Duke Nukem V3 - By Espio

Player skins and alike for Zandronum & ZDoom.
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DevilHunter
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Duke Nukem V3 - By Espio

#1

Post by DevilHunter » Thu Aug 02, 2012 11:45 pm

Posting this in behalf of Espio. This is ofc, Duke Nukem, but with Better Sounds. Yes.. there was other versions, but they were all crap. So here you are. The Current Version is V3, there is V2, though V3 just updated the sounds.
Spoiler: Skin Preview (1280x1024) (Open)
Image

Image
And the Download Links.

DukeNukemSkinV4

DukeNukemSkinV3

DukeNukemSkinV2

Enjoy :p

UPDATE: Added updated skin; renamed it to DukeNukemSkinV4.. Hopefully Espio don't mind :p

EDIT: Updated links.
Last edited by DevilHunter on Tue Apr 21, 2015 5:05 am, edited 1 time in total.

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RE: Duke Nukem V3 - By Espio

#2

Post by Llewellyn » Fri Aug 03, 2012 10:47 am

Why not post the original sprites upsized not their horrible antialiased versions...
There also seems to be random "green" pixels in places that get translated to the player color.
Last edited by Llewellyn on Fri Aug 03, 2012 10:51 am, edited 1 time in total.

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RE: Duke Nukem V3 - By Espio

#3

Post by DevilHunter » Fri Aug 03, 2012 11:40 am

Well.. Tbh, I think the current sprites are just fine. I looked everywhere on my Duke3d Disk, and could not find any player sprites, so I dunno where they would be. If you can find them, that would be nice. I have the atomic Version btw.

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RE: Duke Nukem V3 - By Espio

#4

Post by Ivan » Fri Aug 03, 2012 11:40 am

They are in art files at tile number 5.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Duke Nukem V3 - By Espio

#5

Post by DevilHunter » Fri Aug 03, 2012 12:14 pm

Hmm, Ok. Do I need to add any sort of Spaces in the skin anywhere, to allow it to be Color Changeable?

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RE: Duke Nukem V3 - By Espio

#6

Post by Ivan » Fri Aug 03, 2012 12:34 pm

I don't know what you mean. You generally want the skin to be in green color for it to be translatable easily. Also, what I meant in my previous post was that they are in duke3d.grp, and it's art file number 5 in that package. I hope you know how to rip that, if not, use Slade3 or something.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Duke Nukem V3 - By Espio

#7

Post by DevilHunter » Fri Aug 03, 2012 12:38 pm

Well, I could of sworn back in the day, that someone said in the forum that you must have little spaces in the skins somewhere, for teamcolors to work. I dunno though, I musta misread that, or not remember it right.

As for the skin, I can't seem to find it. I cracked it open with Slade 3, changed the Palette to Duke Nukem, added Duke3d.grp as the base archive, and when i go to TITLES005.art, it comes up as the stripper from e1m1's movie screen. What am I doing wrong here?

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RE: Duke Nukem V3 - By Espio

#8

Post by Ivan » Fri Aug 03, 2012 12:54 pm

You need to skip to the later art indexes. It's at probably the 100th or something around there.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Duke Nukem V3 - By Espio

#9

Post by DevilHunter » Fri Aug 03, 2012 1:02 pm

There's a problem. I only got TITLESART001-019...

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RE: Duke Nukem V3 - By Espio

#10

Post by TerminusEst13 » Sat Aug 04, 2012 8:37 pm

SLADE handles .art files a little funny--rather than showing up as an archive full of art files, they show up only as one single image.
This makes nicking from Dook kind of difficult.

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RE: Duke Nukem V3 - By Espio

#11

Post by Ivan » Sat Aug 04, 2012 8:41 pm

DevilHunter wrote: There's a problem. I only got TITLESART001-019...
I mean Tiles005, and then you need to move 100 units or so...
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Duke Nukem V3 - By Espio

#12

Post by Cruduxy » Sat Aug 04, 2012 8:51 pm

XWE is epic when it comes to extracting from .art files, try it I used it many times on shadow warrior and should work fine with the other ones.
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RE: Duke Nukem V3 - By Espio

#14

Post by DevilHunter » Fri Aug 31, 2012 6:52 am

Well.. Seeing as I have no luck at all Extracting the Exact Sprites from the Duke3d GRP file. I'll just leave it as is... Maybe along down the road, when I'm able to do such a task, I may make a new Topic with this, as it has been littered with troubleshooting and other non-sense not related to How Awesome the skin is..

Though I do give thanks for helping, it just seems like a hell of a task for such a nub like me to do. Anyhow, I guess I have to play the "Deal W/ It" Card, till I can figure this out. I have been working on my HUD, and Xen's Old HUD.. (Taking out all the ST junk out of it, making it compatible with Zandronum, and Updating it with the stuff I added to my HUD, which is also unreleased at this time.)

If anything, I know this is a bit off topic but.. I had alot of time to think about some stuff, and the possibility of getting my net back, pretty much died out, but who knows.

I really do think the Sprites that Espio provided is good enough. The sounds are good, but perhaps.. Espio, if you do read this, perhaps you can convert some of the shitty sounding.. Sounds, to well better bitrates or whateva. Some of them are perfect, others are just.. Meh.

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RE: Duke Nukem V3 - By Espio

#15

Post by Espio » Fri Aug 31, 2012 5:25 pm

DevilHunter wrote: I really do think the Sprites that Espio provided is good enough. The sounds are good, but perhaps.. Espio, if you do read this, perhaps you can convert some of the shitty sounding.. Sounds, to well better bitrates or whateva. Some of them are perfect, others are just.. Meh.
Well it'd be good to let me know which ones to mess with.
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RE: Duke Nukem V3 - By Espio

#16

Post by DevilHunter » Sat Sep 01, 2012 5:50 am

Well.. Some from duke3d are kinda in bad quality. I dunno, most if not all sounds.. kinda sound a bit grainy. Not sure if you can do much for em but.. It just annoys me to hear one good Sounding one, then it switches to a bad one.

And Maybe perhaps balance out the volume between all of them.. I know its a tall order but.. it helps not having to turn down my volume, or rather, blowing my speaker at the heat of the moment when one of the taunts go off heh.

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RE: Duke Nukem V3 - By Espio

#17

Post by Espio » Mon Sep 03, 2012 6:49 am

DevilHunter wrote:And Maybe perhaps balance out the volume between all of them.. I know its a tall order but.. it helps not having to turn down my volume, or rather, blowing my speaker at the heat of the moment when one of the taunts go off heh.
Well I could do that, make them all at the same volume; to be honest that kinda annoyed me too so prolly going to do work on that for a bit.
Image
https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
(09:59:05)<BlueCool>1. bake cookies
(09:59:16)<BlueCool>2. eat cookies

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RE: Duke Nukem V3 - By Espio

#18

Post by SpaceMarine » Mon Jan 21, 2013 4:16 pm

Why don't you remove the jetpack? It's actually useless. Duke doesn't have a jetpack always
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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RE: Duke Nukem V3 - By Espio

#19

Post by TankDempsey » Mon Jan 21, 2013 4:45 pm

SpaceMarine wrote: Why don't you remove the jetpack? It's actually useless. Duke doesn't have a jetpack always
Because theese are the original duke3d sprites, he always had a jetpack on him in 3rd person.
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RE: Duke Nukem V3 - By Espio

#20

Post by SpaceMarine » Wed Jan 23, 2013 10:32 am

Yeah but, you can see a jetpack on him in the first level even if he doesn't have a jetpack :O
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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