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Development:Duke Nukem Forever/1999 Asset CD
This is a sub-page of Development:Duke Nukem Forever.
This page or section details content from a leak. |
This CD contains remnants of CIH malware v1.2 located in "Cannibal2old.exe". Granted, it appears to have been disabled (and is an ancient virus at this point), but it's better to be safe than sorry if you decide to investigate this archive. |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
On January 11th, 2023, the folks at x0r_jmp released a CD named "Duke4Back122399.iso" and dated December 23rd, 1999 that contains assets, textures, references photos and even some models from an early version of Duke Nukem Forever.
Many of the files had been modified throughout 1999 when development had long switched over into the Unreal Engine so a lot featured here can be found in the 2001 builds of the game. However, the real gold of the CD is the many files from Quake/Quake II-era builds of the game from 1997/1998 such as models and textures.
To do:
|
Contents
Sub-Pages
Reference Photos Photos that acted as references for textures seen in the CD/2001 builds. |
1997-1998 Era Files Leftovers from the great past. |
Folders
The CD contains various folders.
Folder | Sub-Folders | Description |
---|---|---|
art |
animated, Button, Charlie, Dam, Damstop, floors, HouseStuff, jets, John, Keith, PC Stuff, Museum, Signs, tramstation, Visitor |
Contains various textures and references photos. |
bright | BMPJohn, BMPMartain, BmpNormal, masked, outgoing | Stores an application of the same name by Erik de Neve and Epic Games (outside of being capitalized), trying to run this just results in it crashing. |
C3SUtil | N\A | |
Cannibal2 | config, drivers, resource, scrshots (Generic, Vehicles, Zone1_vegas, Zone2_dam, Zone3_canyon, Zone4_afb, Zone5_area51) | Contains two versions of "Cannibal", a 3D mesh skinning tool by 3D Realms. |
carswell | N\A | |
CD1 | N\A | Contains various textures and images for surfaces. |
Explosions | TBA | As the name may imply, this folder contains effects for explosions and weapons. |
models | TBA | Contains various files of models and their textures. |
oldart | N\A | Contains multiple TGA files present from 1997 and 1998. |
shark | N\A | Despite the name, "shark" contains photos of various random objects like a fire hydrant, packaged meat, and sinks. |
Empty Folder
An empty folder called "New Folder" can be found in the Models folder.
Video
Found in Explosions is a 3-seceond video called GS138.MOV, which depicts the muzzle flash of the M16. The 2001 Prototypes used sprites for muzzle flashes.
Cannibal
Two early versions of Cannibal, called Cannibal2 and Cannibal2old, the skin mesh tool used by 3D Realms is present in the archive. It's icon uses the head of the Overlord from Duke Nukem 3D who ironically was largely absent from the final release barring the intro video.
A version of the utility was included in the 2001 prototypes that had previously leaked before this.
As is warned above, Cannibal2old.exe appears to contain traces of the malware CIH/Chernobyl/Spacefiller. x0r_jmp left this in to preserve the CD's contents as they are.
Models
To do: Do the 2001 prototypes or the final game support these model formats? |
The models in the archive are present in the following formats:
- .MDX - The most common model format in the archive. A plugin for Noesis for .mdx models can be found here.
- .3DS - 3D Studio Max model format.
- .MAX -
- .GMA -
- .CBF -
Cut Models
Various cut models absent from the 2001 prototypes exist in the archive.
Unless otherwise noted, these models are mentioned in MESHES.TXT in the 2001 prototypes.
ArmyTruck1
ArmyTruck1.mdx is a model depicting a futuristic army truck. The model itself is a bit unfinished, with it missing textures on the underneath, the inside of the back and the left side.
MESHES.TXT makes mention of a removed ArmyTruck2.cpj model, so its possible that ArmyTruck1 is an early version of this model.
BathroomStuff
Found in the BathroomStuff folder is a bunch of models for bathroom items such as a toothbrush, cologne, shampoo and a soap dish.
Dopefish
dopefish.mdx is a textureless model of the eponymous creature from the Commander Keen series. The model is completely absent from the 2001 Prototypes.
