What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8911 Posted 20 June 2019 - 07:28 PM
#8912 Posted 20 June 2019 - 08:32 PM
I had a .fbx file that Maya (would import but wouldn't appear)
So I used blender to import it and export as obj
Then maya to load the mesh thing and add the "texture" on the art.
Then export it as obj (with texture)
and poly2vox to convert to voxel
Making a Jotunn statue (creature from the movie Ritual)
#8913 Posted 21 June 2019 - 03:34 AM
#8914 Posted 29 June 2019 - 05:36 AM
#8915 Posted 30 June 2019 - 03:52 PM
#8916 Posted 01 July 2019 - 02:37 AM
#8917 Posted 01 July 2019 - 03:19 AM
I can decimate the model in Sculptris but I still need a way to get that into map format ( model=sectors )
This post has been edited by Mark: 01 July 2019 - 03:31 AM
#8918 Posted 01 July 2019 - 04:04 AM
#8919 Posted 01 July 2019 - 04:06 AM
This post has been edited by Mark: 01 July 2019 - 04:23 AM
#8920 Posted 01 July 2019 - 04:47 AM
However, you generally wouldn’t need to create such realistic terrain. With 2.5D engines such as this, people expect simpler and more blocky architecture, and these engines excel at doing that. We can get away with some relatively basic terrain for this reason.
I’m not sure what your model comment is referring to. I did put in a request a while ago for you to build a 3D model of a cycloid mothership for the AMC TC, which I’m very grateful for. We then converted that into a voxel which served as a decorative prop, and voxels are a core part of the engine, having been fully supported since 1997 and in both polymost and classic.
This post has been edited by Micky C: 01 July 2019 - 04:49 AM
#8921 Posted 01 July 2019 - 05:51 AM
It would be way too much effort, near impossible, to use for an entire map. My thinking is for more of a outside connecting area between conventional sector buildings or other structures. Another good use,without clipshapes is for use in non-playable border areas of a map. My projects usually include those for realism/eye candy. I don't want to settle for another square, flat cliff face.
I'm not too concerned about what most players want. If I did I wouldn't be using high res, custom textures and models along with lots of Polymer lighting in all my projects.
This post has been edited by Mark: 01 July 2019 - 05:55 AM
#8922 Posted 01 July 2019 - 06:00 AM
This post has been edited by Photonic: 01 July 2019 - 06:04 AM
#8923 Posted 01 July 2019 - 02:38 PM
#8924 Posted 06 July 2019 - 04:41 PM
#8925 Posted 08 July 2019 - 08:44 PM
#8926 Posted 13 July 2019 - 02:25 PM
Photonic, on 06 July 2019 - 04:41 PM, said:
It's evolving.
#8935 Posted 19 July 2019 - 03:46 PM
#8936 Posted 19 July 2019 - 07:32 PM
This post has been edited by MusicallyInspired: 19 July 2019 - 07:32 PM
#8938 Posted 19 July 2019 - 11:18 PM
Mark, on 19 July 2019 - 03:46 PM, said:
Yeah, just look at Ion Fury and DNF2013.
MusicallyInspired, on 19 July 2019 - 07:32 PM, said:
Do it. Though I'd recommend waiting a bit (probably weeks) for the big update the team is working on.
Ninety-Six, on 19 July 2019 - 08:55 PM, said:
We'd go even faster if we had more mappers.
#8939 Posted 19 July 2019 - 11:55 PM
Loke, on 19 July 2019 - 11:18 PM, said:
There's another update coming? Already?
#8940 Posted 20 July 2019 - 12:02 AM
Ninety-Six, on 19 July 2019 - 11:55 PM, said:
Yep, mostly eye-candy stuff and bug fixes. Don't want to spoil too much or James will have my ass.