Does anyone know how I can remove the original Duke Nukem 3D cutscenes? I want to have a boss battle, without it ending with Duke finishing off the Battlelord/Overlord/Cycloid Emperor. Also, how do I create my own and add them in?
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Cutscenes
#1 Posted 27 March 2014 - 10:40 PM
#2 Posted 28 March 2014 - 04:34 AM
#3 Posted 28 March 2014 - 09:05 AM
I removed mine by using this IVF file thing and a def to define it.
Example I replaced the logo INCLUDING ITS SOUNDS by my own logo "LOGO.IVF"
animsounds logo { 1 469 } to remove the unwanted duke logo sound.
and few more.
Duke logo lasts few sec while mine lasts a min - min 1/2.
You can replace the ending and stuff with IVF stuff and your own sounds.
Even your ending.
I dunno the clip length limit yet.
My intro was several longer than Duke intro clip and works like a charm.
Probably same for ending after you kill boss.
Example I replaced the logo INCLUDING ITS SOUNDS by my own logo "LOGO.IVF"
animsounds logo { 1 469 } to remove the unwanted duke logo sound.
and few more.
Duke logo lasts few sec while mine lasts a min - min 1/2.
You can replace the ending and stuff with IVF stuff and your own sounds.
Even your ending.
I dunno the clip length limit yet.
My intro was several longer than Duke intro clip and works like a charm.
Probably same for ending after you kill boss.
#4 Posted 28 March 2014 - 10:18 AM
Zaxtor, on 28 March 2014 - 09:05 AM, said:
I dunno the clip length limit yet.
My intro was several longer than Duke intro clip and works like a charm.
Probably same for ending after you kill boss.
For testing I replaced the Intro by a 4min video without a problem. It would be interesting how long such videos can be.
#5 Posted 31 March 2014 - 09:51 AM
blizzart, on 28 March 2014 - 10:18 AM, said:
It would be interesting how long such videos can be.
There is no artificial limit on the length of the VP8 videos. In theory, you could pack whole movies into there. However, the video playback code has no provisions for proper A/V sync -- a single audio track started at the beginning is likely to desync badly with time. For this reason, you're supposed to provide sound pieces at specified frame numbers using the animsounds DEF token.
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