What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#391 Posted 23 August 2009 - 10:51 AM
so why m i talking about this,... i just made the first bata map, of the first round from the nintendo game teenage mutent ninja turtles. all the tiles come strate from the nintendo game. it's teenage mutent ninja turtles one for nintando.
this is just the first in a long line of video games that can be ported over into duke3d this way. games like doubble dragon 1 to 3, final fantacy 1 to 6 and so on.
PS: im looking for people to work on a mod with.
This post has been edited by NerdZilla: 23 August 2009 - 10:51 AM
#392 Posted 23 August 2009 - 10:58 AM
Captain Awesome, on Aug 23 2009, 11:49 AM, said:
i know how to change the tiles. i use photo shop make a gif file thats set to the colers of the game. then copy it into the game. but when i make it the pink coler. it just has the pink coler in the game.
#393 Posted 23 August 2009 - 10:59 AM
NerdZilla, on Aug 23 2009, 07:51 PM, said:
I'd rather see some original ideas and projects being attempted, than more ports and demakes. I don't see the point.
#395 Posted 23 August 2009 - 11:34 AM
quakis, on Aug 23 2009, 11:59 AM, said:
the point is, why not.? im an old school gamer. so for me duke'in it out in a nintendo game just makes sense. like, explosions are cool. mario is awesome. and nintendo is the good book of awesomeness.
This post has been edited by NerdZilla: 23 August 2009 - 11:35 AM
#396 Posted 23 August 2009 - 11:51 AM
But I recommend not wasting your time with that. Just convert the art into PNG format and use a def file to put them in the game, like the HRP does. You can either have dummy tiles of the same size in the art files or use the dummytile or setuptile def commands. That way you don't have to use the Duke palette and don't have to use Editart.
#397 Posted 23 August 2009 - 11:25 PM
NerdZilla, on Aug 23 2009, 11:51 AM, said:
so why m i talking about this,... i just made the first bata map, of the first round from the nintendo game teenage mutent ninja turtles. all the tiles come strate from the nintendo game. it's teenage mutent ninja turtles one for nintando.
duke0003.jpg
duke0004.jpg
this is just the first in a long line of video games that can be ported over into duke3d this way. games like doubble dragon 1 to 3, final fantacy 1 to 6 and so on.
PS: im looking for people to work on a mod with.
I love this! I started working on a NES-inspired mod a while back (which kinda died, but also kinda got ported over to a different project, but also kinda didn't) and I definitely agree that build is a great engine to make remakes or mods-based-on.. with. Funny how the thumbnails of those shots reminded me of Mirror's Edge (color/clarity-wise).
#398 Posted 23 August 2009 - 11:57 PM
NerdZilla, on Aug 23 2009, 11:51 AM, said:
PS: im looking for people to work on a mod with.
What about something like Ikari Warriors or Commando?
If yes, then I'm in.
#399 Posted 24 August 2009 - 04:54 AM
I'd like to see THAT happen once..
#400 Posted 24 August 2009 - 09:23 AM
Geoffrey, on Aug 24 2009, 09:25 AM, said:
Great minds think alike.. when I hadn't read the post yet but just saw the thumbnails I mistook em for Mirror's Edge shots. But then I wondered why they'd be in this thread.
#401 Posted 24 August 2009 - 12:28 PM
Rusty Nails, on Aug 23 2009, 08:02 AM, said:
Thanks. Shell needs some major work though!
Marked, on Aug 23 2009, 09:03 AM, said:
Very true. I've edited just about everything in Duke before but never really done any sprite work, only got art from other places. I'd rather them be 3D models so I'm trying to learn to model, although so far I can only make robot-like block men, lol.
Captain, please tell me that was a cut and paste job!
NerdZ, thats pretty cool stuff.
