Duke4.net Forums: New Cycloid and Duke Models - Come Get Some! - Duke4.net Forums

Jump to content

  • 5 Pages +
  • « First
  • 2
  • 3
  • 4
  • 5
  • You cannot start a new topic
  • You cannot reply to this topic

New Cycloid and Duke Models - Come Get Some!

User is offline   Tea Monster 

  • Polymancer

#91

He is not a straight copy of the original.
0

#92

 Tea Monster, on 17 March 2013 - 03:53 PM, said:

He is not a straight copy of the original.


Sure thing, but at least give him some coffee :angry: .
0

User is offline   LeoD 

  • Duke4.net topic/3513

#93

 Spirrwell, on 17 March 2013 - 01:58 PM, said:

3) The lazy man's\faster way.
Please don't make people mess with their HRP unless you want to help tracking down anyone's issues who failed to do it correctly.

 NightFright, on 17 March 2013 - 01:42 PM, said:

I am not checking the SVN too often lately. Depending on how much new stuff has been added, we might aim for a summer "refresh" release of the HRP.
91MiB so far. Unless you want to wait for Duke2013 without gloves or the Cycloid to wake up you could release an Easter update as well.
0

User is offline   Spirrwell 

  • tile 1018

#94

 LeoD, on 17 March 2013 - 05:53 PM, said:

Please don't make people mess with their HRP unless you want to help tracking down anyone's issues who failed to do it correctly.

I'm not making anybody do anything. It's what I did. If what I said is problematic for someone else, I find it unlikely that using an SVN checkout will be up their alley either. If they fear screwing up, they could try doing everything in a different directory so it doesn't interfere with what they have currently. The only problem I encountered was when it came to adding to the archive. Not all archive managers support this, and it may be best to extract the HRP in one directory, modify it, and create a new archive to stick in their autoload folder.

I'm sorry if my way isn't the recommended one, but it is merely a suggestion for those willing to try it. I just find it faster if you already have the latest HRP installed than waiting for an SVN checkout.

This post has been edited by Spirrwell: 17 March 2013 - 07:15 PM

1

User is offline   Tea Monster 

  • Polymancer

#95

What do you mean "Wait for him to wake up"?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#96

 Tea Monster, on 17 March 2013 - 11:26 PM, said:

What do you mean "Wait for him to wake up"?

 Fantinaikos, on 17 March 2013 - 03:46 PM, said:

it looks like a sleepy giant that is yawning
:angry:
0

#97

It's not my fault, the creepy voices said they would kill me if I had not done it!

Posted Image
1

User is offline   Tea Monster 

  • Polymancer

#98

LOL.

There are no plans to 'wake him up'. I've fixed issues with the shoulder armour (if you have any 'Dynasty' jokes, now is your time), so I'll roll him out in the next week or so.
As to Duke, no idea when that will be done.

Hey Nightfright, not seen you around in a while (not here anyway). No, no plans to move over to Doom at the moment (apart from one I'm working on for commission, but that's another story). I've already done a pack for them at the moment. I've even done an Ogre from Quake. I'm stepping back from the retro game model business for a while. I've got a Doom 3 mod I'm working on and there are a few personal projects that I want to devote time to.
0

User is online   NightFright 

  • The Truth is in here

#99

I have checked at least the new Duke model ingame, and I gotta say it's pretty "SUYT". :) There are some shading issues still apparently, especially visible on the player hands when you are passing through areas with dimmed light. I assume that's known and going to be fixed at some point. You guys even changed the level stats screen to have the new model there, didn't expect that (animations still look a bit stiff there, but that can be figured out). Nice to see next-generation content at long last!
0

Guest_passlogin_*

#100

How do you enable the Cycloid and Player models in-game on a Mac?
0

User is offline   Tetsuo 

#101

AFAIK They need to be in a zip file with a def file and such then you can put them in your autoload folder. That applies to both PC and Mac.
0

User is offline   Spirrwell 

  • tile 1018

#102

 Tetsuo, on 01 April 2013 - 09:25 PM, said:

AFAIK They need to be in a zip file with a def file and such then you can put them in your autoload folder. That applies to both PC and Mac.

