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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   HellFire 

#1411

 Nfelli64, on Aug 25 2010, 01:56 AM, said:

Trying to get into the DN Total Meltdown files and stuff. so far i came up with this (and a few other stuff)
Posted Image
Posted Image
(the pig was unsuccessful but as you can see the liz troop turned out fine.)
Now that i know how to do this alot easier and faster, i may be able to continue with the TM mod, although dont expect professional work like fox and his DN64mod :wacko:


Wow kickass stuff.
If you manage do rip the stuff then you can count me in as a mapper( if you want help). I've ripped the menu font and quote font of TM already, but i think you wont need them anymore lol. I've also ripped all the soundtrack as FLAC, but its HUGE and anyone can do that too lol. Anyway looking forward for your success with that. i'm very perfeccionist so as mapper i think i would do a good job, i wouldnt bother doing nightmare zone though lol.
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User is offline   NF64 

  • Touched by the Banhammer

#1412

I wouldnt mind a mapper, saves me alot of work. :wacko:
Since your doing plug n prey, i can send you a bunch of stuff i ripped from it.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1413

 HellFire, on Aug 25 2010, 07:19 PM, said:

I've also ripped all the soundtrack as FLAC

I've done that too, to perfection.

The three CD-audio tracks used instead of XA counterparts.
All XA audio upsampled slightly to 44.1 KHz.
Fully tagged.
Also includes Gabbag and Briefing Room MP3s released by Mark Knight but not fully, if at all, in the game.

But wait, there's more!
Also includes the WIP proof-of-concept track remake MP3s released by Mark Knight.


Like you said, the only problem is that it's a hefty download. However, most users are too n00b to do all this processing themselves. If this ever becomes a legit project, I could write a script to do all this (if I am capable). Or, since the XA files are only 300-400MB, I could put them up for download (with the 3 CD tracks and the MP3s, plus XA->WAV->FLAC(->OGG) conversion) alongside a fully assembled package.

This post has been edited by Hendricks266: 25 August 2010 - 06:14 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1414

 Nfelli64, on Aug 25 2010, 01:56 AM, said:

Trying to get into the DN Total Meltdown files and stuff. so far i came up with this (and a few other stuff)
Posted Image
Posted Image
(the pig was unsuccessful but as you can see the liz troop turned out fine.)
Now that i know how to do this alot easier and faster, i may be able to continue with the TM mod, although dont expect professional work like fox and his DN64mod :wacko:
Good work there. Getting to the art is the first step to replicate it. =P So yeah, that's already "a lot" for a TM mod.

Well, there is a lot of stuff to be ripped. But the most important are the textures and enemies.

Interesting, much like LeBuild editor, DNTM has a render that "change" the color of sprites. I never saw the Liztroop real color before.

This post has been edited by Fox: 26 August 2010 - 12:03 AM

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#1415

Working on the one that started it all!
-
modernize, 3d models, better sounds, etc...
-
If I could get a bigger copy of those sprites from DN3D - I would be super grateful

This post has been edited by canada4duke: 26 August 2010 - 02:20 PM

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User is offline   NF64 

  • Touched by the Banhammer

#1416

Does anyone know what this tile is from?:
Posted Image
I seem to be ripping it from the first 2 levels in TM (NightmareZone,TracksideTradgety) and cant find what this could be.


 Hendricks266, on Aug 25 2010, 02:00 AM, said:

Could you share your method?

Sorry for ignoring your post (didnt see it) :wacko:
Im using a 3d ripper, it basically rips textures and model geometry levels and other stuff. Hard to get it to rip what you want, takes about 500 tries. But when it works it works great!
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User is offline   HellFire 

#1417

thats from freezer sprite:
Posted Image

Nice find on that program btw, ill try to rip some stuff with it too. Can you tell me what you've already ripped ?
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User is offline   NF64 

  • Touched by the Banhammer

#1418

 HellFire, on Aug 27 2010, 04:11 PM, said:

thats from freezer sprite:

Ah, I see now. thanks :wacko:

 HellFire, on Aug 27 2010, 04:11 PM, said:

Nice find on that program btw, ill try to rip some stuff with it too. Can you tell me what you've already ripped ?

Enemies:
Pig Cops (in a dress, and normal.Others I have not encountered yet.)- Not completed. Stil trying to get all frames
Liz Trooper- Almost completed
Enforcer- Very little done, Just maybe 3 frames?
Octabrain- Some Frames done, still working on.
Sentry Drone- No Frames
Turret- Completed, but deleted it to worry about bigger things (turret will be very easy for me to rip, I have probably gotten all the frames atleast 6 times now)
Others not mentioned i have yet to encounter or I have yet to bother with 'em
Textures:
Alot, So many i dont remember what i have. Although i do remember i have the door from nightmare zone.
Player:
Didnt bother with duke, very easy to rip so I will probably try him last.
Weapons:
Didnt bother, again will be very easy to rip.