The model processes some animations such as swimming, chomping and performing its famous "derp" face. This was likely meant of have been included as an easter egg.
Its unclear why the model was cut, but its possible it could've been due to legal concerns.
MissileLauncher
Early Models
Early Bat
An early version of the bat model from the 2001 prototypes is found in the Bat folder. Compared to the bat model in the prototypes, this one is much more basic and cartoony.
The model lacks textures for the top of its wings so they appear transparent. The wings are correctly textured underneath. Its .TGA texture is much larger than its .BMP one.
The model appears to be a leftover from the Quake II iteration. This is farther supported by the .TGA version of the texture being dated to March 1998.
Early StuffedBoss
Early versions of the Cycloid Emperor "StuffedBoss" model known as xxx.CBF, StuffedBoss.CBF and test.mdx found in models/StuffedBoss.
3D Studio Max Models
30 3D Studio Max models exist in the archive. Outside of lacking textures, they don't appear to have any differences from their more finalised versions.
Model Notes
Some notes about models in the form of .txt files are present.
Rope
from nickrope.
nickrope_A.txt
17 // number of bones in the skeleton 68 // number of vertices in the attached mesh 2 // number of frames in the interval Bones // export mode Relative to parent // transform system Matrix // transform representation XYZ // euler angle order Radians // angle units 0 // from frame # 1 // to frame # 1 // step // Frame # 0 -------------------------------------------------- 0.277066 0.25 1.89784 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.18547 -1.60038e-005 370.727 1 0 0 // node transform 0 1 0 0 0 1 -0.18547 -1.60038e-005 370.727 0.321287 0.250001 11.2657 1 0 0 0 1 0 0 0 1 -0.0986925 5.02914e-007 -13.7762 1 0 0 0 1 0 0 0 1 -0.0986927 1.24419e-008 -2.55551 0.25 0.25 11.478 1 0 0 0 1 0 0 0 1 -0.0712915 1.01328e-006 -22.7421 1 0 0 0 1 0 0 0 1 -0.0712915 9.9995e-007 -22.778 0.321287 0.250001 11.4082 1 0 0 0 1 0 0 0 1 -0.0712915 9.87202e-007 -22.8847 1 0 0 0 1 0 0 0 1 -0.0712915 1.00722e-006 -23.0018 0.469806 0.250001 11.6831 1 0 0 0 1 0 0 0 1 0.14856 1.0021e-006 -23.0851 1 0 0 0 1 0 0 0 1 0.14856 9.86881e-007 -22.7368 0.36539 0.250001 11.6581 1 0 0 0 1 0 0 0 1 0.104449 9.98378e-007 -23.334 1 0 0 0 1 0 0 0 1 0.104449 1.0021e-006 -23.4193 0.25 0.250001 11.3671 1 0 0 0 1 0 0 0 1 -0.115402 9.98378e-007 -23.0228 1 0 0 0 1 0 0 0 1 -0.115402 1.01461e-006 -23.3942 0.25 0.250001 11.5979 1 0 0 0 1 0 0 0 1 0 9.98378e-007 -22.965 1 0 0 0 1 0 0 0 1 0 9.8331e-007 -22.6203 0.25 0.250001 11.4248 1 0 0 0 1 0 0 0 1 0 1.00583e-006 -23.0228 1 0 0 0 1 0 0 0 1 0 1.0203e-006 -23.3539 0.307697 0.25 11.5415 1 0 0 0 1 0 0 0 1 0.057701 1.01328e-006 -22.965 1 0 0 0 1 0 0 0 1 0.0577012 9.9623e-007 -22.9159 0.307698 0.250001 11.5415 1 0 0 0 1 0 0 0 1 0 9.83477e-007 -23.0804 1 0 0 0 1 0 0 0 1 -2.5332e-007 9.92552e-007 -22.9472 0.25 0.25 11.4248 1 0 0 0 1 0 0 0 1 -0.057701 1.01328e-006 -22.9651 1 0 0 0 1 0 0 0 1 -0.057701 1.0051e-006 -23.1188 0.25 0.250001 11.5979 