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Duke 64 mod thread

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#31

Well, yes there is. Nukey finished Castle Nukenstein:

http://img39.imagesh...=image00001.png
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User is offline   Lunick 

#32

View PostFox, on Mar 6 2010, 09:47 PM, said:

Well, yes there is. Nukey finished Castle Nukenstein:

http://img39.imagesh...=image00001.png


Looks cool, cant wait for a release or a beta <_<
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User is offline   Lunick 

#33

Just Thought I would add, dont forget to put Yoda in <_<
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User is offline   SwissCm 

#34

So how are you remaking the levels anyway? By eye or some other way? I would think the most accurate way would be to export the 3d geometry from the N64 game, open that up in a 3d model program and basically "trace" it. Don't know how well that would help with texture alignment though.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#35

That's a good idea. But I don't know how to do that. <_<

It works by eye, once you take care.
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User is offline   SwissCm 

#36

View PostFox, on Mar 8 2010, 08:07 AM, said:

That's a good idea. But I don't know how to do that. <_<

It works by eye, once you take care.

It should be pretty easy. I ripped a track from Mario Kart 64 using the same method (not for duke, something else).

Here is an example:
Posted Image

It's basically a video plugin for n64 emulators that dumps all the 3d geometry rendered in the viewport to an XML file which can be imported to a 3D modeling application. Getting a complete model of a level takes a bit of time since you have to basically walk, take a snapshot, walk, take a snapshot etc. Be best to have nomonsters, noclip, godmode and lots of jetpack to get the optimal results then stick together all the models in whatever 3d app you want to use. There doesn't seem to be any geometry LOD going on which makes things easier. Textures seem to export fine for the most part too.

This post has been edited by SwissCm: 08 March 2010 - 06:49 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #37

WHERE.

IS THIS PLUGIN.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#38

Sweeeeeeeet. If nothing else this would be excellent to verify the details of the already-recreated maps for the mod.
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User is offline   SwissCm 

#39

http://swisscm.duke4.net/LemD3D8.zip
It's based on a very old plugin, it doesn't render a lot of sprites correctly (seems to have trouble with 256 colour sprites, come to think of it). It's also a bit of a bastard to use.

Select it as a plugin in 1964 then load up the game. Might be hard to navigate since all the menus are a bit fucked up. Once you get into the level you want to export:
1. Move to a position where you have a good view of the level
2. Go to Plugins->Video Settings
3. Check "Export VRML"
4. Close the Video Settings
5. Pause the emulator (necessary to get a complete export)
6. Go back to the Video Settings menu
7. Uncheck "Export VRML"
8. Unpause

It exports the geometry and textures to C:\VRML. Go to C:\VRML, copy everything into a subfolder, say C:\VRML\1 and repeat the steps above.

Eventually you'll have a bunch of subfolders each with a 3d snapshot of the level. Time to get importin'! I use blender since it's free and seems to support X3D/VRML97 pretty well.

1. Open Blender
2. File->Import->X3D & VRML97 (NOT VRML 1.0!)
3. Select C:\VRML\1\output.wrl or whatever

Repeat for as many steps necessary. It should all line up correctly, though there will be a lot of redundant meshes. Delete them if you want. In addition the normals are all flipped the wrong way, so correct that too. There are guides online for that kinda stuff.

This post has been edited by SwissCm: 09 March 2010 - 07:20 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#40

VRML. I remember that. That was the days of Win 3.1 web browsing, no?
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User is offline   SonicIce 

#41

Though I'm not sure how useful it would be, I have the N64 cartridge and a Gameshark Pro that can take screenshots of the game running on the actual console using a VRAM dump. Much lower res than an emulator but it's completely unmodified.

Attached thumbnail(s)

  • Attached Image: aaa.png

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User is offline   Lunick 

#42

Can we have another couple of sneak peaks at Resurgence?
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User is offline   HellFire 

#43

View PostSwissCm, on Mar 9 2010, 01:18 PM, said:

http://swisscm.duke4.net/LemD3D8.zip
It's based on a very old plugin, it doesn't render a lot of sprites correctly (seems to have trouble with 256 colour sprites, come to think of it). It's also a bit of a bastard to use.

