DOOM64 mod for Duke?
#1 Posted 05 February 2010 - 06:27 PM
EDIT - I've managed to rip some textures, but now I need the correct palette... any ideas?
This post has been edited by msims666: 05 February 2010 - 06:36 PM
#2 Posted 05 February 2010 - 06:38 PM
msims666, on Feb 5 2010, 09:27 PM, said:
In the following folders:
Bin>Data>Doom64>Auto>
You shall see "D_64 data.pk3" and "D_64 data2.pk3" These can be opened with Winrar They both lead to .png images of sprites and textures.
The png's act better and can contain better quality and can be used in Eduke32 (as I suppose your using)
If you need more detail, Just ask
#3 Posted 05 February 2010 - 11:50 PM
This post has been edited by supergoofy: 05 February 2010 - 11:51 PM
#4 Posted 07 February 2010 - 12:05 PM
"Doom64: Absolution" with "Doom64: Outcast" addon v2.3.2 repacked by me.
I also includes "Doom64: Redemption Denied" and "Doom64: The Reckoning" addons.
You need to place your doom2.wad in Data folder.
How to play:
To play "Doom64: Absolution" with "Doom64: Outcast" addon run Absolution.cmd
To play "Doom64: Redemption Denied" addon run Redemption.cmd
To play "Doom64: The Reckoning" addon run Reckoning.cmd
Download:
http://www.sendspace.com/file/vnurwe
Note: Take notice that Doom 64 TC is based on an older version of Doomsday engine and it needs Directsound acceleration.
This means that you cannot run it in Vista/7 unless you have Creative Alchemy.
There is a hacked version of Creative Alchemy that works for all sound cards, search it if you need it. I cannot violate any copyrights.
Personally I use XP and have Audigy 2.
#6 Posted 07 February 2010 - 03:30 PM
2. Does this have anything to do with DUKE?
3. WTF is this?
EDIT: OOH. I just got this! The doom64 Mod is NOT meant to be played with eDuke32. It's meant to be played with... something else, but not eDuke.
This post has been edited by SBG: 07 February 2010 - 03:59 PM
#7 Posted 07 February 2010 - 04:12 PM
Still though, even if you don't want to play Absolution, you can download the pack and use its Doom64 resources and then create a mod for eduke32.
So my post was relevant and irrelevant at the same time, with the subject of this topic (Doom64 mod/resources).
#8 Posted 07 February 2010 - 10:58 PM
http://doom64ex.sourceforge.net/
#9 Posted 08 February 2010 - 08:57 AM
Doom64 EX is based on original N64 rom. There is a wad converter that transforms the rom to wad. Thus to play it you need to have the original N64 game. But I never had N64 console, like many other users. Though, I do own the retail Doom and Doom 2 PC versions.
#10 Posted 09 February 2010 - 11:17 PM
This post has been edited by msims666: 10 February 2010 - 01:32 AM
#11 Posted 10 February 2010 - 07:56 AM
What I think you are asking is "Can I use the original sprites from Doom 64 in an EDuke mod?" to which the answer is "Yes."
If you are no good at making art assets, you can put a call out for modellers and/or texture artists on the forum. I would suggest doing so only after having some progress to show off with your mod.
#12 Posted 10 February 2010 - 11:35 AM
I'm very resourceful and quite good in my own opinion at art editing and what not so I should be okay, but if anyone's interested in helping later down the road when I have some progress they're more than welcome. Thanks for the help guys.
-Mike
#13 Posted 10 February 2010 - 12:48 PM
msims666, on Feb 10 2010, 11:35 AM, said:
I'm very resourceful and quite good in my own opinion at art editing and what not so I should be okay, but if anyone's interested in helping later down the road when I have some progress they're more than welcome. Thanks for the help guys.
-Mike
|Its all done with .def files, so yes, its very easy to add and remove stuff from the HRP.
Honestly though, since you're making a Doom 64 mod, i'd reccomend starting from scratch. You wont need any of the default Duke textures.
#14 Posted 10 February 2010 - 01:20 PM
You can even hack the con files in Duke to change certain enemy behaviours if you really know what you are doing.
Oh, and I assume that you are familiar with the "Wad2map" utility...
This post has been edited by Tea Monster: 10 February 2010 - 01:23 PM
#15 Posted 10 February 2010 - 05:46 PM
I think Commando pretty much answered my next question, but here it is anyway. Using the HRP textures, do you have to upload a "dummy" tile or 8-bit tile of the HRP itself into editart as the hurm... placeholder? If so, I'm assuming I would have to completely convert the Duke Palette, yes? or is the HRP capable of a more advanced palette?
anyone else think Poly lighting would be a good idea?
This post has been edited by msims666: 10 February 2010 - 05:49 PM
#16 Posted 14 February 2010 - 02:07 PM
This post has been edited by msims666: 14 February 2010 - 03:34 PM