1 0 0 0 1 0 0 0 1 0 9.87202e-007 -23.0227 1 0 0 0 1 0 0 0 1 0 9.92582e-007 -22.8049 0.25 0.250001 11.4248 1 0 0 0 1 0 0 0 1 0 1.0021e-006 -23.0227 1 0 0 0 1 0 0 0 1 0 1.01335e-006 -23.28 0.307697 0.250001 11.7146 1 0 0 0 1 0 0 0 1 0.057701 9.98378e-007 -23.1381 1 0 0 0 1 0 0 0 1 0.057701 9.8649e-007 -22.8662 0.307698 0.250001 11.3684 1 0 0 0 1 0 0 0 1 -1.49012e-008 9.98378e-007 -23.0804 1 0 0 0 1 0 0 0 1 2.5332e-007 1.01489e-006 -23.4583 0.307697 0.250001 11.4838 1 0 0 0 1 0 0 0 1 0 9.98378e-007 -22.8496 1 0 0 0 1 0 0 0 1 0 9.81769e-007 -22.4697 // Frame # 1 -------------------------------------------------- 0.277066 0.25 1.89784 1 0 0 0 1 0 0 0 1 -0.18547 -1.60038e-005 370.727 1 0 0 0 1 0 0 0 1 -0.18547 -1.60038e-005 370.727 0.321287 0.250001 11.2657 1 0 0 0 1 0 0 0 1 -0.0986925 5.02914e-007 -13.7762 1 0 0 0 1 0 0 0 1 -0.0986927 1.24419e-008 -2.55551 0.25 0.25 11.478 1 0 0 0 1 0 0 0 1 -0.0712915 1.01328e-006 -22.7421 1 0 0 0 1 0 0 0 1 -0.0712915 9.9995e-007 -22.778 0.321287 0.250001 11.4082 1 0 0 0 1 0 0 0 1 -0.0712915 9.87202e-007 -22.8847 1 0 0 0 1 0 0 0 1 -0.0712915 1.00722e-006 -23.0018 0.469806 0.250001 11.6831 1 0 0 0 1 0 0 0 1 0.14856 1.0021e-006 -23.0851 1 0 0 0 1 0 0 0 1 0.14856 9.86881e-007 -22.7368 0.36539 0.250001 11.6581 1 0 0 0 1 0 0 0 1 0.104449 9.98378e-007 -23.334 1 0 0 0 1 0 0 0 1 0.104449 1.0021e-006 -23.4193 0.25 0.250001 11.3671 1 0 0 0 1 0 0 0 1 -0.115402 9.98378e-007 -23.0228 1 0 0 0 1 0 0 0 1 -0.115402 1.01461e-006 -23.3942 0.25 0.250001 11.5979 1 0 0 0 1 0 0 0 1 0 9.98378e-007 -22.965 1 0 0 0 1 0 0 0 1 0 9.8331e-007 -22.6203 0.25 0.250001 11.4248 1 0 0 0 1 0 0 0 1 0 1.00583e-006 -23.0228 1 0 0 0 1 0 0 0 1 0 1.0203e-006 -23.3539 0.307697 0.25 11.5415 1 0 0 0 1 0 0 0 1 0.057701 1.01328e-006 -22.965 1 0 0 0 1 0 0 0 1 0.0577012 9.9623e-007 -22.9159 0.307698 0.250001 11.5415 1 0 0 0 1 0 0 0 1 0 9.83477e-007 -23.0804 1 0 0 0 1 0 0 0 1 -2.5332e-007 9.92552e-007 -22.9472 0.25 0.25 11.4248 1 0 0 0 1 0 0 0 1 -0.057701 1.01328e-006 -22.9651 1 0 0 0 1 0 0 0 1 -0.057701 1.0051e-006 -23.1188 0.25 0.250001 11.5979 1 0 0 0 1 0 0 0 1 0 9.87202e-007 -23.0227 1 0 0 0 1 0 0 0 1 0 9.92582e-007 -22.8049 0.25 0.250001 11.4248 1 0 0 0 1 0 0 0 1 0 1.0021e-006 -23.0227 1 0 0 0 1 0 0 0 1 0 1.01335e-006 -23.28 0.307697 0.250001 11.7146 1 0 0 0 1 0 0 0 1 0.057701 9.98378e-007 -23.1381 1 0 0 0 1 0 0 0 1 0.057701 9.8649e-007 -22.8662 0.307698 0.250001 11.3684 1 0 0 0 1 0 0 0 1 -1.49012e-008 9.98378e-007 -23.0804 1 0 0 0 1 0 0 0 1 2.5332e-007 1.01489e-006 -23.4583 0.307697 0.250001 11.4838 1 0 0 0 1 0 0 0 1 0 9.98378e-007 -22.8496 1 0 0 0 1 0 0 0 1 0 9.81769e-007 -22.4697
nickrope_s.txt
17 // number of bones in the skeleton 68 // number of vertices in the attached mesh // Bones list // Bone # 0 ------------------------------- <root> * // no parent among bones 0.277066 0.25 1.89784 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.18547 -1.60038e-005 370.727 1 0 0 // node transform 0 1 0 0 0 1 -0.18547 -1.60038e-005 370.727 // Bone # 1 ------------------------------- <SKELETON01> 0 // parent index in the bone list 0.321287 0.250001 11.2657 