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Old 02-24-2015, 08:34 AM   #31   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

This is awesome!
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Old 02-24-2015, 09:28 AM   #32   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Quote:
Originally Posted by Dankzaii View Post
It is in the same 01_Cairo.wld level (or whatever the first level is called), its just way outside of the main level.

Just hover all the way until you can spot a sand dune and find the kleer head
Thank you very much, I was looking up and down for that thing!

http://abload.de/img/pigskulligq6z.jpg

Question: The Kleer (Elite Piccops in my case) have a weird behavior when they are far away from the camera -
the mesh for arms and legs gets messed up. I am usure if this is a problem with the LOD or if the game uses
simpler animations for far away enemies. Any thoughts about this?

Edit: I am still pondering on what to do with the Arachnoids! I definitely want to change them into something,
because they really begin to stick out of the crowd. Unfortunately, the only remotely arachnid enemies (other
than pregnators) are from the DLC, which models I can't extract (I read the DLC data is encrypted somehow).
Even then, the mod would be tricky. I don't think the Alien Empress would fit all that well. The Dr. Proton model
would require extensive editing. For one it only has four legs. And the human upper body would need to be made
into a regular Dukeinator to not have tons of Dr. Protons running around.

Does anyone of you know a good source for the DNF DLC models? I'd love to take a look at them.

http://abload.de/img/arachnoidblqae.jpg

Last edited by Kaffeebohnson; 02-24-2015 at 09:54 AM.
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Old 02-24-2015, 10:20 AM   #33   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

There are many enemies that use simpler animations and skeletons when they are far. The soldiers and the kleers are one example. Originally the dukinator replacements also had a problem like that.
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Old 02-24-2015, 12:15 PM   #34   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Check this out, folks

YouTube Video: DNF Enforcer in Serious Sam 3!


I figured out how to have the guns follow the player, to give them a bit more
life than my attempt at the Cycloid Emperor. Guess I'llhave to update that one too

...I think I will give the Enforcers new sounds, to make them feel a bit less mechanical.


Oh and I encountered him ingame: (I fixed his "beak" since.)

YouTube Video: DNF Battlelord in Serious Sam 3!


P.s.: I finally figures out how to get transparent textures to work. (Note the hair)

http://abload.de/img/41070_screenshots_201egukf.jpg

Last edited by Kaffeebohnson; 02-24-2015 at 02:39 PM.
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Old 02-24-2015, 04:19 PM   #35   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!



I love this so much.
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Old 02-24-2015, 05:53 PM   #36   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Hey guys! I just uploaded all my mods so far to the Steam Workshop! 8)

http://steamcommunity.com/id/kaffeeb...s/?appid=41070

So try them out if you want. I hope I did everything right with the upload.
Some items feel a bit redundant, like the extra pigcop head for the melee attack.
But I didn't see how I could bundle those up.

Speaking of bundles, I would be thrilled to see this added to the "official" Duke Mod List


Of course I am not finished, I still want to do tons of other DNF enemies.
Also, Bio sent me his Duke Sound Files, so I may add some fitting sound files
here and there. Gibs are still pretty far down on the list, I'm afraid. Mostly Elite
Pigcops (Kleer) and Dukebombers (Kamikaze) are in need for custom gibs.

Edit: That was quick! They seem to be already added. Sweet. I am a tiny bit proud. ^^
For being a complete rookie when it comes to modding, it turned out much better and
bigger than I tought.

Last edited by Kaffeebohnson; 02-24-2015 at 06:05 PM.
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Old 02-24-2015, 11:54 PM   #37   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

These are extremely nice! Congratulations!

Mind you, I think once you're done with all the enemies you're planning to replace, you should merge them into one single pack.

If you need help with making gibs I can help you if you want it
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Old 02-25-2015, 03:22 AM   #38   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

I was wondering if I should bundle them all together or keep them seperate to allow users to fine-tune their game. How does bundling stuff work? At least for the Pigcop head it would be convenient and logical to be bundled with the Pigcop Model. If you can give me some pointers about that, everything is helpful. Remember, complete rookie on this end

If you can provide gibs to the models, I would be thrilled! Anything that improves their quality is okay by me. If you meant giving me tips here are my biggest questions:

I am mostly wondering about texturing and UV mapping. Say, I make a Pigcop Leg gib - I would cut out the leg from the model in Blender, close up the vertices, unwrap those seperately, and in SED3.5 assign the original pigcop texture to the leg, and another "gore" texture to the open wound part. Is that right so far or am I thinking too complicated?