All in all, i could just send you everything i have right now. although they are not sorted for in-game yet.
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User is offline   HellFire 

#1419

Well, thats quite a lot. So we're starting a new project? Maybe we should create a new topic or something?

So the list of stuff we need:

Con stuff: anyone here probably can do the small changes that are needed, but i'm sure Fox would want to join this project, he's a pretty good coder.

Musics: i have them in FLAC and OGG and its easy to make the OGGs run in eduke32 so thats done.

Sounds: TM has no new sounds as far as i know. ( the 'pig in a dress' sounds can be replicated via cons)

Art: You cant capture from Menus with your program rite? if thats true then i have the fonts ripped but the logo i couldnt do an accurate rip.. but i can try again. The rest of stuff from the maps can be ripped via your method then thats ok.

Cutscenes/vids: Should we hope that someone puts support for that theora thing in eduke32 or its better to convert the vidz to ANMs? (dunno how to do that though) and also theres no custom .anm support in eduke cons yet so there's nothing we can do by now.

Maps: with the new art in hands this is the worst part of work IMO. Not that i'm lazzy (i am) but instead of recreating them we can contact fuseball again (the author of these maps) asking him if he found them in his backups. There's a possibility to have the exact same files! But if thats not possible (if he lost them) then i will do some maps for sure.

This post has been edited by HellFire: 27 August 2010 - 01:12 PM

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User is offline   NF64 

  • Touched by the Banhammer

#1420

 HellFire, on Aug 27 2010, 05:11 PM, said:

Well, thats quite a lot. So we're starting a new project? Maybe we should create a new topic or something?

Sure, You want to start it, Or should I?

 HellFire, on Aug 27 2010, 05:11 PM, said:

Con stuff: anyone here probably can do the small changes that are needed, but i'm sure Fox would want to join this project, he's a pretty good coder.

All we need is duplicated enemy codes with small changes.

 HellFire, on Aug 27 2010, 05:11 PM, said:

Sounds: TM has no new sounds as far as i know. ( the 'pig in a dress' sounds can be replicated via cons)

I think it has tweaked sounds. Very little changes though.

 HellFire, on Aug 27 2010, 05:11 PM, said:

Art: You cant capture from Menus with your program rite?

Sure you can, Whatever is viewable on screen, you can capture.

 HellFire, on Aug 27 2010, 05:11 PM, said:

we can contact fuseball again (the author of these maps) asking him if he found them in his backups. There's a possibility to have the exact same files! But if thats not possible (if he lost them)

I doubt he found them, If he did Im sure he would say something. But I could be wrong.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1421

 Nfelli64, on Aug 27 2010, 05:22 PM, said:

Ah, I see now. thanks :wacko:


Enemies:
Pig Cops (in a dress, and normal.Others I have not encountered yet.)- Not completed. Stil trying to get all frames
Liz Trooper- Almost completed
Enforcer- Very little done, Just maybe 3 frames?
Octabrain- Some Frames done, still working on.
Sentry Drone- No Frames
Turret- Completed, but deleted it to worry about bigger things (turret will be very easy for me to rip, I have probably gotten all the frames atleast 6 times now)
Others not mentioned i have yet to encounter or I have yet to bother with 'em
Textures:
Alot, So many i dont remember what i have. Although i do remember i have the door from nightmare zone.
Player:
Didnt bother with duke, very easy to rip so I will probably try him last.
Weapons:
Didnt bother, again will be very easy to rip.

All in all, i could just send you everything i have right now. although they are not sorted for in-game yet.

Dude, don't bother with generic stuff. Ripping the new textures and enemies is 10¹º times more important!

While I would like to have all textures ripped, there are so many textures in Duke Nukem Atomic (around 3500) that it should be left as the last thing to do.

This post has been edited by Fox: 27 August 2010 - 03:49 PM

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User is offline   NF64 

  • Touched by the Banhammer

#1422

 Fox, on Aug 27 2010, 07:48 PM, said:

Ripping the new textures and enemies is 10¹º times more important!

I don't understand, basically your telling me something that I have already been doing. :wacko:
I am doing:
Ripping the new textures: Yes
New enemies: Yes
Textures that are in both duke3d and TM: No.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1423

 Nfelli64, on Aug 27 2010, 07:07 PM, said:

Textures that are in both duke3d and TM: No.

