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Topic Summary

Posted by: KookyVonKoopa
« 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

 
Posted 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.
Posted 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.
Posted 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.
Posted by: Snake Plissken
« on: June 29, 2017, 08:10:45 AM »

Posted 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 ...
Posted 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!
Posted 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.
Posted by: Snake Plissken
« 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.

Posted by: Mon-Ark
« on: September 12, 2016, 04:22:59 PM »

What did you use to extract the 3d models snake?
Posted by: Duke64
« on: September 12, 2016, 10:33:15 AM »

Snaaaake :)

Posted 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.
Posted by: enigmatickitteh
« on: May 22, 2016, 08:52:50 PM »

Any updates?
Posted 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
Posted 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.
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