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.284163 -1.55009e-005 356.951 1 0 0 // node transform 0 1 0 0 0 1 -0.284163 -1.59914e-005 368.171 // Bone # 2 ------------------------------- <SKELETON02> 1 // parent index in the bone list 0.25 0.25 11.478 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.355455 -1.44877e-005 334.209 1 0 0 // node transform 0 1 0 0 0 1 -0.355455 -1.49915e-005 345.393 // Bone # 3 ------------------------------- <SKELETON03> 2 // parent index in the bone list 0.321287 0.250001 11.4082 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.426746 -1.35005e-005 311.324 1 0 0 // node transform 0 1 0 0 0 1 -0.426746 -1.39842e-005 322.392 // Bone # 4 ------------------------------- <SKELETON04> 3 // parent index in the bone list 0.469806 0.250001 11.6831 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.278187 -1.24983e-005 288.239 1 0 0 // node transform 0 1 0 0 0 1 -0.278187 -1.29973e-005 299.655 // Bone # 5 ------------------------------- <SKELETON05> 4 // parent index in the bone list 0.36539 0.250001 11.6581 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.173738 -1.15e-005 264.905 1 0 0 // node transform 0 1 0 0 0 1 -0.173737 -1.19952e-005 276.235 // Bone # 6 ------------------------------- <SKELETON06> 5 // parent index in the bone list 0.25 0.250001 11.3671 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.28914 -1.05016e-005 241.882 1 0 0 // node transform 0 1 0 0 0 1 -0.289139 -1.09806e-005 252.841 // Bone # 7 ------------------------------- <SKELETON07> 6 // parent index in the bone list 0.25 0.250001 11.5979 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.28914 -9.50322e-006 218.917 1 0 0 // node transform 0 1 0 0 0 1 -0.289139 -9.99732e-006 230.221 // Bone # 8 ------------------------------- <SKELETON08> 7 // parent index in the bone list 0.25 0.250001 11.4248 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.28914 -8.49739e-006 195.894 1 0 0 // node transform 0 1 0 0 0 1 -0.289139 -8.97702e-006 206.867 // Bone # 9 ------------------------------- <SKELETON09> 8 // parent index in the bone list 0.307697 0.25 11.5415 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.231439 -7.48411e-006 172.929 1 0 0 // node transform 0 1 0 0 0 1 -0.231438 -7.98079e-006 183.951 // Bone # 10 ------------------------------- <SKELETON10> 9 // parent index in the bone list 0.307698 0.250001 11.5415 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.231439 -6.50063e-006 149.849 1 0 0 // node transform 0 1 0 0 0 1 -0.231439 -6.98824e-006 161.004 // Bone # 11 ------------------------------- <SKELETON11> 10 // parent index in the bone list 0.25 0.25 11.4248 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.28914 -5.48735e-006 126.884 1 0 0 // node transform 0 1 0 0 0 1 -0.289139 -5.98314e-006 137.885 // Bone # 12 ------------------------------- <SKELETON12> 11 // parent index in the bone list 0.25 0.250001 11.5979 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.28914 -4.50015e-006 103.861 1 0 0 // node transform 0 1 0 0 0 1 -0.289139 -4.99056e-006 115.08 // Bone # 13 ------------------------------- <SKELETON13> 