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General Category => Anything Else => Other Games => Topic started by: Snake Plissken on February 13, 2016, 04:54:17 PM

Title: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on February 13, 2016, 04:54:17 PM

New: www.youtube.com/watch?v=84qorvJhIYo&featureyoutu.be

In time... after i have a solid Brutal Tutok update out and it uploaded to MOD DB, i will work on the side and then soon full time: towards porting Duke Nukem Zero Hour to the Kex engine. ( on PC ) the very engine that Turok 1 on steam runs off of. :) just wanted to give people a heads up since this is the first time i announced this. will see how this goes ;)

model data, first level, Dukes control room with the hologram earth globe  and the duke himself.

(http://i.imgur.com/31f6P2w.png)

"hail to the king baby!"
(http://i.imgur.com/Wz9PdwK.png)


------------------------------------


(http://i.imgur.com/ZxcjRrc.png)

(http://i.imgur.com/Dcf0eLm.png)

(http://i.imgur.com/nIwjb5z.png)

(http://i.imgur.com/B5Hie5W.png)

(http://i.imgur.com/ZQot8xC.png)

(http://i.imgur.com/cSVQDrs.png)

(http://i.imgur.com/adr5sr3.png)

and for fun why not make some bonus levels or "secret levels" based on levels from duke nukem 3d N64 version that we can visit in zero hour :)
EDIT: the following pictures are level data ripped from the N64 version of Duke Nukem 3d, this idea is just a thought, a "concept" that may be a intresting feature in a PC verison of duke nukem zero hour, and may not be in a final zero hour production:

(http://i.imgur.com/GzIJEPB.png)

(http://i.imgur.com/RNfhfPi.png)

(http://i.imgur.com/fz8qkT6.jpg)

(http://i.imgur.com/MIVX558.jpg)

for the sake of legality i must state that this is a mod that is in development and is in no way an article or substance that is being manufactured or refined for sale.
Title: Re: porting zero hour to pc
Post by: Duke64 on February 13, 2016, 11:45:57 PM
I will be glad to help in anyway I can to Duke Zero Hour Ex sounds fun hopefully it can stay undercover so no legal matters come up but I would love to try this to. I would like to play this game proper emulators don't do me justice :P I play it on my n64 before some emulator but I would like to play it on pc now.
Title: Re: porting zero hour to pc
Post by: MrRumbleRoses on February 13, 2016, 11:54:51 PM
that would be awesome to see :) Duke Nukem: Zero Hour was one of my favorite Duke games in the series. and i'd love to see it come to PC, as well as Steam. same thing with Duke Nukem 64 to :D
Title: Re: porting zero hour to pc
Post by: Snake Plissken on February 14, 2016, 12:11:22 AM
I will be glad to help in anyway I can to Duke Zero Hour Ex sounds fun hopefully it can stay undercover so no legal matters come up but I would love to try this to. I would like to play this game proper emulators don't do me justice :P I play it on my n64 before some emulator but I would like to play it on pc now.

right, ill keep this in mind, and ill play it by ear, will take what steps will be needed ill see to it, even if it means decentralizing the people behind it/ and where data is stored, but for now i got 100% means of getting all textures, sounds, models, levels, out of the game in there original entry as they were in the n64 version. the sounds even sound a little bit better i think.
   and thanks duke64 will work on this when the time comes, i believe i would like a solid brutal turok release under our belts first, something we can post to mod db for turok. i was planing on getting more into this duke project after that was done.
     but it may look like ill be able to do a bit more work on this then i thought at first, ill try to update this post, as often as i can with new info.
Title: Re: porting zero hour to pc
Post by: Snake Plissken on February 14, 2016, 12:16:59 AM
I will be glad to help in anyway I can to Duke Zero Hour Ex sounds fun hopefully it can stay undercover so no legal matters come up but I would love to try this to. I would like to play this game proper emulators don't do me justice :P I play it on my n64 before some emulator but I would like to play it on pc now.




