Omnimaga

General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: njaddison on August 19, 2012, 08:14:57 pm

Title: Duke Nukem Mod for Doom
Post by: njaddison on August 19, 2012, 08:14:57 pm
Hi guys, I am creating a duke nukem 3d mod for doom which uses 3D enemies and weapons.

The mod is for skulltag, GZDoom, and the Doomsday Engine. I am using 3D models from the polymer high-res pack for duke nukem 3D.

I have come across a number of errors while making the mod.

One is the weapons are drawn to the top of the screen. The other is that the textures are all out of whack, and in distorted and twisted positions. How can I solve this? I have a screenshot below.

As you can see, the pistol is at the top of the screen instead of at the bottom, where it should be.
Title: Re: Duke Nukem Mod for Doom
Post by: flyingfisch on August 19, 2012, 08:45:28 pm
I wonder if it will work with CGDoom...
Title: Re: Duke Nukem Mod for Doom
Post by: annoyingcalc on August 19, 2012, 09:45:47 pm
Cool! Is this for nspire?
Title: Re: Duke Nukem Mod for Doom
Post by: ruler501 on August 19, 2012, 09:48:41 pm
Cool! Is this for nspire?
Its in computer projects and its using high quality stuff so it might be able to run on nspire when done but it might be too high quality or have some other incompatibiliy
Title: Re: Duke Nukem Mod for Doom
Post by: critor on August 20, 2012, 08:15:49 am
Cool! Is this for nspire?
Its in computer projects and its using high quality stuff so it might be able to run on nspire when done but it might be too high quality or have some other incompatibiliy

As you mention skulltag, GZDoom and the Doomsday, I doubt it can be run on nDoom.

nDoom 3 does currently support:
- WAD files designed to be compatible with the original Doom engine (1.9/1.10)
- partially WAD files designed to be compatible with the original Heretic engine (1.3)
Title: Re: Duke Nukem Mod for Doom
Post by: ben_g on August 20, 2012, 11:58:02 am
If the arms aren't annimated, it's best to render them as an imagfe and display them on the HUD. And keep in mind that in most 3D engines a coordinate of 0 along the vertical axis represents the bottom of the screen, while in most 2D engines it represents the top.

EDIT: an other fix would be to open the model of the arms in a model editor (for example Blender), and move it down.
Title: Re: Duke Nukem Mod for Doom
Post by: njaddison on August 20, 2012, 12:52:30 pm
Cool! Is this for nspire?

The nspire does not have hardware acceleration or opengl rendering, so the mod will not work. Also, the mod is a .pk3 file, and nDoom does not support .pk3 files.

I know it's just a thought, but I wish that someday the nspire could support 3D graphics. But that's off topic.

By the way, does blender support .md3 files? The models I am using are .md3 files.
Title: Re: Duke Nukem Mod for Doom
Post by: njaddison on August 20, 2012, 12:52:31 pm
Cool! Is this for nspire?

The nspire does not have hardware acceleration or opengl rendering, so the mod will not work. Also, the mod is a .pk3 file, and nDoom does not support .pk3 files.

I know it's just a thought, but I wish that someday the nspire could support 3D graphics. But that's off topic.
Title: Re: Duke Nukem Mod for Doom
Post by: DJ Omnimaga on August 20, 2012, 01:23:43 pm
I fear this would not even get close to running on a Nspire anyway, due to the high amount of 3D. However this seems promising for compuiters. How hard is it to mod Doom? Doesn't it require a lot of programming knowledge (such as several years)?

By the way I like how the textures are hi-res.
Title: Re: Duke Nukem Mod for Doom
Post by: ben_g on August 20, 2012, 01:30:46 pm
By the way, does blender support .md3 files? The models I am using are .md3 files.
not by default, but you should be able to find a python script for that.