Split Topic - Select posts to split.

Please select which posts you wish to split.
Pages: [1] 2 3
  • -> Re: Porting Duke Nukem Zero Hour to PC by enigmatickitteh
    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.

  • -> Re: Porting Duke Nukem Zero Hour to PC by KookyVonKoopa
    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

     
  • -> Re: Porting Duke Nukem Zero Hour to PC by Jay Doomed
    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.
  • -> Re: Porting Duke Nukem Zero Hour to PC by Snake Plissken
    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.
  • -> Re: Porting Duke Nukem Zero Hour to PC by Snake Plissken
    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.
  • -> Re: Porting Duke Nukem Zero Hour to PC by Snake Plissken
    June 29, 2017, 08:10:45 AM
    www.youtube.com/watch?v=84qorvJhIYo&featureyoutu.be
  • -> Re: Porting Duke Nukem Zero Hour to PC by Snake Plissken
    June 28, 2017, 06:25:13 PM
    I think  I'll make a post here tonight on this with a update ...
  • -> Re: Porting Duke Nukem Zero Hour to PC by enigmatickitteh
    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!
  • -> Re: Porting Duke Nukem Zero Hour to PC by Snake Plissken
    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.
  • -> Re: Porting Duke Nukem Zero Hour to PC by Snake Plissken
    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.

Selected posts (reset selection)

The posts below will form a new topic after splitting.
Pages: [1]


SimplePortal 2.3.6 © 2008-2014, SimplePortal