Duke 64 mod thread
#31 Posted 06 March 2010 - 02:47 AM
#32 Posted 06 March 2010 - 02:56 AM
#34 Posted 07 March 2010 - 07:40 AM
#35 Posted 07 March 2010 - 02:07 PM
It works by eye, once you take care.
#36 Posted 08 March 2010 - 06:16 AM
Fox, on Mar 8 2010, 08:07 AM, said:
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:
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
#38 Posted 08 March 2010 - 08:51 PM
#39 Posted 09 March 2010 - 07:18 AM
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
#40 Posted 09 March 2010 - 03:16 PM
#41 Posted 09 March 2010 - 03:42 PM
#43 Posted 16 March 2010 - 07:56 AM
SwissCm, on Mar 9 2010, 01:18 PM, said:
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
#45 Posted 02 July 2010 - 02:04 AM
t800, on Jul 1 2010, 10:11 PM, said:
the team havent said anything for ages ....
#46 Posted 02 July 2010 - 04:30 AM
Lunick, on Jul 2 2010, 02:04 AM, said:
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.
#47 Posted 02 July 2010 - 04:35 AM
#48 Posted 02 July 2010 - 02:35 PM
t800, on Jul 1 2010, 04:11 AM, said:
I agree.
#49 Posted 02 July 2010 - 02:56 PM
I would have no idea since i cant code or make a map
#50 Posted 02 July 2010 - 03:05 PM
#51 Posted 02 July 2010 - 03:21 PM
Hendricks266, on Jul 2 2010, 04:05 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.
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.
#52 Posted 02 July 2010 - 07:33 PM
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.
#54 Posted 02 July 2010 - 09:50 PM
Nukey, on Jul 2 2010, 06:21 PM, said:
Besides that. Anything in the CONs or art or defs?
This post has been edited by Hendricks266: 02 July 2010 - 09:51 PM
#55 Posted 02 July 2010 - 10:54 PM
filipetolhuizen, on Jul 3 2010, 02:39 PM, said:
That version is old, and its a beta anyway
#57 Posted 03 July 2010 - 05:13 AM
t800, on Jul 3 2010, 05:00 AM, said:
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.
#58 Posted 03 July 2010 - 10:54 AM
Lunick, on Jul 3 2010, 03:54 AM, said:
Is there a new one available for download?
#59 Posted 04 July 2010 - 02:33 AM
filipetolhuizen, on Jul 4 2010, 05:54 AM, said:
Not that I know of sorry