What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10591 Posted 07 March 2023 - 10:32 AM
#10592 Posted 07 March 2023 - 05:45 PM
#10593 Posted 10 March 2023 - 12:01 AM
This post has been edited by Graphics: 10 March 2023 - 12:03 AM
#10595 Posted 11 March 2023 - 05:30 PM
#10596 Posted 15 March 2023 - 02:34 AM
This post has been edited by Graphics: 15 March 2023 - 02:43 AM
#10597 Posted 20 March 2023 - 02:57 AM
#10598 Posted 20 March 2023 - 03:46 AM
The HUD is now disabled when the cameras are activated, and the scan lines, static, and blinking red dot have been replaced with a camera control overlay. The next steps include bringing the blinking back for the "* REC" symbol in the upper left, and removing the time at the top as it's a static image and does not change and replace it with the game's own internal running time that will be constantly changed and updated.
Here's a before & after shot of where I'm currently at:
This post has been edited by dwtietz: 20 March 2023 - 03:47 AM
#10599 Posted 21 March 2023 - 05:22 PM
Graphics, on 20 March 2023 - 02:57 AM, said:
Don't apologize. Slow periods in this thread aren't your fault so go for it.
#10600 Posted 23 March 2023 - 05:37 AM
#10602 Posted 26 March 2023 - 01:36 PM
This post has been edited by dwtietz: 26 March 2023 - 01:37 PM
#10603 Posted 30 March 2023 - 12:31 PM
Also did some more "creative" work, mostly touches on the outside area. The space shown below felt quite empty, so I've put some life into it - especially happy with how the railings turned out.
#10604 Posted 30 March 2023 - 01:01 PM
#10606 Posted 04 April 2023 - 11:25 AM
#10608 Posted 05 April 2023 - 06:22 AM
jimbob, on 04 April 2023 - 11:25 AM, said:
Screenshots are lookin' great jimbob!
If you were Canadian, I would have suggested that this looks like the perfect place for a "KRÜPE MEATS" Easter egg. "KRÜPE MEATS" is from a "Kids in the Hall" comedy skit titled "Sausages", and while the skit takes place in America somewhere, the screenshots of this town still look like the right sort of environment for it, and with a company name like "KRÜPE" it's not hard to imagine that the company may have originated in Germany or something...
#10609 Posted 05 April 2023 - 01:09 PM
whipped up this box, can scatter them around town
This post has been edited by jimbob: 05 April 2023 - 01:52 PM
#10610 Posted 05 April 2023 - 03:25 PM
#10612 Posted 07 April 2023 - 11:42 AM
jimbob, on 05 April 2023 - 01:09 PM, said:
whipped up this box, can scatter them around town
Haha! That's awesome - and hilarious!
#10613 Posted 07 April 2023 - 12:14 PM
#10614 Posted 09 April 2023 - 11:01 AM
Video: Fully Autonomous Butterflies
I've even seen them successfully navigate through a narrow tunnel on their own that I was expecting them to have great difficulty with, so that came as a pleasant surprise. The flight isn't as choppy as it might appear in the video either... It's all running pretty smooth so far.
#10615 Posted 09 April 2023 - 07:14 PM
Aleks, on 30 March 2023 - 12:31 PM, said:
Also did some more "creative" work, mostly touches on the outside area. The space shown below felt quite empty, so I've put some life into it - especially happy with how the railings turned out.
duke0002.png duke0003.png
Beautiful!
#10616 Posted 11 April 2023 - 10:37 AM
This post has been edited by jimbob: 11 April 2023 - 10:37 AM
#10617 Posted 11 April 2023 - 06:26 PM
jimbob, on 11 April 2023 - 10:37 AM, said:
If there are multiple streets, I don't think I'd take the same approach on every street as that would be to repetitious, but for one or two streets, you could have a mutli-story building on one side of the street that is partially collapsed with a huge debris field spilling out into the middle of the road, blocking off access to the rest of the street behind it.
Using something similar to the idea of a check point (Like Check Point Charlie shown here) with barbed wire blocking off access to the rest of the street from each corner of the building could be another way:
Then there are other obvious barriers, most of which would block the view down the street so maybe not as ideal if you do want the player to be able to see further down the road:
This post has been edited by dwtietz: 11 April 2023 - 06:54 PM
#10618 Posted 11 April 2023 - 11:44 PM
This post has been edited by jimbob: 12 April 2023 - 01:04 AM
#10619 Posted 21 April 2023 - 03:59 AM
Instead, I have something inspired from Road Rash 3d's open areas that I'm creating for the AMC mod. I cancelled the last map for AMC because I wasn't happy with how it was turning out. Since I was given a deadline of about a year (3 months ago) I'm hoping to create something that will be remembered in the mod. That of course is, if the final product (this map) qualifies for the upcoming episode... I'm hoping it will.
This post has been edited by Graphics: 21 April 2023 - 04:01 AM