Author Topic: Porting Duke Nukem Zero Hour to PC  (Read 20702 times)

Offline Snake Plissken

  • Endtrail
  • ****
  • Posts: 195
  • T:REP 792
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #10 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

Offline enigmatickitteh

  • Iguana
  • *
  • Posts: 3
  • T:REP 9
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #11 on: May 22, 2016, 08:52:50 PM »
Any updates?

Offline Snake Plissken

  • Endtrail
  • ****
  • Posts: 195
  • T:REP 792
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #12 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.

Offline Duke64

  • Administrator
  • *****
  • Posts: 2098
  • T:REP 7181
  • Sixty Four
    • View Profile
    • Duke64Nukem.com
Re: Porting Duke Nukem Zero Hour to PC
« Reply #13 on: September 12, 2016, 10:33:15 AM »
Snaaaake :)

Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline Mon-Ark

  • Endtrail
  • ****
  • Posts: 154
  • T:REP 485
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #14 on: September 12, 2016, 04:22:59 PM »
What did you use to extract the 3d models snake?

Offline Snake Plissken

  • Endtrail
  • ****
  • Posts: 195
  • T:REP 792
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #15 on: September 18, 2016, 07:04:28 AM »
Snaaaake :)



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.


Offline Snake Plissken

  • Endtrail
  • ****
  • Posts: 195
  • T:REP 792
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #16 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.
« Last Edit: September 18, 2016, 07:15:08 AM by Snake Plissken »

Offline Dinomite

  • Chronoscepter
  • ******
  • Posts: 3167
  • T:REP 9595
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #17 on: September 18, 2016, 07:14:00 AM »
Can you add a hidden picture of a cricket to the files?

The most hated person on the internet.

Offline Snake Plissken

  • Endtrail
  • ****
  • Posts: 195
  • T:REP 792
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #18 on: September 18, 2016, 07:17:09 AM »
Can you add a hidden picture of a cricket to the files?

Just for you Dino, sure. Will add a texture of a krickit to one of the games container files, and will not have it used in game. I.e hidden lmao.

Offline Dinomite

  • Chronoscepter
  • ******
  • Posts: 3167
  • T:REP 9595
    • View Profile
Re: Porting Duke Nukem Zero Hour to PC
« Reply #19 on: September 18, 2016, 07:21:34 AM »
Lol Yaaaaaaaaaaaaay

The most hated person on the internet.

 

SimplePortal 2.3.6 © 2008-2014, SimplePortal