 

#512

Wow, the moment I saw this picture (without reading what it was from last page) what flashed in my mind was... COMMANDER KEEN !!! Seriously, that looks a lot like the stun gun (IIRC) of commander keen. Looks cool for either purposes though :=)
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User is offline   Stabs 

#513

nice little retro laser design you got going on there gambini :)
hopefully ill be seeing that soon in DP

2 new DNE screens, one of the title screen i have made for it

Attached Image: DNETITLE.jpg
Attached Image: DNE13.jpg
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User is offline   quakis 

#514

I hope you're going to fix some of that texturing. I personally think it's lazy and doesn't look very good at all. I saw a lot of this in TTA2, and I honestly hate seeing it;

Posted Image

This post has been edited by quakis: 01 November 2009 - 05:54 AM

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User is offline   Geoffrey 

#515

Nice titlescreen! I love the building on the right of the second shot, it reminds me of that simple quake/sin architecture.
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User is offline   NerdZilla 

#516

ok that slopping hill design thing is getting way more dynamic. im going to have something to share with you guys and let you see for yourself. but when i have anuff done? im also going to send you guys a cut and paste methed to making your own.
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

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User is offline   Danukem 

  • Duke Plus Developer

#517

 NerdZilla, on Nov 3 2009, 03:56 AM, said:

ok that slopping hill design thing is getting way more dynamic. im going to have something to share with you guys and let you see for yourself. but when i have anuff done? im also going to send you guys a cut and paste methed to making your own.
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.
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#518

I'm spending some of my free time poking around my old half-baked maps (No, not Regula 1, although that map I still work on every once in awhile. Let's call it Regula One Forever!)

One of them is very hopeful, and I've gotten much done in just a few hours.

Posted Image
Random hallway. This is an unusual map: I was obsessed with caves when I started it.

Posted Image
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. :)
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#519

View PostDeeperThought, on Nov 3 2009, 06:08 PM, said:

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.

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.
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User is offline   blizzart 

#520

View PostDr. Kylstein, on Nov 4 2009, 03:07 AM, 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.


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

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User is offline   NerdZilla 

#521



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

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User is offline   Mark 

#522

That test map looks great. Very smooth hills using triangles and squares. It should add a lot to a mapmakers toolbox if it gets added in.
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User is offline   NerdZilla 

#523

View PostMarked, on Nov 4 2009, 04:12 PM, said:

That test map looks great. Very smooth hills using triangles and squares. It should add a lot to a mapmakers toolbox if it gets added in.


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

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User is offline   SBG 

#524

Right now I'm working on a duke-tribute-video. Not much, but I'm planning on making it a little... special.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#525

View PostNerdZilla, on Nov 4 2009, 11:30 PM, said:

Attachment landscap...ng_hills.zip

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

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User is offline   Gambini 

#526

Posted Image

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

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User is offline   Danukem 

  • Duke Plus Developer

#527

I love it. It's a model and yet has that classic 8-bit look. And it's very well put together.
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User is offline   Jimmy 

  • Let's go Brandon!

#528

That's pretty damn awesome, and is similar to something I've been planning for Return of the King. I like it man!
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User is offline   Gambini 

#529

Thanks guys, still needs some driving code :)

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.
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User is offline   Gambini 

#530

And finally

Posted Image

that script for adding images into the forum should be removed.
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User is offline   Mikko 

  • Honored Donor

#531

Damn man, if you weren't such an Al Bundy/Lester Burnham type, you should really start working on and diversifying a portfolio and apply for a level designer job in the United States (I doubt there are many game design companies specializing in shooters in Argentina) or something.

Quote

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.


Care to elaborate?
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User is offline   Gambini 

#532

Oh, of course. I could skip te fail attemps and go straight along the steps that worked.

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

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User is offline   Tea Monster 

  • Polymancer

#533

View PostMikko_Sandt, on Nov 7 2009, 07:53 PM, said:

Care to elaborate?


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.
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User is offline   Sangman 

#534

In any case, I like the model. Using Duke art as skin is a good choice, means your model(s) won't look out of place very quickly.
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User is offline   Gambini 

#535

I luckily didnt have too many problems putting that model in game, i took the def from another model and tested it in game, the jeep looked like a toy jeep 1:10 scale, so i quited, edited the def and multiplied the scale value for ten.
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User is offline   Gambini 

#536

Posted Image

This jeep likes to travel through the sand :)
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User is offline   Sangman 

#537

It's too bad that you've put so much time into making a jeep that blends in well with standard Duke texture only to combine it with a really ugly looking sand texture :)
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User is offline   Danukem 

  • Duke Plus Developer

#538

View PostSangman, on Nov 9 2009, 04:07 AM, said:

It's too bad that you've put so much time into making a jeep that blends in well with standard Duke texture only to combine it with a really ugly looking sand texture :)


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.
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User is offline   NerdZilla 

#539

just wanted to share an update on the terrian..



This post has been edited by NerdZilla: 09 November 2009 - 08:04 AM

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User is offline   Danukem 

  • Duke Plus Developer

#540

View PostNerdZilla, on Nov 9 2009, 08:01 AM, said:

just wanted to share an update on the terrian..

Attachment duke0015.gif


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.
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