Duke Nukem PSX sprites and tiles rips "Finally available for download"
#62 Posted 29 June 2012 - 07:11 PM
This post has been edited by Fox: 29 June 2012 - 07:11 PM
#63 Posted 29 June 2012 - 07:29 PM
Edit:
Quote
Note to self: Check if it's the last page before posting.
This post has been edited by Micky C: 29 June 2012 - 07:29 PM
#64 Posted 29 June 2012 - 10:08 PM
Fox, on 29 June 2012 - 07:11 PM, said:
Both. That and to make the map bigger. Already done.
I guess I've gathered enough stuff now to make a release if anyone is interested in checking it out.
TTK Rips.zip (1.01MB)
Number of downloads: 736
#65 Posted 06 July 2012 - 12:57 AM
I'm sorry, but I did not finish Battlelord in time (still because of walking animation), and I had to wait to return for update. but now he should be complete.
I have an idea for next update: reconvert all monsters files to 8bpp, since they using only 64 colors.
Here a sample:
The green color is not for made it ugly, it's the "unused" color, take a look for his palette:
I could make them for all monsters,but since I do not return here for some weeks, so you'll need to be patient.
#66 Posted 06 July 2012 - 06:58 AM
#67 Posted 06 July 2012 - 08:41 PM
- Pig-in-a-Dress
- Ghost Enforcer
- Underwater Drone
- Zombie Pig Cop
- Magnum P.I.G.
- CyberKeef
The new Assault Trooper is not referenced in the guide however. So there is no official name for him.
#69 Posted 06 July 2012 - 10:12 PM
http://www.defense.g...s/officers.aspx
#70 Posted 06 July 2012 - 11:06 PM
NUKEMDAVE, on 29 June 2012 - 06:48 PM, said:
TTKMap.jpg
I don't think I'll build on it anymore, though. I might have to start over because I made everything half the size as it is in Duke3D. The sidewalks are only 512 wide. It would work if you could downsize the player and everything else, but I might as well just build it bigger.
If you don't plan to finish it. PM what you have. I'd love to continue wherever you left off.
I'm thinking of tinkering together a few 8-bit weapon sprites (Deagle, Shotgun, Chaingun replacements).
#71 Posted 06 July 2012 - 11:48 PM
Hendricks266, on 06 July 2012 - 10:12 PM, said:
http://www.defense.g...s/officers.aspx
Huh, good one. But they should be lower than Assault Commander, don't? I don't know if Assault Major or Assault Lieutnant sound any good.
#72 Posted 07 July 2012 - 12:03 AM
Fox, on 06 July 2012 - 11:48 PM, said:
I like the idea of Assault Major.
#73 Posted 07 July 2012 - 02:38 PM
NUKEMDAVE, on 29 June 2012 - 10:08 PM, said:
I guess I've gathered enough stuff now to make a release if anyone is interested in checking it out.
TTK Rips.zip
I've been toying around with the PVV this afternoon to try and get more textures out.
How the **** did you stand doing this for that long? This is like pulling teeth.
#74 Posted 07 July 2012 - 05:35 PM
Commando Nukem, on 07 July 2012 - 02:38 PM, said:
How the **** did you stand doing this for that long? This is like pulling teeth.
It's best to go in-game and take a screenshot of the texture you're interested in so you have something to go by. I was finding the correct palettes pretty fast before I gave up after failing to find the correct palette for the stone ground texture, which is the texture that's in the first level where the dumpster is.
Here is where most or all of the texture and sign palettes are:
#75 Posted 07 July 2012 - 05:51 PM
#76 Posted 07 July 2012 - 06:10 PM
#77 Posted 07 July 2012 - 06:47 PM
NUKEMDAVE, on 07 July 2012 - 06:10 PM, said:
It's only supposed to let you select one line at a time for the pallete, right? Any of other modes and the pictures below seem to come out as semi-garbled still.
EDIT:
The good news is I have all the music, all the cinematics, and all the sound fx (one-liners, guns, pig/alien noises, all of it, even the babe chatter).
I've even gotten the 8bit Desert Eagle ready to rock. I think instead of approaching it as a 1 for 1 TTK converstion I think I might be a little looser with the level design, simply because Duke3D does not play like Time to Kill. General layouts intact, mostly the same secrets, etc... But changes to avoid having to do extensive CON coding. IE: new keycards and new weapons. Simple stuff, sure, but unless someone who is heavy into con stuff comes on board I won't be doing much that way.
This post has been edited by Commando Nukem: 07 July 2012 - 06:55 PM
#78 Posted 07 July 2012 - 07:00 PM
Commando Nukem, on 07 July 2012 - 06:47 PM, said:
Yes. Do you see those multicolored squares at the top of the program? Click 4 bpp...the first square. The tiles will still look funny until you find the correct palette.
#79 Posted 07 July 2012 - 08:43 PM
No muzzy flash yet, but i'm working on it. Plus it needs to be better aligned before it'll look right.
#80 Posted 15 July 2012 - 01:22 PM
Fantastic!