But I believe that on a Mac that it doesn't look at the same directory eduke32 is in. I think it looks for some hidden folder that it creates upon launch called .eduke32. I've forgotten where it's stored, but on Linux it would be the home folder.
0

User is offline   Hool 

#103

Hmmm. I wonder if I can rig the Duke model to the UDK skeleton and import it into UDK? I'm going to have to try that.
0

User is offline   Tea Monster 

  • Polymancer

#104

I don't know about the Mac stuff.

Should be possible to get him into UDK.

I've got the Cycloid updated, I'm just waiting to hear from beta testers.
Duke has a nuke belt buckle now.
0

User is online   NightFright 

  • The Truth is in here

#105

I am most likely nitpicking, but is it possible to give the jeans of the Duke model a darker blue tint? The way it is right now in the repository, it doesn't fit together with the Mighty Foot. Other than that, it looks quite cool already, maybe the spec map for the hands (or the whole skin?) could get fixed and the jetpack might look cooler if it had a more metallic look. Anyway, still easily one of the best HRP contributions in ages.

This post has been edited by NightFright: 02 April 2013 - 12:42 PM

0

User is offline   Tetsuo 

#106

 Spirrwell, on 02 April 2013 - 05:24 AM, said:

But I believe that on a Mac that it doesn't look at the same directory eduke32 is in. I think it looks for some hidden folder that it creates upon launch called .eduke32. I've forgotten where it's stored, but on Linux it would be the home folder.


It looks in ~/Library/Application Support/eduke32/ The tilde and / standing for your home folder.

The complete path to the autoload folder would be:

~/Library/Application Support/eduke32/autoload/duke3d.grp/

There is no hidden .eduke32 preference file or folder. What applies to linux doesn't nessasarily apply to Mac despite it being a Unix system. I actually disagree with the eduke32 preference and user files folder being hidden on any system. A few apps like mupen64 on OS X do use one of those and I don't like that. That's not the standard in OS X using the Application Support folder in Library is and having the folders be NOT hidden.

You're right about one thing though. It doesn't look in the same folder eduke32 is in and it shouldn't. It's dumping its log file there but it should not do that either as the application folder isn't the place to store app generated files like logs or documents. The log file should go in the aforementioned Library folder along with the preference files and such or in ~/Library/Logs/ to be technical.

This post has been edited by Tetsuo: 02 April 2013 - 01:00 PM

0

User is offline   Spirrwell 

  • tile 1018

#107

Yeah, I knew that it was some other folder. I just don't use OS X often enough to remember it. I just knew that it was the case for Linux. I still would find it more convenient for everything to go in one folder. I honestly don't even use the applications folder for applications like EDuke32. It has its own folder on the Macintosh HD. I guess I'm so accustomed to the Windows filesystem for being much simpler and the Linux filesystem for being better organized.

This post has been edited by Spirrwell: 02 April 2013 - 04:28 PM

0

User is offline   Tetsuo 

#108

Yeah, I here actually made a /Games/ folder in Macintosh HD to keep it separate from my /Applications/. But even then I don't want say.. the log file plopped into in my games folder. I want my files to be a bit more organized than that.

To me having for example


~/LIbrary/Application Support/*insert game here*/ for mods/game data

~/Library/logs/ for logs or in the previous folder if putting it in the /logs/ folder is too much to ask.

and keeping the .app file bundles in a /games/ folder and /applications/ folder and nothing else is great organisation.

This is especially true for multiple users so they can have separate modding\settings\etc. for each one.

Also, I put my games folder into my dock and launch them from a stack so it's more convenient for me to have all the game .app bundles in the main folder and have them load up their data files either from within the .app structure or from the Application Support folder and not in child folders with all their app data in there as in old Windows style.

This post has been edited by Tetsuo: 02 April 2013 - 07:54 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #109

 NightFright, on 02 April 2013 - 12:40 PM, said:

I am most likely nitpicking, but is it possible to give the jeans of the Duke model a darker blue tint? The way it is right now in the repository, it doesn't fit together with the Mighty Foot.

