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Duke Nukem 3D: Forever "Duke Nukem 3D with DNF assets"
#61 Posted 14 June 2012 - 01:16 PM
#62 Posted 14 June 2012 - 02:22 PM
darkcaleb, on 14 June 2012 - 01:16 PM, said:
If I knew how to make them go berserk in Eduke I would lol but for now I'm just gonna leave them like this, killing these new pigcops in DN3D is a lot of fun
![:)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
#63 Posted 15 June 2012 - 03:10 AM
Because i have tried from noesis and it's possible to convert but no animations.
#64 Posted 15 June 2012 - 04:30 AM
darkcaleb, on 15 June 2012 - 03:10 AM, said:
Because i have tried from noesis and it's possible to convert but no animations.
http://www.tombraide...ad.php?t=147100
#65 Posted 16 June 2012 - 03:26 PM
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
![:P](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
![Posted Image](http://i1096.photobucket.com/albums/g325/Wesker500/eduke322012-06-1711-22-49-44.jpg)
This post has been edited by Wesker500: 16 June 2012 - 03:27 PM
#66 Posted 17 June 2012 - 03:09 PM
This post has been edited by Slippy_Pig: 17 June 2012 - 03:12 PM
#67 Posted 17 June 2012 - 03:40 PM
Slippy_Pig, on 17 June 2012 - 03:09 PM, said:
Nah, I never liked the beam of ice, I preferred the projectiles better
#68 Posted 19 June 2012 - 11:10 PM
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
![Posted Image](http://i1096.photobucket.com/albums/g325/Wesker500/eduke322012-06-2019-04-48-95.jpg)
![Posted Image](http://i1096.photobucket.com/albums/g325/Wesker500/eduke322012-06-2019-04-41-55.jpg)
#70 Posted 20 June 2012 - 04:34 AM
#71 Posted 20 June 2012 - 08:12 AM
Don't touch em!
#72 Posted 20 June 2012 - 12:11 PM
Could there at least be a sample of what they would look like IF a AO pass was used, though?
#73 Posted 20 June 2012 - 12:38 PM
#75 Posted 20 June 2012 - 11:48 PM
Captain Awesome, on 20 June 2012 - 12:38 PM, said:
They actually DID IT this way for Duke3D. 3D models in a 3D program, capture posed images, size down.
The only difference is these are captured at high res, and kept there. What's the methodological difference?
#76 Posted 21 June 2012 - 12:28 AM
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
I'm trying to change the Ripper Sprites dimensions so that it dosnt appear stretched but Eduke dosnt seem to be accepting the command on the Rippers first sprite
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Heres whats wrong:
I have the sprite set normal in the def like this:
texture 2536 { pal 0 { file "autoload/duke3d.grp/dukemod/sprites/firstperson/2536.png" } }
and the sprite looks like this:
![Posted Image](http://i1096.photobucket.com/albums/g325/Wesker500/eduke322012-06-2120-19-12-68.jpg)
Then I add this dummytile thing:
dummytile 2536 160 100 texture 2536 { pal 0 { file "autoload/duke3d.grp/dukemod/sprites/firstperson/2536.png" } }
It dosnt do anything to it
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Help?
#77 Posted 21 June 2012 - 12:23 PM
Commando Nukem, on 20 June 2012 - 11:48 PM, said:
The only difference is these are captured at high res, and kept there. What's the methodological difference?
They also touched them up after sizing down. Anybody who has ever sized down a model rip knows it looks like shit out the box. The models also had lighting/shading applied.
#78 Posted 21 June 2012 - 04:19 PM
Captain Awesome, on 21 June 2012 - 12:23 PM, said:
Yes, I'm well aware of that.
Captain Awesome, on 21 June 2012 - 12:23 PM, said:
Not much. When you look at the full sized images floating around they basically had one fill and one highlight on them. Everything was either modeled out or a basic texture.
Wesker500, on 21 June 2012 - 12:28 AM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
I'm trying to change the Ripper Sprites dimensions so that it dosnt appear stretched but Eduke dosnt seem to be accepting the command on the Rippers first sprite
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Heres whats wrong:
I have the sprite set normal in the def like this:
texture 2536 { pal 0 { file "autoload/duke3d.grp/dukemod/sprites/firstperson/2536.png" } }
and the sprite looks like this:
![Posted Image](http://i1096.photobucket.com/albums/g325/Wesker500/eduke322012-06-2120-19-12-68.jpg)
Then I add this dummytile thing:
dummytile 2536 160 100 texture 2536 { pal 0 { file "autoload/duke3d.grp/dukemod/sprites/firstperson/2536.png" } }
It dosnt do anything to it
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Help?
Try throwing "160" up about a hundred and see if you notice any change. I'd venture it's something to do with scaling. I had some issues trying to do high res gun sprites in the past.