#402 Posted 24 August 2009 - 10:27 PM
Geoffrey, on Aug 24 2009, 05:55 PM, said:
That was exactly the first thing I thought of too
Not quite so clean up close but, still pretty cool. I think I'd have to mirror the comments that a direct recreation of the areas from the original game would be rather tame... Better to use the content to create new environments based in the same locations perhaps, which gives you the option to flesh it out with as many additional details or features as you like without worrying about breaking 'continuity' with the original design. Using old assets to create new adventures? That's cool. It's almost like a quasi-expansion in that regard.
I'm in a bit of a slump at the moment. You know how you just randomly turn away from mapping for no reason? It takes me so much effort to work up the care to hop into Mapster and get building. I don't get why that happens so often, then all of a sudden you just can't get enough of it again. Argh.
#403 Posted 29 August 2009 - 04:17 AM
Like right now, I'm working on the bridge of a starship (it's a post-Kirk, pre-Picard starship, so trying to mish-mash everything to look like an early-24th Century starship would take some thought).
Whether the starship is really the first thing to really build in a map, that's another thing. I was in a debate whether it was easier to build that, or to actually build the world you teleport to first...
This post has been edited by WedgeBob: 29 August 2009 - 04:18 AM
#404 Posted 29 August 2009 - 05:02 AM
this few weeks ive spent trying to find the balance between new textures and mixing them with the old without trying to make it feel like the new texs are doing the work.
iam really trying to find a good balance and flow through the levels at the moment and somethings are getting a major overhaul in terms of gameplay and lvl extension.
DNE is no rush job, i want to spend a bit of time on it
i just need to decide on a story/level flow so i can deliver a duke ep that presents itself and plays life half-life. i think scripters will help alot but i need to know how far that can go
#405 Posted 29 August 2009 - 05:12 AM
Cool idea. hope it works out
This post has been edited by Benjamin Foley: 29 August 2009 - 08:20 AM
#407 Posted 29 August 2009 - 08:35 AM
DanM, on Aug 29 2009, 06:02 AM, said:
That reminds me, I should add that quote activation thing you requested...
#408 Posted 30 August 2009 - 04:56 PM
#409 Posted 31 August 2009 - 01:53 PM
This post has been edited by NerdZilla: 31 August 2009 - 02:03 PM
#410 Posted 31 August 2009 - 01:54 PM
Geoffrey, on Aug 24 2009, 12:25 AM, said:
well when it's done its going to have all the TNMT 1 for NES top down maps in one duke map. the dam (lv 2), the big city (LV 3), the air base (LV 4), and last the base above the tecnodome. but i'll confess, the last map will be tricky. becouse the only way to get he tiles its to wait untel the choppers fly by.
DeeperThought, on Aug 23 2009, 12:51 PM, said:
But I recommend not wasting your time with that. Just convert the art into PNG format and use a def file to put them in the game, like the HRP does. You can either have dummy tiles of the same size in the art files or use the dummytile or setuptile def commands. That way you don't have to use the Duke palette and don't have to use Editart.
i don't have editart. i use to have it when i had window 98SE tower PC. but it does'nt work anymore with my cerrent PCs. im useing a program called DukeRes that works with my vista64 and XP duelboot labtop. im going to try that comand in DukeRes. But if you know a methed to intall editart? that would be awesome. i like the old duke tiles: because there simple and alow me to use my maps in software mode. i perfer to design my map to those specs. that way somthing like grand theft duke would run in sofewere. its for the gamers who mite play my mod. but mite not have a powerfull PC can still play it.
chicken, on Aug 24 2009, 12:57 AM, said:
If yes, then I'm in.
it has to be a 2d top down shooter or any game that maps like that. i beleave commande mite be. if im thinking of the same game? if your a code editer i would defanitly like to work with you.
Ryan Cordell, on Aug 24 2009, 05:54 AM, said:
I'd like to see THAT happen once..
THAT, could happen. i've all readdy looked into the maps. i beleave thay could be done. but what i would really need to make that mod work is a team of coders. to make the menu screen, air ship, and top down allways aim north camra in 3erd person veiw. and also stuff that relates to leavng a town maps and going into the world map to enter other town maps. EA: linking the all duke maps together.
