Mods/TCs made from 100% original art assets
#1 Posted 07 October 2012 - 11:06 AM
#2 Posted 07 October 2012 - 11:29 AM
Quote
Judging by the headers of the mod: Not only Duke3d but also Tekwar and those guns remind me some game I can´t remember it´s name now.
So, my best guest is that no, there aren´t TCs for Duke that use 100% original art.
#3 Posted 07 October 2012 - 07:07 PM
#4 Posted 08 October 2012 - 04:55 AM
Gambini, on 07 October 2012 - 11:29 AM, said:
So, my best guest is that no, there aren´t TCs for Duke that use 100% original art.
http://forums.duke4....57-top-shooter/
#5 Posted 08 October 2012 - 05:23 AM
Captain Awesome, on 07 October 2012 - 07:07 PM, said:
AFAIK he used CGTextures. It´s a site with well taken pictures of things that can be used as textures. That´s original art in my book. So yeah that may be the only example we got!
Mblackwell, on 08 October 2012 - 04:55 AM, said:
I see Duke tiles all over!
#6 Posted 08 October 2012 - 06:25 AM
Gambini, on 08 October 2012 - 05:23 AM, said:
I see Duke tiles all over!
Really? It's all new art, sounds, and code I did myself over a weekend, and doesn't use any duke assets at all (and only requires EDuke32 to run) so I doubt it.
#7 Posted 08 October 2012 - 06:38 AM
http://imageshack.us...13/duke0002.jpg
edit: removed image to prevent confusions.
This post has been edited by Gambini: 08 October 2012 - 09:51 AM
#8 Posted 08 October 2012 - 06:48 AM
#9 Posted 08 October 2012 - 07:59 AM
Gambini, on 08 October 2012 - 06:38 AM, said:
Somehow I missed the release of this one, and for a second there I had a twinge of excitement as I saw what I perceived as a new Macross TC. xD
#10 Posted 08 October 2012 - 09:44 AM
#11 Posted 08 October 2012 - 12:14 PM
But still there are some textures from Duke3D in use, which I couldn't replace with any other equivalent stuff (stuff like lights, some doors, etc.).
#12 Posted 08 October 2012 - 12:34 PM
Captain Awesome, on 07 October 2012 - 07:07 PM, said:
Thanks! I also think Sonic the Hedgehog 3D uses original assets, but they probably come from a Sonic game (bot sure about that).
sedition, on 08 October 2012 - 12:14 PM, said:
TBH I'm a bit confused about the "original" and "ripped from other games" in one sentence. By "original" I meant that the assets are made by the authors of the mod/TC (or come from public domain), not just taken from somewhere else as opposed to the original Duke3D art.
#13 Posted 10 October 2012 - 08:56 AM
http://forums.duke4....ukem-red-alert/
#14 Posted 10 October 2012 - 09:45 AM
MrFlibble, on 08 October 2012 - 12:34 PM, said:
TBH I'm a bit confused about the "original" and "ripped from other games" in one sentence. By "original" I meant that the assets are made by the authors of the mod/TC (or come from public domain), not just taken from somewhere else as opposed to the original Duke3D art.
That's what I thought and was surprised to see all these people coming up with mods that have tons of ripped content as if that counted as "original".
Btw, you mentioned IW but I'd say something like 99% of the non-Duke assets are not original.
#15 Posted 10 October 2012 - 10:30 AM
Captain Awesome, on 07 October 2012 - 07:07 PM, said:
The zombies, weapons, music, and probably more stuff I can't remember right now, are all from other games and mods though. What about speedtrax racing? As far as I can remember it was mostly original art - or maybe they were ripping from racing games I hadn't seen before.
http://msdn.duke4.net/revspeedtrax.php
Looking at the screenshots again I doubt it's original, actually.
This post has been edited by Geoffrey: 10 October 2012 - 10:32 AM
#17 Posted 10 October 2012 - 12:07 PM
zykov eddy, on 10 October 2012 - 10:40 AM, said:
I forgot about that one - that mod is the absolute coolest
#18 Posted 11 October 2012 - 03:52 AM
Cody, on 10 October 2012 - 08:56 AM, said:
Whoah, that looks very impressive! I remember checking out a very old beta of the project (given that it was the same thing and not some other Red Alert-themed TC), in its current state it looks very, very impressive!
zykov eddy, on 10 October 2012 - 10:40 AM, said:
Nice, thanks for pointing that out!
Geoffrey, on 10 October 2012 - 10:30 AM, said:
http://msdn.duke4.net/revspeedtrax.php
Looking at the screenshots again I doubt it's original, actually.