As long as the new lighter blue color still works with Plagman's highpalookup feature, the Mighty Foot should be upgraded to fit new Duke, not vice-versa.
0

User is online   NightFright 

  • The Truth is in here

#110

That should work, too. And I see it's not needed to add jeans colors for the different pals.
0

Guest_passlogin_*

#111

 Tetsuo, on 01 April 2013 - 09:25 PM, said:

AFAIK They need to be in a zip file with a def file and such then you can put them in your autoload folder. That applies to both PC and Mac.

Here's the thing though: I can't make zip files that EDuke32 will understand. Every time I try to unpack the duke3d_hrp.zip, put the new Cycloid and Duke files in, and replace their old instances in the def files with the ones expressed by the pack (such as "highres/screen/menu/3240.png"), and repack the files into a new zip in the autoload folder and load EDuke32 with the new duke3d_hrp.zip, EDuke32 just doesn't load the HRP at all. I tried unpacking and repacking the duke3d_hrp.zip without altering the contents, and it still couldn't read the material.

Long story short, I need a sure-fire program or process that would enable me to make new zip files [in the autoload folder] that the EDuke32 program will accept. I'm running OS.X 10.8.3 and I'm using this build: http://www.spam-filt...ard_svn3592.dmg

This post has been edited by passlogin: 03 April 2013 - 08:27 PM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#112

The usual mistake is to zip the HRP directory instead of the directory contents. However, you can avoid the hassle: follow my signature and add the HRP update pack (5.2.486) from the Cutting Edge section to your autoload folder.
0

User is offline   lambdist 

#113

 lambdist, on 13 March 2013 - 08:42 AM, said:

I found only two things that is not the same. There are no "Nuke" sign on gloves and on belt. But it looks like 3DR model. :P
Posted Image
Posted ImagePosted Image

Am I the only one who noticed this? :)
0

User is offline   Striker 

  • Auramancer

#114

Not the same model though. Also, look at his ammo belts, those are different too.
0

User is offline   lambdist 

#115

 StrikerMan780, on 05 April 2013 - 03:05 AM, said:

Not the same model though. Also, look at his ammo belts, those are different too.

Yeah. Pockets of belt and bullets in small pockets. And lips is/are different. :)

This post has been edited by lambdist: 05 April 2013 - 03:25 AM

0

User is offline   Night Wolf 

#116

Mark Skelton made that DNF duke model.
The new HRP Duke is based off it.

 Tea Monster, on 25 February 2013 - 04:01 PM, said:

During that time, Green approached me, having been given access to a sculpt of Duke Nukem done by Mark Skelton. Mark had very kindly allowed us to take a look at his model. Based on his model, I created a completely new game model for the HRP. It's a completely new mesh, new UV maps, new skins, new armature, new animations. Spiker did him a new set of skins and we were in business. I made him a new jetpack and Spiker contributed his shotgun model to the occasion. We had an original next-gen Duke!

0

User is offline   NUKEMDAVE 

#117

I will say one thing that I like about the final Duke model in DNF over the old one shown above. The legs and feet/boots are modeled better on the final model than that old one. The model above has some awkward-looking legs and feet. It almost reminds me of Super Mario from the waist down.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#118

 Tetsuo, on 02 April 2013 - 12:50 PM, said:

The log file should go in the aforementioned Library folder along with the preference files and such or in ~/Library/Logs/ to be technical.

It now does.
0

User is offline   Khtugg 

#119

Hi all,

I'd like to add the Duke and the Cycloid Emperor models from Tea Monster to my game. A couple of days ago I downloaded the High Resolution Pack(Duke3D HRP v5.2 FULL SFX 770 MB self extractor) but the Duke there is the old HRP version. A friendly Fellow enabled me to post on this forum and told me of this site http://svn.eduke32.com/ Avast! I don't know how to use that site...

Could anyone here help me out getting Duke and the Emperor updated models for my game? Perhaps step by step instructions?

Thanks for reading.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #120

http://wiki.eduke32....rtoiseSVN_Guide
0

Share this topic:


  • 5 Pages +
  • « First
  • 2
  • 3
  • 4
  • 5
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options