Do more instances of the same texture impact performance? Say, a Pigcop runs towards me, sporting its 2MB texture (just pulling numbers out of the air here). Then, it explodes into five gibs, each one being assigned the same complete 2MB texture. Will this fill up the ram or overwhelm the gpu at some point?

Btw. I have extracted several original gib models directly from my install of Duke Nukem Forever. Those are pretty elaborate though, with alpha mapped strands of flesh sticking out, among other tasteful features. For reasons of authenticity, I would try to use those, though. (I will compile a list what gibs are available in the next hour)

Basically, I am beginning to get a bit concerned about performance, since I noticed a slight dip below 60fps when tons of my models are onscreen. Most of them use two or more pretty big textures. 3DRealms seperated their models into seperate "skin" and "metal" meshes (At least, thats how they are spit out of the extractor tool). To make them work in SS3, I have to fuse the meshes into one, assigning it two (or more) materials. So most of my enemies should use at least double the texture data than usual vanilla SS3 enemies. If worst comes to worst, all textures would still look ok at half their size I am sure. (Given the frantic nature of the game)

Last edited by Kaffeebohnson; 02-25-2015 at 03:27 AM.
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Old 02-25-2015, 03:46 AM   #39   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

http://i1273.photobucket.com/albums/y414/Dankumi/SShot_0039_zpsh1ejzzkn.jpg

Yeah replacing gibs works just like replacing enemy meshes, you could just cut them out of the models you imported to save you a little bit of work, except I think gibs don't need to be weighted.

As far as your first question goes, I think that's the way Croteam does it, they cut the model's mesh, close the vertexes, give it a gore texture and put that.

As for your other questions, I don't know myself, though, I think SS3's default enemies are already way too hi-poly (pretty much every model in this game is)
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Old 02-25-2015, 03:58 AM   #40   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Hey those gibs look fantastic! Just what the Dukeinators need! (apart from maybe brown blood, to look more like oil) - How can I get your work into my mod? You'll get credited of course.

I also noticed that the vanilla models are strangely high-poly... seems weird, but I#m sure they had their reasons.
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Old 02-25-2015, 04:10 AM   #41   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

They are basically made out of the model you ported

Well, I can send you the files in a Private Message.

To update the mod in the workshop, add the files I'll send to you into the .gro where your kamikaze replacement is in, then open the editor and go to "Upload Content to Steam", click in "Packages", select your Kamikaze mod, change the "Content file" to your updated .gro file, let it upload and that should be it. :)
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Old 02-25-2015, 04:28 AM   #42   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Cool stuff!

How do I implement them? I am a bit confused by how Serious Ed handles files...

I had a look at the original gibs. For our purposes, there seem to be only Pigcop, Enforcer and Assault Trooper Gibs. Curiously, only arms and legs seem available, no heads or torsos. So I wonder about the feasiblility of using these, or if it would be quicker to cut up the whole model myself. The perfectionist in me likes the gory bonestumps and strands of flesh of the DNF assets, but simpler gibs would work just well I'm sure.

There is a generic "gore" texture though, I can share that if you want to use it for making more gibs.

http://abload.de/thumb/gibsxoub1.jpg

One of the most important things would be a gory Pig Corpse. Right now, when you hit them with a hammer, they change into a bloody Gnaar Corpse. I am thinking of redoing the whole pigcop some time - I could pose it better so the arms are less messed up, and construct the system where you actually rip off their head.

Last edited by Kaffeebohnson; 02-25-2015 at 04:46 AM.
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Old 02-25-2015, 05:26 AM   #43   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

I don't think you need to worry about too large textures. Croteam's enemies sometimes uses multiple textures that are in the 2048x2048 or 4096x4096 size.

Btw, changing an enemy's destruction is in the "Destruction Editor". You could play around with that.
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Old 02-25-2015, 08:40 AM   #44   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Ok after careful study of DNF's gibbing system (by shooting pig corpses for an hour), I gained some very interesting insights into the topic that are sure to be of interest only to me XD It seems like the gibs found in the directory of the game aren't used ingame, but are from different, older models! Fascinating. Modding sure is educational...

Long story short, it seems that creating custom gibs will be the way to go.
I will first try the Elite Pigcop (Kleer), as sort of a proof of concept.

