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Duke Nukem Zero Hour for Eduke32

#31

Hey guys it's 2015 anything is possible if you put your mind to it ! lol this topic has been out for a while but I for one would
Like to see this still and help out :)
-1

User is online   Lunick 

#32

View Postduke a number1, on 04 July 2015 - 03:55 AM, said:

Hey guys it's 2015 anything is possible if you put your mind to it ! lol this topic has been out for a while but I for one would
Like to see this still and help out :)

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User is offline   Tea Monster 

  • Polymancer

#33

Not sure how you would do all the particle effects for the hydrant, the powerups, gas grenades, etc.

The old problem of trying to fake all this crap in EDuke using alphas and models... ugh!
1

User is offline   Spiker 

#34

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User is offline   Tea Monster 

  • Polymancer

#35

Thats right kids, move along, nothing to see here....
0

User is offline   Jimmy 

  • Outta jail, back in rehab

#36

View PostTea Monster, on 04 July 2015 - 06:26 AM, said:

Not sure how you would do all the particle effects for the hydrant, the powerups, gas grenades, etc.

All of that shit is really easy. Hell, even fuckin' Grins of Divinity had particle spawners and gas/smoke, and that came out in 2002! I can't think of one logistical reason that anything from Zero Hour cannot be achieved in EDuke32. It would just take a lot of man hours.
2

User is offline   Jblade 

#37

I still think it's kinda funny that GoD and SST both made their particle sprites a completely flat shaded circle, as if to say "LOOK A PARTICLE LIKE IN QUAKE 2"
2

User is offline   Tea Monster 

  • Polymancer

#38

Why has nobody else used these features in 12 years? Will they work in EDuke? I had no idea you could do this crap.
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User is offline   Jblade 

#39

I think you're a bit confused about what's going on in the vids - those are just sprites and actors, coded in CON and just called particles because it was a buzzword back then (It has a different meaning these days and refers more to the high end Nvidia shit I think) AMC TC has a ton of bouncing sprites and stuff using the Eduke32 projectile code - it's never mentioned because it's nothing special. My point was more that they coded in sprites and stuff and then gave them an arbitrarily really basic appearence to mimic how the particles looked in Quake 2 and other games at the time.
0

User is offline   Tea Monster 

  • Polymancer

#40

No matter how its done, it *looks like* a particle system to the player. Which is weird that nobody has used it since then (that I've seen).
0

User is offline   Jblade 

#41

I just explained what you're seeing, re-read my post if you don't understand. It's not a native Eduke feature, it's not a thing that people haven't been using, it's just CON code making actors move around the levels. There isn't some secret particle system built in that nobody is using. AMC TC makes extensive use of particle-style stuff, smoke effects like in that video .etc that use additive rendering.
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User is offline   Tea Monster 

  • Polymancer

#42

What I don't think you are understanding is that unless the con code has been obfuscated somehow, you should be able to open the files in a text editor, learn how it's done and reproduce the effect.
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User is offline   Jblade 

#43

They were obfuscated actually (quite notoriously, the CON author of GoD wanted to push a patch but couldn't due to this)

People just didn't want or care about particle effects in their mods even if it wasn't. I've always tried and include them in my mods, my original IW mod released in 2001 for V1.3D had incredibly primitive smoke and spark particle effects. Borg Nukem did as well actually. People could do it, but didn't want to.

That's all it boils down to. Nobody cared about 'particle' effects when the novelty wore off, it was a buzz word and the vast majority of authors were more interested in making levels for the vanilla game.

This post has been edited by Jblade: 08 July 2015 - 11:33 PM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#44

That sort of effects is not very hard to make. I suppose most modders simply don't care about such effects.
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User is offline   Tea Monster 

  • Polymancer

#45

Thats what I thought.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#46

Everybody who has ever paid five minutes of attention to Duke Nukem 3D modding will note that finding competent, dedicated coders has always been an issue.
1

User is offline   Tea Monster 

  • Polymancer

#47

Just out of curiosity, does anyone have the original ripped files? What format were the models in?

This post has been edited by Tea Monster: 10 July 2015 - 01:00 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #48

View PostTea Monster, on 10 July 2015 - 12:57 PM, said:

Just out of curiosity, does anyone have the original ripped files? What format were the models in?

>Implying the data stored in an N64 cartridge would be something you could import into Max without writing your own plugin.
0

User is offline   dnskill 

  • Honored Donor

#49

Somebody was able to rip the models, but he doesn't seem interested in showing how he did it.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #50

View Postgerolf, on 10 July 2015 - 09:27 PM, said:

Somebody was able to rip the models, but he doesn't seem interested in showing how he did it.

With or without animations? It's not difficult to dump the GL/D3D context from an emulator (aka "3D screenshot"), but you have to manually separate objects in the scene and reanimate them yourself.
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User is offline   Tea Monster 

  • Polymancer

#51

I read up on it a bit and supposedly you can have UV problems as well. You'd have to be really dedicated. Did the dude dump the files anywhere, or does someone on the forum have them?

What would be the feeling about remaking it with the current HRP Duke model and some remade NPCs?
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User is offline   dnskill 

  • Honored Donor

#52

I'm not sure if I have the answers to your questions but these are the videos. Some are actually on the game itself, and some I think are on a custom engine. He seems to have all the animations and knows how to edit them.

0

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