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WG Realms 2: Get Medieval on Their Asses!  "WG and DT present the ultimate 8-bit medieval fragfest"

User is online   Danukem 

  • Duke Plus Developer

#271

View PostZedDB, on Jul 6 2009, 12:52 AM, said:

BTW DT: is the music in that clip inspired from UT99? ;) Attachment Foregone.ogg.zip


I dunno...WG found that music.

View PostZedDB, on Jul 6 2009, 12:52 AM, said:

And an other thing. Perhaps we could replace large static sprites with volexes? I think it would look much better if treasure chests were volexes. If your into the idea you could send me the sprites for the chest and I could try to make a volex out of it.


You mean voxels? That would break compatibility with the new renderer. This TC will eventually have support for Polymer.

View PostZedDB, on Jul 6 2009, 12:52 AM, said:

I also think DT said that on second thoughts perhaps the sprite would look better with armoured legs.


Yep, because I figured if they are armored, then they wouldn't have that smurf leg look.
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#272

View PostZedDB, on Jul 6 2009, 12:52 AM, said:

BTW DT: is the music in that clip inspired from UT99? ;) Attachment Foregone.ogg.zip


Its a midi version of that UT track, I got from a website. We are also using one from unreal.
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User is offline   ZedDB 

#273

View PostDeeperThought, on Jul 6 2009, 11:55 AM, said:

You mean voxels? That would break compatibility with the new renderer. This TC will eventually have support for Polymer.

So it will use the dynamic lights/shadows that is in polymer? :F
Bummer that you can't have voxels in the new render... As voxels kind of preserves the spritey appearance and adds volume ;)

View PostWilliam Gee, on Jul 6 2009, 12:06 PM, said:

Its a midi version of that UT track, I got from a website. We are also using one from unreal.

Ok ;) Will the music be in midi format? Because I can't get midi working with eduke as I use OSS4 and not the default ALSA sound server in linux ;)

This post has been edited by ZedDB: 06 July 2009 - 02:10 AM

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#274

Yes the music will be midis. We may at some point release a add-on with OGG music.
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#275

View Postdaniel262b, on Jul 6 2009, 09:39 AM, said:

meanwhile, i've went over a couple of pixel art tutorials and started to get the hang of the rules of pixel art:


Take care to read some by St0ven and several others on that Pixelation site. You should also try practicing more with volume and such, probably shifting the hues of the colors as they get lighter (From say, deep red to a desaturated brighter yellow), all to do with how the colors feel in a picture. You can also ask said people in that message board for some help, and I think they'll be glad to help you out.

Take note of other major artists works, like Helm, Ptoing, Snake's ESPECIALLY because he's damn talented, and so on. I know it can get tiring, but do your best. It will really help the mod then. : )
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User is offline   Sangman 

#276

View PostWilliam Gee, on Jul 6 2009, 12:06 PM, said:

We are also using one from unreal.


That must be the Warlord theme, because it's the only midi version of any song from Unreal I ever managed to find. Alas..

Someone oughta cover all those classic game soundtracks in midi format ;)
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User is offline   Cage 

#277

Pixel art skills carry over to normal art IMO, I've been pixeling for a while some time ago and it sure helped ;)

Quote

And an other thing. Perhaps we could replace large static sprites with volexes? I think it would look much better if treasure chests were volexes.


hm...
Posted Image
It's a test though, unfinished plus I have some problems with the converter (poly2vox), it keeps "eating" one side of the model (as you can see in the pic)
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User is offline   ZedDB 

#278

View PostCage, on Jul 6 2009, 02:33 PM, said:

It's a test though, unfinished plus I have some problems with the converter (poly2vox), it keeps "eating" one side of the model (as you can see in the pic)

Hmm... Have you tried exporting to different formats that ploy2vox supports? Perhaps there are issues with converting some formats.
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User is online   Danukem 

  • Duke Plus Developer

#279

View PostZedDB, on Jul 6 2009, 03:07 AM, said:

So it will use the dynamic lights/shadows that is in polymer? :F
Bummer that you can't have voxels in the new render... As voxels kind of preserves the spritey appearance and adds volume ;)


WGR2 will continue to have old-fashioned sector shading. I will code sprites to give off appropriate lights in Polymer, too, for people who want to use it. AFAIK voxels do not work in Polymer. Maybe some day there will be an HRP for this with models and hi-res textures, but we're not even going to think about that until all three episodes are released.
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User is offline   supergoofy 

#280

Instead of HRP, it would be better to add more levels with different art, of course after the completion of the 3 official Episodes.

This post has been edited by supergoofy: 06 July 2009 - 08:35 AM

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User is online   Danukem 

  • Duke Plus Developer

#281

View Postsupergoofy, on Jul 6 2009, 09:32 AM, said:

Instead of HRP, it would be better to add more levels with different art, of course after the completion of the 3 official Episodes.


There's plenty of possibilities for new and original maps without changing/adding art after the game is released. Also, maps and HRP content would most likely be made by different people, so there's no reason to make one a priority over the other. Some people could work on an HRP while others do maps; they are unrelated.

This post has been edited by DeeperThought: 06 July 2009 - 08:47 AM

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#282

I don't mind 8 bit sprites, in fact, I think it suits this TC's art direction way better then 3d models and high res textures. I like the old school feel the art direction creates. I see Cage is doing a good job on the weapon sprites, and I can't wait to shoot enemy's created by Daniel262b with them. I hope you will make the death animation(s) nice and gory ;).

