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Feb 5 2010, 06:27 PM
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#1
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Feb 5 2010, 06:38 PM
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#2
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Sentry Drone
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I wanted to do a Doom 64 mod for DN.. Not just a port, but original maps. I downloaded Doom 64 Absolution but am having troubles opening the Tile000.art file I produced via Wad2Art. Are there any resources out there for extracting Doom64 files? In the following folders: Bin>Data>Doom64>Auto> You shall see "D_64 data.pk3" and "D_64 data2.pk3" These can be opened with Winrar They both lead to .png images of sprites and textures. The png's act better and can contain better quality and can be used in Eduke32 (as I suppose your using) If you need more detail, Just ask __________________ |
Feb 5 2010, 11:50 PM
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#3
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Enforcer
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you can also use this
http://forum.zdoom.org/viewtopic.php?f=19&t=24952 for doom64 resources This post has been edited by supergoofy: Feb 5 2010, 11:51 PM |
Feb 7 2010, 12:05 PM
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#4
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Enforcer
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What I have done is repacked "Doom64: Absolution" in a more easy way to to play.
"Doom64: Absolution" with "Doom64: Outcast" addon v2.3.2 repacked by me. I also includes "Doom64: Redemption Denied" and "Doom64: The Reckoning" addons. You need to place your doom2.wad in Data folder. How to play: To play "Doom64: Absolution" with "Doom64: Outcast" addon run Absolution.cmd To play "Doom64: Redemption Denied" addon run Redemption.cmd To play "Doom64: The Reckoning" addon run Reckoning.cmd Download: http://www.sendspace.com/file/vnurwe Note: Take notice that Doom 64 TC is based on an older version of Doomsday engine and it needs Directsound acceleration. This means that you cannot run it in Vista/7 unless you have Creative Alchemy. There is a hacked version of Creative Alchemy that works for all sound cards, search it if you need it. I cannot violate any copyrights. Personally I use XP and have Audigy 2. |
Feb 7 2010, 03:14 PM
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#5
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Assault Captain
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Play Doom 64 in Eduke32? What?
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Feb 7 2010, 03:30 PM
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#6
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Assault Captain |
1. Does this have anything to do with eDuke?
2. Does this have anything to do with DUKE? 3. WTF is this? EDIT: OOH. I just got this! The doom64 Mod is NOT meant to be played with eDuke32. It's meant to be played with... something else, but not eDuke. This post has been edited by SBG: Feb 7 2010, 03:59 PM |
Feb 7 2010, 04:12 PM
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#7
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Feb 7 2010, 10:58 PM
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#8
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Assault Captain
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There's a more accurate re-implementation of the original N64 game code done by the same author of the Doom64 TC.
http://doom64ex.sourceforge.net/ |
Feb 8 2010, 08:57 AM
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#9
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Feb 9 2010, 11:17 PM
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#10
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Feb 10 2010, 07:56 AM
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#11
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Feb 10 2010, 11:35 AM
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#12
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Feb 10 2010, 12:48 PM
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#13
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Judge Mental
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Yeah I know about HRP and the concept of it, I'm just newbish to using my own textures in it. So I'd have to find a little tutorial on it. Basically, I noticed all the Doom64 textures are in the .png format and are high res, leading me to realize that the Doom64 mod for Doom itself was actually a HRP style mod. So instead of having to lose quality and re-render all the textures in the 8-bit mode, I'd go all HRP and have a better look and feel to it. I was just curious if using High Res sprites was possible, but since Sprites are essentially textures, I'm assuming they can be. I suck ass completely at modeling so that's why I wanted to know if HRP Spriting was possible. I'm going to DL the HRP pack and tinker with it, I'm pretty quick with learning so it shouldn't be too difficult I'm assuming. I'm just wondering, is there a way to reverse the process of the Models or to remove the enemy/actor models all together in HRP and use SPRITES? If that makes sense. I'm very resourceful and quite good in my own opinion at art editing and what not so I should be okay, but if anyone's interested in helping later down the road when I have some progress they're more than welcome. Thanks for the help guys. -Mike |Its all done with .def files, so yes, its very easy to add and remove stuff from the HRP. Honestly though, since you're making a Doom 64 mod, i'd reccomend starting from scratch. You wont need any of the default Duke textures. __________________ Open Maw Productions "Open Maw Productions." Duke Nukem : The Series Teaser "That's right ladies and gentlemen... Duke's back!" |
Feb 10 2010, 01:20 PM
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#14
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Feb 10 2010, 05:46 PM
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#15
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Feb 14 2010, 02:07 PM
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#16
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