The project is still quite unusual
#19 Posted 11 October 2012 - 12:49 PM
MrFlibble, on 11 October 2012 - 03:52 AM, said:
If you want to play a version that actually works and is pretty much where all my resources came from then download this.
http://www.moddb.com...t-a-path-beyond
This post has been edited by Cody: 11 October 2012 - 12:49 PM
#20 Posted 12 October 2012 - 05:25 AM
#21 Posted 30 October 2012 - 05:37 AM
MrFlibble, on 07 October 2012 - 11:06 AM, said:
Something like a "Free-git-a-grip" file, like the freedoom Iwad, is a great idea. I'm not sure as to the legalities of it though.
#22 Posted 31 October 2012 - 06:50 AM
MrFlibble, on 07 October 2012 - 11:06 AM, said:
I forgot all about it until I thought of FreeDoom, but does anyone remember Leileilol was working on Dave 3D and Ling as well to make freeware GRPs for Duke3D and Shadow Warrior.
3D Realms didn't like it though so they put the kaibash on that. There hasn't been any interest in completing it.
http://www.moddb.com/games/dave-3d
This post has been edited by Jinroh: 31 October 2012 - 06:51 AM
#23 Posted 31 October 2012 - 10:54 AM
I'm working on something for Duke currently but there won't be too much of scratch content (Mainly RedneckRampage rips and a lot of fotosourced textures) but it will be Duke-free.
#24 Posted 31 October 2012 - 07:29 PM
#25 Posted 01 November 2012 - 02:21 AM
Captain Awesome, on 31 October 2012 - 07:29 PM, said:
Maybe, then again, maybe not. If there were someway that our hypothetical grip file could work with most tcs but not have end users ripping retail assets out of the duke3d demo to make something close to the retail game, they might relent. That's the problem with freedoom. If I wanted to turn it into doom, I just about could. Maybe the secret is in the licensing. The file would be "free" to use and modify, but the end user would have to sign to the effect of promising not to screw 3DR over as far as art assets. You couldn't stop it technically, but you could make it a big no- no community wise.
#26 Posted 01 November 2012 - 03:08 AM
When you compare possibilty of making free Doom WAD and Duke 3D GRP you get one problem - art assets. Replacing Doom textures and sprites with scratch new and original ones is much easier then in Duke 3D. Just compare library of textures and sprites from both of them. Not only Duke 3D has much more art, Doom mostly consists of generic sci-fi, hi-tech space bases and hell-medieval themes and it has just basic sprite decorations like torches and hanging corpses. This is much more easier to replace with original ones then Duke 3D ones. Duke has huge variety of different themes in its art (city, nature, space, military, etc...). It also relies much more on sprite decorations (try to imagine how many decoration sprites Duke has {furniture, glasses, statues, water fountains, vegetation, etc...}
You have to find fine balance between making replacement to all these decorations authentic (so user maps will be visually compatible with it) and not making them too similar to former ones mady by 3D Realms.
Second problems lies in nature of user maps. Lets look at most Doom user maps - their essence mostly lies not in sprite work or textures but in architecture and layout. On other hand Duke 3D user maps rely much more on different themes of textures precisely used to create different enviroments and use many sprite decorations to add atmosphere.
IMHO this makes creating "Freeduke" much more difficult then "Freedoom" in terms of making it truly visually compatible with all its mods and usermaps.
This post has been edited by t800: 01 November 2012 - 03:30 AM
#27 Posted 05 November 2012 - 03:49 PM
Jinroh, on 31 October 2012 - 06:50 AM, said:
3D Realms didn't like it though so they put the kaibash on that. There hasn't been any interest in completing it.
http://www.moddb.com/games/dave-3d
Wow, I never knew about this project before. It's a shame the official guys put it down
t800, on 01 November 2012 - 03:08 AM, said:
You have to find fine balance between making replacement to all these decorations authentic (so user maps will be visually compatible with it) and not making them too similar to former ones mady by 3D Realms.
Second problems lies in nature of user maps. Lets look at most Doom user maps - their essence mostly lies not in sprite work or textures but in architecture and layout. On other hand Duke 3D user maps rely much more on different themes of textures precisely used to create different enviroments and use many sprite decorations to add atmosphere.
IMHO this makes creating "Freeduke" much more difficult then "Freedoom" in terms of making it truly visually compatible with all its mods and usermaps.
That's certainly a vary valid point. Duke3D belongs to another generation of 2.5D FPS games, and it is much more complex both in terms of original assets and custom game design. Still, I believe it would not have been entirely impossible if people who wanted it to be done had enough free time to spend on the project.