Select it as a plugin in 1964 then load up the game. Might be hard to navigate since all the menus are a bit fucked up. Once you get into the level you want to export:
1. Move to a position where you have a good view of the level
2. Go to Plugins->Video Settings
3. Check "Export VRML"
4. Close the Video Settings
5. Pause the emulator (necessary to get a complete export)
6. Go back to the Video Settings menu
7. Uncheck "Export VRML"
8. Unpause

It exports the geometry and textures to C:\VRML. Go to C:\VRML, copy everything into a subfolder, say C:\VRML\1 and repeat the steps above.

Eventually you'll have a bunch of subfolders each with a 3d snapshot of the level. Time to get importin'! I use blender since it's free and seems to support X3D/VRML97 pretty well.

1. Open Blender
2. File->Import->X3D & VRML97 (NOT VRML 1.0!)
3. Select C:\VRML\1\output.wrl or whatever

Repeat for as many steps necessary. It should all line up correctly, though there will be a lot of redundant meshes. Delete them if you want. In addition the normals are all flipped the wrong way, so correct that too. There are guides online for that kinda stuff.

Hah, thats the method i used to rip the Duke64 models (explosion sphere and cycloid). I only animated the explosion cuz it was a lot easier, the cycloid remains without animation, it will be a pain in the ass to animate it like the original, since my animation skills are garbage <_< .

This post has been edited by HellFire: 16 March 2010 - 07:58 AM

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User is offline   t800 

#44

Please upload new testing version and post your actual progress.
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User is offline   Lunick 

#45

View Postt800, on Jul 1 2010, 10:11 PM, said:

Please upload new testing version and post your actual progress.


the team havent said anything for ages ....
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User is offline   CruX 

#46

View PostLunick, on Jul 2 2010, 02:04 AM, said:

the team havent said anything for ages ....


Which is a serious shame, since you think they could at least upload what they've gotten done. I loved DN64, I'd jump at the chance to get to play even part of the levels again.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#47

lol I have been re-working in Hollywood Holocaust, and I won't upload a demo without the 1st map.
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User is offline   Nukey 

#48

View Postt800, on Jul 1 2010, 04:11 AM, said:

Please upload new testing version and post your actual progress.


I agree.
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User is offline   Lunick 

#49

I wish more people would help you,

I would have no idea since i cant code or make a map
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User is offline   Hendricks266 

  • Weaponized Autism

  #50

I'd be willing to lend a hand if there's anything besides mapping to be done.
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User is offline   Nukey 

#51

View PostHendricks266, on Jul 2 2010, 04:05 PM, said:

I'd be willing to lend a hand if there's anything besides mapping to be done.


Hmm, aside from mapping, I believe that the animation of the cycloid model is the only major thing that remains. You would have to ask Hellfire about that.

The unfinished half of episode 1 is being taken care of by Fox, and I'm not positive, but I think that SomeThingEvil from the AMC forums is currently working on the unfinished half of episode 3.
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User is offline   HellFire 

#52

i can export the cycloid in md3 format (without animation) if you want?
i seriously dont have enough skills to animate something like that, so i quited from trying it. With a lot of effort i could do something that would work, but seriously, anything that is not 99% closer to the original isnt acceptable, and since im an perfectionist this would bore me a lot.
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#53

I downloaded this TC somewhere, but it's quite unstable.
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User is offline   Hendricks266 

  • Weaponized Autism

  #54

View PostNukey, on Jul 2 2010, 06:21 PM, said:

Hmm, aside from mapping, I believe that the animation of the cycloid model is the only major thing that remains. You would have to ask Hellfire about that.

Besides that. :) Anything in the CONs or art or defs?

This post has been edited by Hendricks266: 02 July 2010 - 09:51 PM

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User is offline   Lunick 

#55

View Postfilipetolhuizen, on Jul 3 2010, 02:39 PM, said:

I downloaded this TC somewhere, but it's quite unstable.



That version is old, and its a beta anyway
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User is offline   t800 

#56

Is the animation of weapon cycling repaired?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#57

View Postt800, on Jul 3 2010, 05:00 AM, said:

Is the animation of weapon cycling repaired?
I think so.

I was still learning how to anim a weapon while making the old version of the mod.

And that old version has an complete obsolete code. This time I redid it all.

In fact, I copied frame-per-frame the weapon animations this time.
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#58

View PostLunick, on Jul 3 2010, 03:54 AM, said:

That version is old, and its a beta anyway

Is there a new one available for download?
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User is offline   Lunick 

#59

View Postfilipetolhuizen, on Jul 4 2010, 05:54 AM, said:

Is there a new one available for download?


Not that I know of sorry
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#60

Still looking forward to this...
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