What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1203 Posted 09 April 2010 - 09:43 PM
I've done a concept room for the UESC (United Earth Space Council) Marathon, a multi-generational interstellar colonial spacecraft in the year 2794. One of the ship's 3 AIs, Durandal, becomes self aware and volatile, and to make matters worse, our favourite aliens have come and are taking over the ship.
#1204 Posted 09 April 2010 - 09:47 PM
Just something really random, and Im not that good XD
#1205 Posted 09 April 2010 - 11:24 PM
"Duke's Day Off"
#1206 Posted 09 April 2010 - 11:41 PM
#1207 Posted 10 April 2010 - 12:52 AM
VinsaneOne, on Apr 10 2010, 03:24 PM, said:
"Duke's Day Off"
T_T Youtube...some of us can't view it easily then. Congratulations of finishing it though. ^^
This post has been edited by Jinroh: 10 April 2010 - 12:52 AM
#1208 Posted 10 April 2010 - 04:20 AM
Jinroh, on Apr 10 2010, 04:52 PM, said:
Hmm... are you live/born in China?... Too bad Youtube get blocked on there...
This post has been edited by Player Lin: 10 April 2010 - 04:21 AM
#1209 Posted 10 April 2010 - 05:36 AM
Player Lin, on Apr 10 2010, 08:20 PM, said:
Yes, it is quite annoying when we are talking about western websites and things and Youtube videos are very frequent. =_= Youtube's updating has caused problems for me. hehe.
This post has been edited by Jinroh: 10 April 2010 - 05:37 AM
#1210 Posted 10 April 2010 - 05:45 AM
#1211 Posted 10 April 2010 - 01:37 PM
VinsaneOne, on Apr 10 2010, 12:24 AM, said:
"Duke's Day Off"
Awesome stuff dude. Awesome stuff.
#1212 Posted 10 April 2010 - 08:49 PM
VinsaneOne, on Apr 10 2010, 12:24 AM, said:
"Duke's Day Off"
That was very good, a combination of comedy and tech demo (the tech part being the camera work). It got better near the end, and I hope that's a sign of things to come.
#1213 Posted 10 April 2010 - 09:37 PM
Spiker, on Apr 10 2010, 03:41 AM, said:
Jinroh, on Apr 10 2010, 04:52 AM, said:
Commando Nukem, on Apr 10 2010, 05:37 PM, said:
DeeperThought, on Apr 11 2010, 12:49 AM, said:
Thanks a whole bunch man, and yes, things to come will be done with a more experienced director!
This post has been edited by VinsaneOne: 10 April 2010 - 09:37 PM
#1214 Posted 14 April 2010 - 05:34 PM
#1215 Posted 14 April 2010 - 05:59 PM
Micky C, on Apr 14 2010, 06:34 PM, said:
Hey even for those of us who are familiar with the basics, its nice to see videos like this. Here's hoping it's sucessful, we could use a few new faces around here.
Jinroh, on Apr 10 2010, 06:36 AM, said:
Any alternative sites that we can upload to for those in our audience with these problems can view these things?
#1216 Posted 14 April 2010 - 06:04 PM
If anyone else wants a place to upload then post videos (and photos), it's free and easy to sign up to photobucket. http://photobucket.com/
This post has been edited by Micky C: 14 April 2010 - 06:11 PM
#1217 Posted 14 April 2010 - 07:20 PM
Commando Nukem, on Apr 15 2010, 09:59 AM, said:
Ah, thank you for thinking about us in countries that have less freedoms than others.
#1218 Posted 15 April 2010 - 08:53 PM
The shadows for both trees run down the wall and across the ground. It's probably not terribly easy to see - it's quite different ingame. I've got animations rigged up for the tree leaf textures that should give the trees a slight sway, so all I have to do is add a 3 or 4 frame animation to the leaf shadow textures to get that realistic look (like what they put into Oblivion, that's what I'm going for).
#1219 Posted 16 April 2010 - 12:39 AM
#1221 Posted 16 April 2010 - 03:34 AM
Basically just a alpha picture with soft shadow of black in it.
#1222 Posted 16 April 2010 - 09:09 AM
Quote
The Shock Trooper was equipped with a portable Tesla coil, essentially a backpack generator with a lightning rod. He wore heavy armour isolating electricity and couldn't have been ran over by vehicles. The troopers were used as special forces units and as pacification squads, evident when they were deployed to obliterate several villages that were deemed unfaithful to communist Russia. They were very effective against tanks and did heavy damage to infantry as well, however their slow rate of fire, slow speed and high cost made them vulnerable to groups of Rifle infantry. They were however more resistant than standard infantry, including grenadiers and flame troopers.
This post has been edited by The Commander: 16 April 2010 - 09:10 AM
#1223 Posted 16 April 2010 - 04:23 PM
#1224 Posted 16 April 2010 - 06:54 PM
Rusty Nails, on Apr 16 2010, 07:09 PM, said:
Hmm, I'm not sure how it appears on your end, but the colour seems spot on for me... I map on a nice CRT while at work, and a big LCD at home, both with finely tweaked colour and saturation levels. In fact, I tend to have my screen's colour saturation up by a good 10% or so, which usually results in textures having a little LESS saturation ingame. The point of the area I made though was to look lively, lush and green... Though I suppose I might have overdone it a bit - it's just a test area anyway though.
EmericaSkater, on Apr 16 2010, 09:11 PM, said:
Thanks, though it's actually just 3 sectors - the models and textures do all the work nowadays
The Commander, on Apr 16 2010, 10:04 PM, said:
http://media.moddb.c...44/SGMOD4.1.jpg
Basically just a alpha picture with soft shadow of black in it.
Exactly - and it's so friendly to performance too, which is great. The only issue is that if you don't have a lot of similarly designed areas to use the shadow texture in, you end up having to create a whole boatload of custom ones for each specific spot. Could get annoying, but worth it I think.
The Commander, on Apr 17 2010, 03:39 AM, said:
For some reason, that remind me of the shock rifle from Unreal Tournament (it's probably the arching handle-like bit at the end of the gun - the shock rifle had something similar).
Mia Max, on Apr 17 2010, 10:53 AM, said:
http://img176.images...07/duke0000.gif
I'm curious, it looks as if the building itself is just a few flat surfaces with realistic textures... Can you actually enter it, or have you setup something like a teleport where as you approach, you appear in front of a different building that's actually designed to be entered?
Or is it a cutscene object only? Or... or...
This post has been edited by Sobek: 16 April 2010 - 06:56 PM
#1225 Posted 16 April 2010 - 07:02 PM
#1226 Posted 16 April 2010 - 07:28 PM
Yes, those textures are flat.
But if I keep working on this map, and this would take month, I hope that meanwhile there will be better support for ROR.
I've already played a little with ROR and it already works quite fine in polymer, but the ceilings still don't have hitpoints.
This post has been edited by Mia Max: 16 April 2010 - 07:29 PM
#1227 Posted 16 April 2010 - 10:38 PM
Jinroh, on Apr 10 2010, 09:36 AM, said:
Hey, I put a link in my signature so you can now see it from my PhotoBucket also.
#1228 Posted 20 April 2010 - 05:45 AM
Hopefully DeeperThought will let me include some models and textures into Duke Plus. Currently the size is less than 5 MB and I won't add much more.
#1229 Posted 20 April 2010 - 06:45 AM
What type of map is this? Scary?
#1230 Posted 20 April 2010 - 08:46 AM
I still don't know what kind of type it will be. But scary is always good.