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From an idea guy to a pratical guy.  "Discutions regarding my mod (Rise of Duke Nukem)."

User is offline   eniojr 

#1

A lot has changed since the last time I posted here... Before, I was more of an idea guy (I say something and others would do it), but now that I'm working on my mod, I'm more practical than idealistic. Let's say the mod I'm working on (Rise of Duke Nukem, for now) is more or less how I wanted the game to be, with a setting that mixes a 90s context with a post-apocalyptic cyberpunk futuristic setting. Because of this, it will have textures from other cyberpunk futuristic games, like Blam! Machinehead, MDK, POD, and maybe others in the genre, as well already has textures of ROTT, SW and Dark Forces.

I don't care anymore about a new game for the franchise; what matters to me now is being able to make a cool mod that's worth playing. Let's say that what I think is missing from the original game I'm putting into my mod. I'm doing my best regarding originality, like that HUD with Duke's head talking that I made, traps, flying platforms, etc. If I improve a little more in terms of CON scripts, I'm sure I'll make a decent mod. As I'm starting to work better with textures, over time I'll replace textures from other mods with new ones, making it more personal and not just a copy of other mods, as it should be. Currently, my mod is a mix of Dukeplus, Kickass, and some leftover Legacy elements, but I've already made a lot of modifications.

Regarding the Kickass weapons, over time they will be replaced with others from other games like Dark Forces, ROTT, etc. For example, that heavy machinegun weapon (from Kickass) will be replaced by the MP40 of ROTT. I just got the Kickass features because I wanted that mod's weapon architecture (similar to Half-Life) instead of Legacy's or Vanilla Duke, for example. Same for the items, some might be modified too in the future. I might even add one or too, maybe. But weapon modifications will be one of the last things I'll do, due to complexity of scripts related to that. So until that happen, new images and videos might still have Kickass weapons, sorry for that...

Although this combination of mods was quite difficult for a beginner in scripting, it ended up working, so I hope to receive some recognition for it, for such effort. Therefore, if I post videos and images of my mod in the future and still have elements from a well-known mod like Alien Armageddon, eventually those textures will be replaced with something different, even if it's only slightly different.

As for the CON codes, since thay are a mixture of other mods and my modifications, I'll give credits for who did them.

I've come to the conclusion that if I really want something for the franchise, I have to do it myself, and not wait for others to do it for me!

That's why I'm making this mod. To try to enhance Duke Nukem 3D in some way or another, in my way.

For now, the development of my mod is in a halt. But I will return to developing it in the near future.

I'm currently testing some games to see what parts of them I can incorporate into my mod.

One of the most difficult things is finding a tool that allows me to do 2D reconstructions of an image from different angles, since I'm not good at working with 3D models. If I can get this tool, it will greatly speed up the creation of new textures or even the creation of new actors like people and enemies (which will make it easier to replace textures from some mods I borrowed to have something to work with). Since I haven't found a solution yet, for now I'm resorting to AI for this, unfortunately (because most of the time it doesn't do it the way I want and I end up having to do a lot of retouching). As you can see, I'm having a lot of trouble with my mod; it's not easy, far from it to be quite honest.

I hope I have clarified my situation and the development of my mod.

Maybe soon I'll post some images of videos of it, to show the ongoing progress. But that will also take some time.

Before posting new images and videos, I want to finish a lot of things that needs to be fixed.

This post has been edited by eniojr: 03 May 2026 - 12:17 PM

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User is offline   eniojr 

#2

Currently the development related to CON scripts is halted, but right now, I'm gathering textures for various vehicles from the game POD and others from the internet of futuristic vehicles (like trucks, police cars, etc). Most of the vehicles in my mod will be purely decorative, cars parked on a map that can be destroyed with explosives, while a few can be used as simple vehicles or for combat. There are textures for a vehicle from the game Blam! Machinehead that I've already added in a .ART file that will be a combat vehicle. In addition, I downloaded scenery textures from POD and I'm getting textures from the game MDK (through a Playstation emulator) to be used in some maps.

Here's an image with the main cars of POD to give an idea of how they are:

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Those POD cars I got downloading model files loaded with Pepakura. I'm making textures for my mod using different angles from those texturized models. Here's the site I got the models: https://zxc6713.blog...earch/label/POD

In other words, the development of the mod isn't completely stopped, but I'm currently getting and modifying textures from other games to add to the mod. Only after I get all these textures from other games will I start developing CON scripts for these new vehicles (most of which, as I said, will only be for scenery decoration and can be destroyed). I'm also planning to make weapon textures from Unreal Tournament and Unreal 2 based on the position of a textured 3D model. These are new textures that will replace some of the weapon textures from the Kickass mod (and also the already included textures of ROTT and Dark Forces in .ART files), in addition to minor future modifications to the scripts for these weapons.

But before altering weapon scripts and textures, I will continue making scripts for new enemies, mostly from other games like ROTT, Dark Forces, and Descent.

The new Descent-like enemies will be similar to the Drone, the difference is that instead of exploding on contact, these will fire projectiles.

I'm loving the idea of ​​adding vehicles to the mod and in making that an important feature for my mod!

Here are the altered textures from Blam! Machinehead vehicle to be used in my mod:

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And the image to make the HUD texture for that vehicle:

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The enemies related to the Rise of the Triad textures won't be ordinary humans, but rather zombies infected by an alien parasite, more or less like some from the beta version of DNF and the Alien Armageddon mod. I've always wanted to add zombies to the game myself, and the new enemies originating from ROTT are the best excuse for it. Furthermore, I'm starting to get a better understanding of how to write scripts for enemies.

I took textures from one of the enemies of Silent Hill 3 (turned them green) and modified the positions of an enemy model from this website: https://silenthillmuseum.org to make walking, attacking, dying and jumping animations. This new enemy will have behavior similar to the Lizman and even has jump textures already. Maybe it will be melee instead of projectile-firing.

Here's the enemy got from SH3:
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Development is getting quite interesting, and now with these new textures, it will allow me to create a more futuristic setting for the mod.

This post has been edited by eniojr: 11 May 2026 - 11:35 AM

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