Quote

Someone oughta cover all those classic game soundtracks in midi format biggrin.gif

You've probably heard of this site already, but I'll mention it anyway, VGMusic is the site for this. It has midi versions of MSX, gba, snes, ps1, ps2, etc games.
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User is offline   Cage 

#283

Posted Image

Getting there slowly ;)

Actually I think the orginal chest was looking strange while walking around it and remaking it as a voxel is a good idea
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User is offline   Sangman 

#284

View PostSkullHacker, on Jul 6 2009, 07:07 PM, said:

You've probably heard of this site already, but I'll mention it anyway, VGMusic is the site for this. It has midi versions of MSX, gba, snes, ps1, ps2, etc games.


Yes it has a lot of stuff, but it's also misses a lot of stuff ;)
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User is offline   Daedolon 

  • Ancient Blood God

#285

View PostSangman, on Jul 6 2009, 11:01 PM, said:

Yes it has a lot of stuff, but it's also misses a lot of stuff ;)


Try http://www.mirsoft.info/
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User is offline   Sangman 

#286

Mirsoft is a fantastic site, known it for years, but it's also missing stuff that I wish existed. Yes almost every game has had a couple songs covered but there are some games for which I wish EVERY song was covered. ;) (like Unreal... only midi I can find of that is the Warlord theme, including Mirsoft and VG Music)
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User is offline   Daedolon 

  • Ancient Blood God

#287

View PostSangman, on Jul 7 2009, 01:39 AM, said:

like Unreal... only midi I can find of that is the Warlord theme


The reason might be that Unreal has tracker music (ScreamTracker v3 to be exact, with a couple of ImpulseTracker songs), it cannot be exactly converted to midi but since the format is what it is, it is a bit more easier to make midi renditions of the music than say from WAVE files.

EDIT: I just remembered that you can export midis with ModPlug Tracker, which you can then manually edit to have the corresponding MIDI instruments.

This post has been edited by Daedolon: 06 July 2009 - 10:10 PM

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User is offline   Geoffrey 

#288

View PostCage, on Jul 5 2009, 03:30 AM, said:

I could do a tutorial about the weapons (plus I've found an awesome way to make colours fit the duke palette lately) but where would I put it? In the tutorials and resources?


I'd like to see that - can't you just make a thread for that in the forums here? I've always had trouble with this; with zombie crisis I tried emulating the duke colors as good as possible so the only artifacts I got in-game were green dots (which I actually liked so it wasn't a problem) but I can't start to tell you how often I've imported photoshop sprites in greyscale to add the colors in editart.
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User is offline   daniel262b 

#289

View PostZedDB, on Jul 6 2009, 10:52 AM, said:

I also think DT said that on second thoughts perhaps the sprite would look better with armoured legs.


armoured legs it is ;)

Posted Image

View PostRyan Cordell, on Jul 6 2009, 03:28 PM, said:

Take care to read some by St0ven and several others on that Pixelation site. You should also try practicing more with volume and such, probably shifting the hues of the colors as they get lighter (From say, deep red to a desaturated brighter yellow), all to do with how the colors feel in a picture. You can also ask said people in that message board for some help, and I think they'll be glad to help you out.

Take note of other major artists works, like Helm, Ptoing, Snake's ESPECIALLY because he's damn talented, and so on. I know it can get tiring, but do your best. It will really help the mod then. : )


will do, i'll be making a thread there for critiques after i read the rules and everything, thanks for the info!
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User is offline   XThX2 

#290

They look great! Nice work. His right arm looks strange to me though.
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User is offline   daniel262b 

#291

View PostXThX2, on Jul 7 2009, 11:50 AM, said:

They look great! Nice work. His right arm looks strange to me though.


it's not really connected to the chaingun handle, so it's just dangling there at the moment

when i figure this whole pixel art thing out, i'll redraw it and make sure everything "works" ;)
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User is offline   TerminX 

  • el fundador

  #292

I thought he was referring to the fact that it looks like a cock. ;)
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User is offline   ZedDB 

#293

Yeah it becomes quite big before it gets obscured but the minigun...
BTW TX: Can we get voxel support in ploymer for compatibility? ;)
Or is there something with the new tech that makes rendering voxels impossible?
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User is offline   Sangman 

#294

View PostTX, on Jul 7 2009, 11:01 AM, said:

I thought he was referring to the fact that it looks like a cock. ;)


Now that you mentioned it... I can't unsee it anymore. ;)
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User is offline   Hellbound 

#295

Why this monster is so happy? ;]
Anyway - it looks good, even with cocky arm.
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User is offline   supergoofy 

#296

obviously, because it has the muscles and the gun to wipe you out. ;) ;)
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User is offline   Spiker 

#297

OMG, I couldn't notice it before but now when I look the big cock is really there! ;)
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User is offline   eddym4814 

#298

LOL You guys are bad. I had to look close then I saw it.
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#299

View PostTX, on Jul 7 2009, 11:01 AM, said:

I thought he was referring to the fact that it looks like a cock. ;)


Damn you. XD
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#300

Will you stop going on with the crap cock joke?!
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