What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#421 Posted 02 September 2009 - 01:37 PM
@ Xthx2; That tool will save me a lot of time, now i have all the level layouts and it's easy to get all the resources I need out of the game, as for all the detail, I dunno, I just like to add a fair amount, there has to be some difference or I might as well just play Duke 2, also I just want to see exactly how far I can go with it.
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Anyhow,
I might do High Res versions of the textures, but I think they all look good as they are, might be worth me trying some normal/paralax maps on them. I finally got some con code working, not sure how CPU-Efficient it is yet, and it had some weird spaz-outs when i first got the angle/distance working, it was like the game was trying to render two things at once, my eyes are still bleeding - this'll probably be the worst coded TC ever, but I run on the argument "No errors in log? then there isn't a problem.".
Anyhow, I am dead proud of what I achieved today, even if it isn't much of the level, should be fun tomorrow when i will find out if my plan to get away with the room-over-room limitations will work, I might try and do something like that "Sleep" thing from DukePlus, whereby the screen would fade to black if you presses "Use" on a ladder for example and you would appear somewhere else. Once I get near the end of Episode 1, I will probably start a thread about this, hopefully i won't give up on this project.
I took a short video of what I have managed so far, that is here.
This post has been edited by High Treason: 02 September 2009 - 01:39 PM
#422 Posted 02 September 2009 - 01:46 PM
James, on Sep 2 2009, 12:52 AM, said:
Not at all
#423 Posted 02 September 2009 - 07:54 PM
This post has been edited by The Commander: 02 September 2009 - 10:48 PM
#424 Posted 02 September 2009 - 10:18 PM
This post has been edited by zchri9: 02 September 2009 - 11:07 PM
#425 Posted 02 September 2009 - 11:39 PM
#426 Posted 02 September 2009 - 11:58 PM
#428 Posted 03 September 2009 - 06:17 AM
#429 Posted 03 September 2009 - 07:13 AM
I did it via screenshots , since theyre HUD its easy to make precise rips, the problem here was: how to rip all characters? for example, you never see in the whole game an J or an %, but they exist! So i managed a way, i used an hex editor to change the strings and quotes of the game to use the other characters, and it worked nicely, haha.
here some examples:
And yeah, i think ill start an DNTM mod myself, even without the new enemies sprites... I already have all the ogg tracks working, but thats the simple stuff now i must do the maps...
#430 Posted 03 September 2009 - 09:14 AM
Mikko_Sandt, on Sep 3 2009, 06:17 AM, said:
I was just about to post that, it's almost the same thing. Only weebl knows how to keep the theme consistant
#431 Posted 03 September 2009 - 11:23 AM
Mikko_Sandt, on Sep 4 2009, 02:17 AM, said:
Geoffrey, on Sep 4 2009, 05:14 AM, said:
Well damn, I didn't realise that it would get sprung as looking like his mod.
Instead of using the same Grey colours that he uses prominently I wanted to have more, so I can make use of more lights.
This post has been edited by The Commander: 03 September 2009 - 11:24 AM
#432 Posted 03 September 2009 - 11:49 AM
You do know that orange texture in HL2 is pretty much the equivalent of the brick texture (the very first one) in Duke? Could fit in some kind of Virtual Reality-like gizmo (think DukeVR) but apart from that I don't see how it would work.
#433 Posted 03 September 2009 - 02:57 PM
Sangman, on Sep 3 2009, 10:49 PM, said:
It doesn't look like HL2; it looks like Development.
#434 Posted 03 September 2009 - 04:13 PM
HellFire, on Sep 3 2009, 11:13 AM, said:
I did it via screenshots , since theyre HUD its easy to make precise rips, the problem here was: how to rip all characters? for example, you never see in the whole game an J or an %, but they exist! So i managed a way, i used an hex editor to change the strings and quotes of the game to use the other characters, and it worked nicely, haha.
here some examples:
And yeah, i think ill start an DNTM mod myself, even without the new enemies sprites... I already have all the ogg tracks working, but thats the simple stuff now i must do the maps...
Awesome, how do your ripped sprites look?
#436 Posted 05 September 2009 - 10:45 AM
Mikko_Sandt, on Sep 4 2009, 12:57 AM, said:
Okay let me rephrase what I meant, it doesn't look like "HL2" (as in the actual game) but like the Source Engine because of the textures it uses, coupled with the Polymer lighting.
This post has been edited by Sangman: 05 September 2009 - 10:46 AM
#437 Posted 06 September 2009 - 01:58 AM
#438 Posted 06 September 2009 - 03:47 AM
William Gee, on Sep 6 2009, 09:58 PM, said:
Yeah, after I posted the shot and that I noticed how bad they really look and got rid of them. (Didn't match with the rest of it at all)
#439 Posted 07 September 2009 - 04:55 PM
#440 Posted 11 September 2009 - 08:59 PM
James, on Sep 1 2009, 01:43 AM, said:
i found them in a mod that was made to look like CS kinda. it was the closest i got to normal weppens. someday id like to recode the RPG rockets to act like a bullets.
High Treason, on Sep 1 2009, 07:17 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.
i think this idea is interesting. are you wanting to use the duke 3d engene? if you get the cramra working that would allow me to get started on my contra mod i wanted to do. im hoping if this cam code works, maybe even final fantacy 6 (SNES). i'll replace general leo with duke. and this time, he won't die... because he's duke.
This post has been edited by NerdZilla: 11 September 2009 - 09:01 PM
#441 Posted 18 September 2009 - 08:19 PM
#442 Posted 19 September 2009 - 07:08 AM
Some more Actors_killed
#443 Posted 19 September 2009 - 12:06 PM
#445 Posted 19 September 2009 - 01:05 PM
#446 Posted 19 September 2009 - 03:35 PM
#447 Posted 19 September 2009 - 04:25 PM
#448 Posted 19 September 2009 - 11:08 PM
Sangman, on Sep 20 2009, 08:06 AM, said:
lol at the name, Believe it or not none of them textures are from HL2, I made them by hand in Paint.net
They just share very close resemblances.
DeeperThought, on Sep 20 2009, 08:32 AM, said:
Hell no, this is just a map. How does that make DTA dead if I'm working on a map when I'm not working on DTA.
Sangman, on Sep 20 2009, 12:25 PM, said:
Only at the spawn entrance's
At least I don't go spraying around them damn annoying Anime ones everywhere.
This post has been edited by The Commander: 19 September 2009 - 11:13 PM
#449 Posted 19 September 2009 - 11:32 PM
The Commander, on Sep 20 2009, 12:08 AM, said:
You're right, I don't know what I was thinking. You always go back and finish your projects after starting a new one.
#450 Posted 20 September 2009 - 12:02 AM
DeeperThought, on Sep 20 2009, 07:32 PM, said:
This is just a map, not a project.
This post has been edited by The Commander: 20 September 2009 - 12:02 AM