BloodTC for eDuke32
#211 Posted 14 December 2010 - 06:13 AM
#212 Posted 14 December 2010 - 07:06 AM
#213 Posted 14 December 2010 - 12:47 PM
empyrock, on Dec 14 2010, 05:41 AM, said:
http://screenshotcom...omparison/11574
I think it's not worth it.
It is worth it, that is a very bad scan, however. Think of the Duke3D title screen in the HRP, that is a scan.
#214 Posted 14 December 2010 - 01:08 PM
I've never scanned in color before.
#215 Posted 14 December 2010 - 02:36 PM
High Treason, on Dec 14 2010, 10:08 PM, said:
I've never scanned in color before.
Yeah that scan on top of my version of the splash screen = http://forums2.duke4...tyle_emoticons/default/yuck.gif
#217 Posted 21 December 2010 - 02:04 PM
#218 Posted 22 December 2010 - 05:52 AM
and I'm think, I will can continue work on TC after holidays and educational session
#219 Posted 25 December 2010 - 07:41 PM
http://www.megaupload.com/?d=DJ3WEXFN
http://www.megafileupload.com/en/file/2923...t-Scan-rar.html
I tried to improve it myself (to use it as a Titlepic),
and here is what I ended up with: (13.14MB)
http://www.megaupload.com/?d=RJLCT0RC
http://www.megafileupload.com/en/file/2923...tlepic-rar.html
@Root 9: Your remake of the Titlepic is really good!
I only think the Gargoyle could need a bit more work.
This post has been edited by Besli: 25 December 2010 - 08:05 PM
#221 Posted 26 December 2010 - 02:32 PM
NightFright, on Dec 27 2010, 05:59 AM, said:
Nice find there. And that engine is going to support Outlaws in the future
#222 Posted 26 December 2010 - 04:16 PM
#223 Posted 26 December 2010 - 04:58 PM
#224 Posted 26 December 2010 - 10:19 PM
And not if Blood and Outlaws/Dark Forces are using the same Engine.
http://en.wikipedia....997_video_game)
Here is another hires scan of a European Blood Box:
http://files.deathma...oxart/Blood-EU/
And also a good Windows Theme with hires Wallpaper:
http://files.deathma...blood_theme.zip
This post has been edited by Besli: 26 December 2010 - 10:21 PM
#225 Posted 26 December 2010 - 10:34 PM
Captain Awesome, on Dec 26 2010, 04:16 PM, said:
I remember making maps in Dark Forces, they had similar tricks with rooms. Of course it did have 3d model support so I guess ploymost/polymere helps bridge that gap.
Now I want to play that game again...
This post has been edited by Scott_AW: 26 December 2010 - 10:36 PM
#227 Posted 27 December 2010 - 12:06 PM
MusicallyInspired, on Dec 27 2010, 08:00 AM, said:
So what is it using?
#228 Posted 27 December 2010 - 12:12 PM
#229 Posted 27 December 2010 - 01:27 PM
NightFright, on Dec 27 2010, 01:12 PM, said:
Not to mention the guy will have it done all by himself, not even using a similar engine. I would really like to see that guy pull it off.
#230 Posted 28 December 2010 - 07:38 AM
Besli, on Dec 26 2010, 04:41 AM, said:
http://www.megaupload.com/?d=DJ3WEXFN
http://www.megafileupload.com/en/file/2923...t-Scan-rar.html
I tried to improve it myself (to use it as a Titlepic),
and here is what I ended up with: (13.14MB)
http://www.megaupload.com/?d=RJLCT0RC
http://www.megafileupload.com/en/file/2923...tlepic-rar.html
@Root 9: Your remake of the Titlepic is really good!
I only think the Gargoyle could need a bit more work.
I downloaded your scan and made this:
#231 Posted 28 December 2010 - 08:57 AM
Today I recorded video of new ROR in my BloodTC.
It have some lags, but it's working Thank for SzilАrd BirС, whos writed this ROR code!
http://www.youtube.c...h?v=F_orrwmGN30
#232 Posted 28 December 2010 - 09:23 AM
Besli and Root 9, very nice. Thanks.
#233 Posted 28 December 2010 - 09:27 AM
SzilАrd BirС modified source code of Eduke32, and continue modifing it
This post has been edited by M210: 28 December 2010 - 09:28 AM
#235 Posted 28 December 2010 - 12:21 PM
#236 Posted 28 December 2010 - 01:03 PM
#237 Posted 28 December 2010 - 01:05 PM
So the first thing to mention is that the DarkXL engine has no relation to Build, Polymost or Polymer. The way the Blood support works is that the Blood data is loaded and then the data is converted to internal DarkXL structures. Dark Forces and Outlaws do not use "load in place" file formats, nor formats that can be used directly for rendering. This means that this conversion on load always happens anyway, so added support for Blood structures wasn't really that difficult. In addition the engine supports (or will support for Outlaws) many of the same features as Build, including RoR, deep water, slopes, voxel objects - though implemented differently (but since I'm converting the data anyway, this doesn't really matter). It supports things that Build doesn't as well, such as dual adjoins (makes 3D bridges made out of sectors easy, or stairs where you can walk on top or go underneath, etc.) - and those features will be available to modders as well. Even without any engine modifications (other then loading and converting the data of course) I can already load every level in the vanilla game and run around them. They don't render completely correctly yet and aren't interactive (i.e. things like doors don't work yet), but it's not too far off.
None of this really effects the Blood TC though. Your goal seems to be to make a TC for Duke Nukem for Blood. You may make changes to the layouts, create custom textures and other things.
The DarkXL support is meant to be a replacement for the original executable and engine. That means that it reads the original data, will support the vanilla game and support Blood mods and expansion packs. I'll make modding easier, but I won't be making any artistic or level design changes myself.
I hope that clarifies things a bit.
This post has been edited by luciusDXL: 28 December 2010 - 01:09 PM
#238 Posted 28 December 2010 - 01:12 PM
#239 Posted 28 December 2010 - 04:26 PM
#240 Posted 29 December 2010 - 01:17 AM
http://www.youtube.com/user/AxeleratorM210...u/2/QHxNTboVdj8