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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   Jimmy 

  • Let's go Brandon!

#1501

That heat-seeker is amazing. I'd love a Duke3D voxel pack, by the way, especially since Eduke is voxel ready!
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User is offline   ReaperMan 

#1502

Alright i finished the Bazooka, now i'm going to make the Dark Staff and i'm going to try to make a few Duke Nukem voxel models.

Posted Image

This post has been edited by ReaperMan: 29 September 2010 - 01:28 PM

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User is offline   ReaperMan 

#1503

Duke Nukem 3D's Shotgun in voxel form...

Posted Image
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User is offline   Sebastian 

#1504

Ay, caramba!
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User is offline   Radar 

  • King of SOVL

#1505

That's awesome! You should have done those first, this is after all a Duke forum. ;)
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User is offline   Plagman 

  • Former VP of Media Operations

#1506

I think you need to remove the black outlines for it to look right as a voxel.
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User is offline   ReaperMan 

#1507

View PostPlagman, on Oct 1 2010, 05:13 PM, said:

I think you need to remove the black outlines for it to look right as a voxel.


I was going to do that, its not done yet. ;)

Anyway, i'm still going to work on my ROTT voxel pack, but ill make a few Duke Nukem Voxels too. ;)

This post has been edited by ReaperMan: 01 October 2010 - 12:36 PM

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User is offline   Sebastian 

#1508

Played the new DLC for Borderlands the other day, Claptrap's New Robot Revolution, and was instantly inspired by its level design to start a new map a fresh. Gonna try to make it a short one since I can never bring myself to finish any longer ones.

Posted Image

So, polymer + classic textures/sprites and using DT's Attrition mod for this.
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User is offline   Danukem 

  • Duke Plus Developer

#1509

View PostRusty Nails, on Oct 1 2010, 02:02 PM, said:

So, polymer + classic textures/sprites and using DT's Attrition mod for this.


Yeah, it looks nice that way! The odd thing is, I had clicked on your post a minute earlier and there was pic of crashing pigcop car in the prison yard area of E1L3, using the HRP (which also looked cool btw). Yet your post has not been edited. I guess you are using the same link for a different pic.

By the way, great work on the new map (assuming it's the one in the pic).

This post has been edited by DeeperThought: 01 October 2010 - 01:57 PM

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User is offline   Sebastian 

#1510

I posted that in the Polymer thread!

Thanks for your comment. Even after I posted the shot I've gone and added/tweaked tons of shit so I feel pretty confident about finishing this up in the near future. I'll send you a copy for beta-testing in the near future if you want (since it uses your mod and stuff).
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User is offline   Jimmy 

  • Let's go Brandon!

#1511

View PostReaperMan, on Oct 1 2010, 12:09 AM, said:

Duke Nukem 3D's Shotgun in voxel form...

Posted Image

The original sprite has a pile of garbage pixels that shouldn't be there on top of it. Here is a fixed sprite.

Attached thumbnail(s)

  • Attached Image: fixed_shotgun.png

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User is offline   Danukem 

  • Duke Plus Developer

#1512

View PostRusty Nails, on Oct 1 2010, 03:23 PM, said:

I posted that in the Polymer thread!

Thanks for your comment. Even after I posted the shot I've gone and added/tweaked tons of shit so I feel pretty confident about finishing this up in the near future. I'll send you a copy for beta-testing in the near future if you want (since it uses your mod and stuff).


Oops I wasn't paying attention to what I was clicking on.

Yeah I would definitely be interested in beta testing. This can coincide with an update of Attrition since I have been improving some things (working on Attrition is a guilty pleasure for me, since it's easier than working on other stuff like Starbeast).
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User is offline   Sebastian 

#1513

Goddamn, playing it with Attrition is awesome. I have no idea of the geography in the map when the mod suddenly decided to mirror the map. ;)
Makes for good playtesting too for me.

And yeah, it's good to have guilty pleasures. It's very restricting (creatively) for me to work on Starbeast right now and it feels like I have to re-learn everything in Amc TC from scratch basically when I want to jump back into that (though my work is like 95% finished on that now) so it's great to take breaks sometimes to get some of the creative juices flowing again.
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User is offline   ReaperMan 

#1514

View PostCaptain Awesome, on Oct 1 2010, 06:43 PM, said:

The original sprite has a pile of garbage pixels that shouldn't be there on top of it. Here is a fixed sprite.


Thanks, Ill take out some of the black when i remake it too, along with fixing the front of the gun up a bit. How many voxels wide do you guys think i should make it?

Edit: Also i made some changes to some of the ROTT voxel models, the rocket lauchers now look more rounded and the cones on the front were fixed up a bit.

This post has been edited by ReaperMan: 01 October 2010 - 05:37 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#1515

I'd say make the barrels three pixels, and the stock/the rest should probably be like four or five, I think.
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User is offline   Night Wolf 

#1516

I really like that alien plasma pistol.. it looks exactly like the gun in the Assault Trooper /Captains sprites.

This post has been edited by ozz: 01 October 2010 - 08:32 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1517

View Postozz, on Oct 1 2010, 09:32 PM, said:

I really like that alien plasma pistol.. it looks exactly like the gun in the Assault Trooper /Captains sprites.