Benjamin Foley, on Aug 29 2009, 06:12 AM, said:
Cool idea. hope it works out
thank you. i would love to see what you think of the map when it's done?
This post has been edited by NerdZilla: 31 August 2009 - 02:02 PM
#411 Posted 31 August 2009 - 04:58 PM
NerdZilla, on Aug 31 2009, 02:54 PM, said:
DukeRes is only for viewing tiles and copy/pasting them. You cannot edit art in DukRes. Use DOSBox to run Editart.
#412 Posted 31 August 2009 - 05:14 PM
#413 Posted 31 August 2009 - 11:14 PM
As for what I am working on for Duke? I'm currently still working on Music Packs, it's awkward because of how much all my audio gear plays up, and the DOS machine with the AdLib has started acting funny, the GUS machine is behaving worse, still I will continue work on it.
That's kind of a redundant post I made I know, but I can't sleep and I am bored stiff.
#414 Posted 01 September 2009 - 12:31 AM
NerdZilla, on Aug 31 2009, 01:54 PM, said:
Nay, i can model and map, but no coding, sorry...
#415 Posted 01 September 2009 - 12:43 AM
NerdZilla, on Aug 23 2009, 07:51 PM, said:
duke0004.jpg
this is just the first in a long line of video games that can be ported over into duke3d this way. games like doubble dragon 1 to 3, final fantacy 1 to 6 and so on.
PS: im looking for people to work on a mod with.
huh, I just noticed that those guns are some MAC-10s I did for my old IW mod. How did you get the graphics for them? I don't remember uploading them apart from the preview pic on the IW site. I'm not complaining or any shit like that since I made them from a custom Counter-strike model but I'm just curious where you got them from.
#416 Posted 01 September 2009 - 02:24 PM
James, on Sep 1 2009, 10:43 AM, said:
Looks like you answered your own question, doesn't it?
#417 Posted 01 September 2009 - 02:52 PM
Sangman, on Sep 1 2009, 11:24 PM, said:
No I didn't, because they are exactly the same. It would be near enough impossible for him to rip the same weapon and produce the exact same art tiles. I don't really want to make a big deal out of this but since you're basically saying I'm an idiot, I'll attach what I did.
It even has that tiny single little blue pixel that's been left over from when I imported it. I'm not claiming ownership over it or any shit like that, but I just want to know where he got it from that's all.
This post has been edited by James: 01 September 2009 - 02:56 PM
#418 Posted 01 September 2009 - 06:17 PM
The attached shot is generally what it will look like, except that the map will have more detail than it does now, and hopefully higher frame-rates than my Athlon XP can pull off, also the camera will be positioned correctly, it's just wrong in that shot because i had to "Pose" a Duke model there and move the actual player to where the shot was taken from, it's hard to line it up with that sort of frame-rate.
Oh, does anybody know where I can get level maps for Duke Nukem 2? I can only locate the first 2 levels.
This post has been edited by High Treason: 01 September 2009 - 06:21 PM
#419 Posted 01 September 2009 - 11:48 PM
This post has been edited by XThX2: 01 September 2009 - 11:48 PM
#420 Posted 02 September 2009 - 09:27 AM
High Treason, on Sep 1 2009, 06:17 PM, said:
The attached shot is generally what it will look like, except that the map will have more detail than it does now, and hopefully higher frame-rates than my Athlon XP can pull off, also the camera will be positioned correctly, it's just wrong in that shot because i had to "Pose" a Duke model there and move the actual player to where the shot was taken from, it's hard to line it up with that sort of frame-rate.
Oh, does anybody know where I can get level maps for Duke Nukem 2? I can only locate the first 2 levels.
Looks neat, but why limit yourself to (the crappy) Duke 2 levels? It'd be more fun to play original levels.