Feel free to contribute, but please keep in mind that I don't own the DLC, and would like the mods to work without it, like all other Duke Nukem mods. (There was a problem with the DLC bug, rendering Dankzaii's gibs incompatible unless you own the DLC.)

http://abload.de/img/old_pigcop_design77stq.jpg

Last edited by Kaffeebohnson; 02-25-2015 at 09:07 AM.
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Old 02-25-2015, 11:54 AM   #45   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Awesome stuff!
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Old 02-25-2015, 03:01 PM   #46   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Look at this - my first gib ^^ It's for the Elite Pigcop replacing the Kleer.
(So far the most jarring, exploding into Cow bones)

Made entirely in Serious Ed, with all new textures. "Eh, good enough" -George Broussard

http://abload.de/img/myfirstgib2jutk.jpg

It took longer than I would have liked, but more should take less time as I come to grips with Serious Ed.
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Old 02-25-2015, 06:45 PM   #47   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Interesting stuff, even more extensive than Noam's Ports. :L

JK Noam we still like your work XD
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Old 02-26-2015, 09:09 AM   #48   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Man I spent entirely too much time on getting this right...
(I switched back to blender for modelling each wound by hand)

http://abload.de/img/kleer4hqs3a.jpg

http://abload.de/img/kleer216sww.jpg

http://abload.de/img/kleer3czsde.jpg

I updated the mod on the Steam Workshop, I hope I did that right..!
I edited the .gro and reuploaded it, so if someone wants to check, please do

http://steamcommunity.com/sharedfile.../?id=398402937

One of the worrying things I noticed, while it ran alright, when I tried to capture video
with fraps, my framerate dropped severely to sub-10fps. I am unsure why that is.

Last edited by Kaffeebohnson; 02-26-2015 at 09:12 AM.
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Old 02-26-2015, 10:39 AM   #49   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Looks nice ! You could add a blood explosion effect to it
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Old 02-26-2015, 10:43 AM   #50   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

If you can tell me how to do it, I will!

Remember, I am learning this as I go along, any tipps and tricks are welcome.
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Old 02-26-2015, 11:16 AM   #51   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

In the destruction editor, where you most likely added the models for gibs, you can add effects the same way.

If you look around and see how things are done in some official model destructions, you could try to copy from those. Also, setting which destruction is triggered with which weapon, because it's weird that the enemy would just explode because you shot it with a pistol.
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Old 02-26-2015, 11:54 AM   #52   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Quote:
Originally Posted by Solais View Post
In the destruction editor, where you most likely added the models for gibs, you can add effects the same way.

If you look around and see how things are done in some official model destructions, you could try to copy from those. Also, setting which destruction is triggered with which weapon, because it's weird that the enemy would just explode because you shot it with a pistol.
Serious Sam 2 pls
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Old 02-26-2015, 12:01 PM   #53   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

I have a weird issue where gibs ingame look vanilla, and only once I bring my view in at about 2 Meters distance, they apruptly change into my new assets. Is this a LOD issue?

Edit: I fixed it by completely redoing the steps in Serious Ed. Not sure what the problem was, though.

Last edited by Kaffeebohnson; 02-26-2015 at 01:08 PM.
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Old 02-26-2015, 01:18 PM   #54   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

It was lod issue.
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Old 02-26-2015, 03:51 PM   #55   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

I had this idea to replace the Witch-Bride of Achriman with the Octaking, but nearly pulled my hair out
rigging those tentacles! In the end, I had a genius idea, if I may say so myself: I simply made the
Octaking Head, imported is as a child attachment, deleted everything that looked like woman from the
original mesh, and only kept the tentacles intact. A new texture applied to them and voilá - top notch Octaking! 8)

Prepare to rage about this guy all over again!

I really hate the Witch-Bride as an enemy type, but love the Octabrains - so using the Octaking is my
compromise. I would love to change the harpys into Octabrains...

YouTube Video: DNF Octaking!

Last edited by Kaffeebohnson; 02-26-2015 at 04:48 PM.
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Old 02-26-2015, 04:02 PM   #56   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

As cool as that is, won't you experience major problems with the hitbox?
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Old 02-26-2015, 04:23 PM   #57   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Oh its perfect! great job!
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Old 02-26-2015, 04:46 PM   #58   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

Quote:
Originally Posted by Jetroid View Post
As cool as that is, won't you experience major problems with the hitbox?
I fought him just now, I didn't encounter any problems with it. Mind you, I play with a
X360 Controller, and SS3 has copious autoaim. Let me know if you encounter issues!

Get him here, hot and fresh! Replace your rage against the Witch-Bride with rage against the Octaking!

http://steamcommunity.com/sharedfile.../?id=399356178

http://abload.de/img/octaking13lq5r.jpg

http://abload.de/img/octaking2ccpkz.jpg

http://abload.de/img/octaking3cqrx8.jpg

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Old 02-26-2015, 04:51 PM   #59   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

That is looking very good
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Old 02-26-2015, 05:05 PM   #60   Add To Ignore List  
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Default Re: More Duke Nukem Forever Enemies!

The hitbox can be easily modified anyways. It's cool as hell!
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