Yes, Cage did an excellent job on that.
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User is offline   Loke 

#1518

Footage from the map I've spent way too fucking much time on. Planning on releasing it before DNF hits the shelves. Keep on truckin'.
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User is offline   Danukem 

  • Duke Plus Developer

#1519

View PostLoke, on Oct 2 2010, 07:21 PM, said:

Footage from the map I've spent way too fucking much time on. Planning on releasing it before DNF hits the shelves. Keep on truckin'.


Heh, you showed everything! It looks good, keep it up.

I noticed that there are a lot of walls the player has to blow up, and it looks like you used every pipebomb for that. Make sure that you give the player plenty of extra pipebombs so he doesn't run out.
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User is offline   Loke 

#1520

View PostDeeperThought, on Oct 3 2010, 06:28 AM, said:

Heh, you showed everything! It looks good, keep it up.


Yeah, thinking back it might not been too good showing everything (skipped a few secrets though ;) ). Still, I have a lot of areas left that hasn't even been started on yet that'll hopefully come as a surprise.

View PostDeeperThought, on Oct 3 2010, 06:28 AM, said:

I noticed that there are a lot of walls the player has to blow up, and it looks like you used every pipebomb for that. Make sure that you give the player plenty of extra pipebombs so he doesn't run out.


Don't worry, I haven't gone around adding most of the weapons and items yet and I'll be sure to give the player enough explosives to blow up cracks. Since you're required to go through these tunnels I'm extra careful so the player doesn't run out of them.
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#1521

loke that map actually looked good! most usermap nowadays looks like a wannabe real duke3d map. your actually reminded me alot like the original game. maybe it was all the details that was in it. there is one thing that i dont like about it. maybe some of the explosive walls were too hard to find? i hate when i spend half an hour looking for a little scratch in a wall. anyway i will be posting stuff about my mod soon. it will have level from 0-100 in it and alot more. my 100% own maps. giant levels and new enemies.
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User is offline   Danukem 

  • Duke Plus Developer

#1522

Rusty Nails thought it would be amusing if killing liztroops sometimes caused their jetpacks to malfunction, and I agreed. So I'm adding that to Attrition, as seen here:

http://fissile.duke4.net/videos/trooperjet...malfunction.wmv

It works in 8-bit as well, although you don't see the trooper spinning in that case.
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User is offline   Stabs 

#1523

;) best new effect ive seen in awhile, does the ceiling height need to be a certain height before that happens?

btw here is some new explosion, i made them a bit brighter & put slight glows around them

Attached File  explosions.rar (2.14MB)
Number of downloads: 480
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User is offline   Awesomebob 

#1524

View PostDeeperThought, on Oct 3 2010, 02:35 PM, said:

Rusty Nails thought it would be amusing if killing liztroops sometimes caused their jetpacks to malfunction, and I agreed. So I'm adding that to Attrition, as seen here:

http://fissile.duke4.net/videos/trooperjet...malfunction.wmv

It works in 8-bit as well, although you don't see the trooper spinning in that case.



Great effect. Now if you could just have them going "OH SHIT OH SHIT OH SHIT" the whole way up, that would be priceless.
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User is offline   Jimmy 

  • Let's go Brandon!

#1525

I've seen something like that in an old CON mod, but instead of flying off, it just exploded. Kind of a cool effect. I think it might be neat if there was a randomised gore-fireworks display type too.
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User is offline   Danukem 

  • Duke Plus Developer

#1526

View PostDanM, on Oct 3 2010, 04:17 PM, said:

;) best new effect ive seen in awhile, does the ceiling height need to be a certain height before that happens?


Yes. And I'll add the feature to DP as well.



View PostDanM, on Oct 3 2010, 04:17 PM, said:

btw here is some new explosion, i made them a bit brighter & put slight glows around them

Attachment explosions.rar


There's a problem. Some of the frames are 513x513 instead of 256x256. This makes the explosions alternate between normal size and gigantic in game. They need to all be 256x256.
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User is offline   Stabs 

#1527

fixed, heh some of those tiles where 1400+, no wonder i was getting slow downs

Attached File  explosions.rar (1.25MB)
Number of downloads: 423
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#1528

weather effects is now very easy to add in my mod. there is gonna be a certain amount of certain monsters depending on the current weather. i love random situations hehe. close to finishing the ai of my first boss enemy. its gonna be the big frog from devil may cry 4. the boss itself isnt that awesome, but the level music is all worth it. he actually wont be able to hurt you... this doesnt mean he is easy to handle at all!!
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User is offline   Danukem 

  • Duke Plus Developer

#1529

View PostJhect, on Oct 3 2010, 08:23 PM, said:

close to finishing the ai of my first boss enemy. its gonna be the big frog from devil may cry 4


You know how to import models from devil may cry? With animations?
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User is offline   Sebastian 

#1530

View PostDeeperThought, on Oct 3 2010, 03:35 PM, said:

Rusty Nails thought it would be amusing if killing liztroops sometimes caused their jetpacks to malfunction, and I agreed. So I'm adding that to Attrition, as seen here:

http://fissile.duke4.net/videos/trooperjet...malfunction.wmv

It works in 8-bit as well, although you don't see the trooper spinning in that case.


Priceless! Are you gonna make it so they can explode mid-air too? Mmmmm... gore spread across the map..
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