This post has been edited by Commando Nukem: 21 June 2012 - 04:20 PM
#79 Posted 21 June 2012 - 05:10 PM
Commando Nukem, on 21 June 2012 - 04:19 PM, said:
Yeah I've tried editing that and it doesnt do anything, I dont get it because when I edit it on other sprites (like the rippers 2nd sprite) it works fine.
#80 Posted 21 June 2012 - 07:00 PM
Commando Nukem, on 21 June 2012 - 04:19 PM, said:
Those were renders, and probably not under the settings they used for making the sprites. Almost everything in the game utilizes top-left lighting. It is less dramatic on the enemies, but it's still there.
#81 Posted 22 June 2012 - 04:58 PM
#82 Posted 23 June 2012 - 07:22 AM
Captain Awesome, on 22 June 2012 - 04:58 PM, said:
Way to double post over a really silly thing.
The down vote was my response, and it had nothing to do with being personal. I down voted your post because no matter how devoid of personal opinion it was, it was still wrong.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/smile.gif)
The renders clearly feature no additional high fidelity techniques on the models. They were modeled, textured, and rendered very basically, and then cleaned up. The queen is the most obvious of all. She has her fins on the head literally painted onto the mesh with no bump or spec maps.
This is also begining to derail this topic. You have my response. If you took it personally, that's on you.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/wink.gif)
Wesker500, on 21 June 2012 - 05:10 PM, said:
It's been awhile since I've done this, but which half of the chain gun is that tile number related to? Is that the lower part? Or is it just the part with the barrels? Or did you actually try and replace both faithfully ala how the original game lined things up?
![Posted Image](http://img545.imageshack.us/img545/3868/chaingun.jpg)
My only suggestion would be to try playing around with that part of it a bit. It could be that there's something getting in the way there. Try just replacing all the "barrel" frames with the full chaingun image.
Hope this helps in some way, Wesker.
EDIT: Image fixed.
This post has been edited by Commando Nukem: 23 June 2012 - 07:25 AM
#83 Posted 23 June 2012 - 09:14 AM
Commando Nukem, on 23 June 2012 - 07:22 AM, said:
The down vote was my response, and it had nothing to do with being personal. I down voted your post because no matter how devoid of personal opinion it was, it was still wrong.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/smile.gif)
The renders clearly feature no additional high fidelity techniques on the models. They were modeled, textured, and rendered very basically, and then cleaned up. The queen is the most obvious of all. She has her fins on the head literally painted onto the mesh with no bump or spec maps.
This is also begining to derail this topic. You have my response. If you took it personally, that's on you.
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/wink.gif)
No. You're wrong. I never mentioned 'high fidelity techniques', that was someone else. I merely stated that they had lighting and shading that matched that of all of the other textures and sprites. I am right by this fact.
#84 Posted 23 June 2012 - 02:22 PM
Commando Nukem, on 23 June 2012 - 07:22 AM, said:
![Posted Image](http://img545.imageshack.us/img545/3868/chaingun.jpg)
My only suggestion would be to try playing around with that part of it a bit. It could be that there's something getting in the way there. Try just replacing all the "barrel" frames with the full chaingun image.
Hope this helps in some way, Wesker.
EDIT: Image fixed.
I've just deleted the first sprite and made the ripper work with the other 4 sprites
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Thanks for the help anyway
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#85 Posted 23 June 2012 - 08:36 PM
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
It's a shame the only place the updated Moon Overlord exits is in the DNF intro.
#86 Posted 23 June 2012 - 09:13 PM
Commando Nukem, on 23 June 2012 - 08:36 PM, said:
I've got plenty of monsters from other games at my fingertips I could use
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
#87 Posted 24 June 2012 - 03:23 AM
Wesker500, on 23 June 2012 - 09:13 PM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
A modified Rancor with a shoulder-mounted rocket launcher.
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#88 Posted 25 June 2012 - 08:39 AM
InsanityBringer, on 20 June 2012 - 04:34 AM, said:
I agree with this. Or in the apparently new style of Commando Nukem: I agree with this.
#89 Posted 25 June 2012 - 12:14 PM
Sangman, on 25 June 2012 - 08:39 AM, said:
Don't steal my style.
![Posted Image](http://img507.imageshack.us/img507/7899/shatner380722618a.jpg)
Gityer... own!
Loke, on 24 June 2012 - 03:23 AM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
That would actually kinda work!
![Posted Image](http://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#90 Posted 26 June 2012 - 02:03 AM
Loke, on 24 June 2012 - 03:23 AM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
I guess it could work
![:(](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
![Posted Image](http://i1096.photobucket.com/albums/g325/Wesker500/OverlordRancor.png)
This post has been edited by Wesker500: 26 June 2012 - 02:04 AM