While the known new art should definitely be a priority, the problem with this approach is that you can't really tell if the art has been modified unless everything is ripped with automated means. There's a possibility (unlikely) there might even be unused art unique to the PSX version.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1424

 Hendricks266, on Aug 28 2010, 01:35 AM, said:

possibility (unlikely) there might even be unused art unique to the PSX version.

LIKELY!

I noticed while ripping Duke 64 stuff that there are arts used in a single map only and that sort of stuff. I wouldn't be surprised if there are 5 or more textures that were not used in any map.



Either way, they re-ripped all enemies and items arts from the original 3D models. You can tell that by looking. The sprites are slight different, and the color match those 3D model render from Chuck Jones.

This post has been edited by Fox: 27 August 2010 - 10:25 PM

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#1425

is it legal to take the music from other games like final fantasy 13 and put it into your mod? im gonna use some devil may cry too if possible. lots other too maybe :wacko:
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User is offline   Hendricks266 

  • Weaponized Autism

  #1426

 Jhect, on Aug 28 2010, 12:00 PM, said:

is it legal to take the music from other games like final fantasy 13 and put it into your mod? im gonna use some devil may cry too if possible. lots other too maybe :wacko:

If you keep it for personal use, it is 100% legal. If you distribute it, no one will give a shit about legality anyway.
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User is offline   Jimmy 

  • Let's go Brandon!

#1427

 Fox, on Aug 28 2010, 02:24 AM, said:

LIKELY!

I noticed while ripping Duke 64 stuff that there are arts used in a single map only and that sort of stuff. I wouldn't be surprised if there are 5 or more textures that were not used in any map.



Either way, they re-ripped all enemies and items arts from the original 3D models. You can tell that by looking. The sprites are slight different, and the color match those 3D model render from Chuck Jones.

You are correct, all the Total Meltdown enemies got new renders, some of them don't look too much different (Pigcop or Turret), but some of them are a LOT different (Cycloid or Recon Car.)
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#1428

 Hendricks266, on Aug 28 2010, 07:11 PM, said:

If you keep it for personal use, it is 100% legal. If you distribute it, no one will give a shit about legality anyway.


thanks a lot. the reason i ask is that ive never seen someone use music from other games around here.
and i would also find it weird that i wasnt able to use music from other games. because its kinda a little bit advertisement? and i dont get any money for it?
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User is offline   Micky C 

  • Honored Donor

#1429

I think WGRealms 2 used a tune from Age of Empires and probably others from other games that I can't remember.
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User is online   Lunick 

#1430

 Micky C, on Aug 29 2010, 08:14 PM, said:

I think WGRealms 2 used a tune from Age of Empires and probably others from other games that I can't remember.


yeah I loved the Age Of Empires music used
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#1431

oh. im def not gonna change my sound. some of it fits perfectly into my mod... xD gonna be sweet
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User is offline   Sebastian 

#1432

I was hoping to get more done before showing how Starbeast has changed the past six months but it's been hard enough holding back as it is.

Posted Image
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User is online   Lunick 

#1433

That looks awesome :wacko:
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User is offline   RamzesXIII 

#1434

Whoa, kickass!
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1435

I made a replacement sound effect for the item pickup sound. I'm getting really tired of the lo-fi sound effects in comparison to the amazing graphics. I got it as authentic as I could make it. Maybe some thoughts on how to make it better?

GETITM19.WAV
GETITM19.OGG

This post has been edited by MusicallyInspired: 01 September 2010 - 01:15 PM

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User is offline   Micky C 

  • Honored Donor

#1436

Personally I prefer the original sound for pickups, but I get what you mean with sounds getting left behind for graphics.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1437

Yeah, I figure most people would prefer the original sound. Half the problem is it's so difficult to figure out exactly what the original sound IS. It's hard to replicate perfectly in HQ.
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#1438

im gonna replace the original sound so that it variates a bit more and the pitch. but not completly new sounds like in the dukeplus. i dont like that.
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User is offline   Stabs 

#1439

just a little 30 sec vid of a new level from eternity, also shows of a bit of hud lighting and its in HD, nearly done with this one, perhaps a month more

Eternity vid
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User is offline   Danukem 

  • Duke Plus Developer

#1440

That looks great. Keep up the good work! Is your enthusiasm for making a modern looking Duke episode diminished by the prospect of DNF finally being released? I'm wondering if the modern Duke 3D stuff will still have a niche.
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