right, ill keep this in mind, and ill play it by ear, we are just simple folk making a simple none for profit mod. "what kind of world do we live in where we cant do what we want with a product we legally purchased and have the rights to"  is what i say ;).  will take what steps will be needed ill see to it, even if it means decentralizing the people behind it/ and where data is stored, but for now i got 100% means of getting all textures, sounds, models, levels, out of the game in there original entry as they were in the n64 version. the sounds even sound a little bit better i think.
   and thanks duke64 will work on this when the time comes, i believe i would like a solid brutal turok release under our belts first, something we can post to mod db for turok. i was planing on getting more into this duke project after that was done.
     but it may look like ill be able to do a bit more work on this then i thought at first, ill try to update this post as often as i can with new info.
Title: Re: porting zero hour to pc
Post by: Rok on February 14, 2016, 02:54:37 AM
Sobek can do all. All hail
Title: Re: porting zero hour to pc
Post by: Snake Plissken on February 14, 2016, 08:13:17 AM
Sobek can do all. All hail


sobek really is a fluid, dynamic, and flexible engine. i notice it can pull off all the effects and things as seen in both Duke nukem zero hour and shadows of the empire.
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on February 14, 2016, 10:04:44 AM
i updated this post with more screenshots.
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Duke64 on February 15, 2016, 01:31:20 AM
in time... after i have a solid Brutal Tutok update out and it uploaded to MOD DB, i will work on the side and then soon full time: towards porting Duke Nukem Zero Hour to the Kex engine. ( on PC ) the very engine that Turok 1 on steam runs off of. :) just wanted to give people a heads up since this is the first time i announced this. will see how this goes ;)
(http://i.imgur.com/ZQot8xC.png)

(http://i.imgur.com/adr5sr3.png)


Love these two photos such a tease :P
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on February 16, 2016, 08:35:04 PM
So far this is going be a full on port but with a better render. But I'm thinking of makeing it primarily First person view . And perhaps with redux weapons.

    As of this moment it would have to be first person view but with orignal weapons, this is becuse I'm still waiting on the animation tool tool, and other softwares to be finished and ready for me to use, for the engine I'm useing for this project. We will see what those tools have in store :)   Without them no third person without getting .net dll's involved. And I'm still learning how to makes those.
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on February 16, 2016, 08:37:17 PM
It would be a complete duke nukem zero hour port as seen on the n64, but just in first person Fps mode . For now anyways
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: enigmatickitteh on May 22, 2016, 08:52:50 PM
Any updates?
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on September 12, 2016, 04:23:08 AM
Any updates?
I'll be getting back to work on Duke nukem zero hour that I'm back around. So far a few other things took president in my life, but now those are gone and all that is left for me to do is my work with Turok, Duke nukem zero hour, and the kex engine ;)

Sounds, music and sound effects are currently being isolated from the n64 version of e game.
90% of the first and 2nd levels content has been extracted, everything from 3D models, to levels, to textures, sprites and fx effects.
Probly about 50% of the said content has actually been constructed together within a PC based controlled inviroment.

The game will feature rather a Easter egg or secret level enabled episode feature in content and levels from Duke nukem 3D for n64. And hats about it for now.

Once I progress with my work with kex I'll be portion the content over to the game engine. And throughout and until that happens I'll see what else I can get done.

I'll make sure that I post some update videos and pictures here soon.


Thanks for asking to btw. This is a sure thing and will come to fruition. Duke nukem zero hour for PC will come to be.

Thanks again for your interest.
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Duke64 on September 12, 2016, 10:33:15 AM
Snaaaake :)

(https://duke64nukem.files.wordpress.com/2016/09/20160312_195528.jpg)
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Mon-Ark on September 12, 2016, 04:22:59 PM
What did you use to extract the 3d models snake?
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on September 18, 2016, 07:04:28 AM
Snaaaake :)

(https://duke64nukem.files.wordpress.com/2016/09/20160312_195528.jpg)

Where I come from its traditional for every first born son to make a pilgrimage to the very location of this shrine in this video inorder to experience again and give praise to the greate Duke of the wicked,  Duke is great. Lol.

Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on September 18, 2016, 07:09:57 AM
What did you use to extract the 3d models snake?

Just for those reading this: keep in mind I have been away without my computer and my men may not serve me well but I believe the acronym is VRML but I could be getting it a bit off. "google export models from n64 emulator VRML" the VRML pluggin can be used for a n64 emulator to extract models, the only emulator I could get that plugin working on wouldn't or didn't work at all or any good with Duke zero hour even then seemed to work best with only some games., it was not usable becuse zero hour worked like shit on that emulator, I simply looked over how the plugin works and is made, and threw together a script to cater to my specific needs within my emulator. These tools are used to extract everything when it comes to content, other then the isolation of fx sounds, the rest is programming, all modeled after what the dev sees as he plays the game. It's very important that this work when done, feels exsactly like Duke nukem zero hour on n64, just remastered.
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: enigmatickitteh on September 26, 2016, 03:41:57 AM
What is the chance of the assets being released somewhere or an alpha release soon? Assets like models and sounds would be awesome for Duke3D mods. It'd be nice to see these things released. Again it looks awesome, can't wait to see more!
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on June 28, 2017, 06:25:13 PM
I think  I'll make a post here tonight on this with a update ...
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on June 29, 2017, 08:10:45 AM
www.youtube.com/watch?v=84qorvJhIYo&featureyoutu.be
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on June 29, 2017, 08:32:46 AM
What is the chance of the assets being released somewhere or an alpha release soon? Assets like models and sounds would be awesome for Duke3D mods. It'd be nice to see these things released. Again it looks awesome, can't wait to see more!

The goal was to port the content to both eduke and kex, with kex reciving it first and wile both being updated and worked on at the same time. I'm out of town (to keep it short) and I can do little things here and there. And when I'm back you'll see development ramp up. Until then my hands are tied on answering this question. I'll do as much as I can with what I can before I make it back home, in preperation to haveing a playable level in kex engine and notification to the duke4.net forums of the project being worked on into eduke. Off topic but I'll also try to upload vids as I accomplish things, of what i do accomplish wile I'm away.
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Snake Plissken on June 29, 2017, 08:37:34 AM
What did you use to extract the 3d models snake?

Short answer directx
Direct x 9 renders 3d data in bytes that can be translated into model data. Any model format after conversion.

Off topic but I was looking into the zobj data structure. Also looked into how people get animations out of zelda aswell as models, and into other engines, and platforms. It's all old world knowlege (2005 or 2006) but it's worth looking into in my book. Then i came across this library called z64anim . If anyone knows about n64 data extraction, extracting the roms simlar to a way we can with ps2 roms in that we can have accses to the files that make up the game via extracting... or anything else i just said, please let me know.

I would like to avoid byte copy and pasting.
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Jay Doomed on June 29, 2017, 12:44:33 PM
Hey Snake good to see you. Someone should really make a detailed guide how to export models with the textures intact from an n64 rom and have it ready for Turok importing.

Nice btw pretty cool seeing the Zero Hour level in the kex editor too. Keep it up man.
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: Demon Turok on July 10, 2017, 07:18:07 AM
I saw the video and gave it a like  and do have a couple of questions

1. is this going to be fully done?
2. is it possible to have coop in the campaign and can it have some type of online for it for DM/Coop

 
Title: Re: Porting Duke Nukem Zero Hour to PC
Post by: enigmatickitteh on March 11, 2018, 11:31:09 PM
Did you see someone extracted all the resources from Zero Hour including BUILD compatible maps? https://forums.duke4.net/topic/9513-release-zero-hour-resources/

Models were posted in a broken form but the thread has a link to the fixed models.