Conversion progress.

Posted by Scott_AW on Dec. 5, 2010, 10:41 a.m.

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We find that pistol's are not very effective against armored shadow soldiers.

The first one out, and the rest to be.

Posted by Scott_AW on Dec. 1, 2010, 2:56 a.m.

First monster designed, a revision of the simple Dead Henchman from the roster below. Next step is the animations, since the model is boned and ready.

The Monster Roster from original

Here's some shots of the first enemy

And the model is fully boned and ready for animation.

Still have …

Even more voxels

Posted by Scott_AW on Nov. 29, 2010, 2:15 p.m.

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So I've decided that I'm going to go full focus on the Duke3d -> Black Shadow conversion.

Everything seems to be coming together visually and plans I have for changing the gameplay are both easy to do and have already been done.

Here's the forum thread

Awesome TC, …

Some vox vids

Posted by Scott_AW on Nov. 26, 2010, 3:39 a.m.

Voxel models

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Voxels with shade burned in.

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Still needs work.

Happy Turkey day, three legged style.

Posted by Scott_AW on Nov. 25, 2010, 1:17 p.m.

So we had a pre-thanksgiving feast at home since I'll be having one at my parents house and we wanted leftovers.

So this morning when I'm cleaning up the aftermath of cookware and breaking up the left over turkey I find a third leg….

Smaller than the main two, and …

Voxels, build engine and never gonna finish anything...

Posted by Scott_AW on Nov. 23, 2010, 11:02 p.m.

By the way things go, I may never finish anything…but oh well.

So I've been feeling like crap, which means little to no coding. Actually no coding…but some hacking and map making.

I had to hex-edit a duke3d resource editing program because whoever made it decided that encoding the palette …

Path find progress, still kind of lost.

Posted by Scott_AW on Nov. 14, 2010, 3:32 p.m.

While I wait for things to come together for future voxel experiments, on with some work on path finding on my RTS project.

I read up on the A* method, but luckily there is a built in function in GLBasic that performs the algorithm.

However there are some limits to …

Voxels making a comeback?

Posted by Scott_AW on Nov. 9, 2010, 12:41 p.m.

Yes, thats right, voxels are coming back in my life after a brief vacation.

Lately this guy has been working on a voxel engine.

http://www.voxelgames.com/

After a chance visit to the usually negelected Ken Silverman Forum, I saw a new post of someone reviving a voxel engine that they were …

Tile touch-up.

Posted by Scott_AW on Oct. 29, 2010, 3:50 a.m.

So I got around to doing some color correction and modification of the Hard Vacuum tileset.

Haven't played with a premade tileset since RPGmaker, and those are way over used theses days.

So aside from some obvious color changes, there was also some color correction that needed to made. For …

Interface update and such.

Posted by Scott_AW on Oct. 25, 2010, 4:26 p.m.

Made some big updates to the map editor I've been working on.

Now you can export a full map with F8, thats 120x120 tiles that are 20 pixel squared. Takes a little bit of time to pull it off though.

World editor mode is started, right now you can just …