12 // parent index in the bone list 0.25 0.250001 11.4248 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.28914 -3.49805e-006 80.8383 1 0 0 // node transform 0 1 0 0 0 1 -0.289139 -3.97721e-006 91.8003 // Bone # 14 ------------------------------- <SKELETON14> 13 // parent index in the bone list 0.307697 0.250001 11.7146 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.231438 -2.49967e-006 57.7002 1 0 0 // node transform 0 1 0 0 0 1 -0.231439 -2.99072e-006 68.9342 // Bone # 15 ------------------------------- <SKELETON15> 14 // parent index in the bone list 0.307698 0.250001 11.3684 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.231439 -1.50129e-006 34.6198 1 0 0 // node transform 0 1 0 0 0 1 -0.231438 -1.97583e-006 45.4759 // Bone # 16 ------------------------------- <SKELETON16> 15 // parent index in the bone list 0.307697 0.250001 11.4838 // bone x,y,z, dimensions 1 0 0 // bone transform 0 1 0 0 0 1 -0.231439 -5.02914e-007 11.7701 1 0 0 // node transform 0 1 0 0 0 1 -0.231438 -5.02914e-007 11.7701 // Vertex list -0.696927 0.553819 0.149887 // x, y, z (w.c.s.) vert.# 0 1 // number of bones for this vertex //bone# weight 16 1 0.34558 0.553819 0.149887 // x, y, z (w.c.s.) vert.# 1 1 // number of bones for this vertex //bone# weight 16 1 -0.696927 0.553851 23.1828 // x, y, z (w.c.s.) vert.# 2 1 // number of bones for this vertex //bone# weight 15 1 0.34558 0.553851 23.1828 // x, y, z (w.c.s.) vert.# 3 1 // number of bones for this vertex //bone# weight 15 1 -0.696927 0.553883 46.2157 // x, y, z (w.c.s.) vert.# 4 1 // number of bones for this vertex //bone# weight 14 1 0.34558 0.553883 46.2157 // x, y, z (w.c.s.) vert.# 5 1 // number of bones for this vertex //bone# weight 14 1 -0.696927 0.553915 69.2486 // x, y, z (w.c.s.) vert.# 6 1 // number of bones for this vertex //bone# weight 13 1 0.34558 0.553915 69.2486 // x, y, z (w.c.s.) vert.# 7 1 // number of bones for this vertex //bone# weight 13 1 -0.696927 0.553947 92.2815 // x, y, z (w.c.s.) vert.# 8 1 // number of bones for this vertex //bone# weight 12 1 0.34558 0.553947 92.2815 // x, y, z (w.c.s.) vert.# 9 1 // number of bones for this vertex //bone# weight 12 1 -0.696927 0.553979 115.314 // x, y, z (w.c.s.) vert.# 10 1 // number of bones for this vertex //bone# weight 11 1 0.34558 0.553979 115.314 // x, y, z (w.c.s.) vert.# 11 1 // number of bones for this vertex //bone# weight 11 1 -0.696927 0.554011 138.347 // x, y, z (w.c.s.) vert.# 12 1 // number of bones for this vertex //bone# weight 10 1 0.34558 0.554011 138.347 // x, y, z (w.c.s.) vert.# 13 1 // number of bones for this vertex //bone# weight 10 1 -0.696927 0.554043 161.38 // x, y, z (w.c.s.) vert.# 14 1 // number of bones for this vertex //bone# weight 9 1 0.34558 0.554043 161.38 // x, y, z (w.c.s.) vert.# 15 1 // number of bones for this vertex //bone# weight 9 1 -0.696927 0.554075 184.413 // x, y, z (w.c.s.) vert.# 16 1 // number of bones for this vertex //bone# weight 8 1 0.34558 0.554075 184.413 // x, y, z (w.c.s.) vert.# 17 1 // number of bones for this vertex //bone# weight 8 1 -0.696927 0.554107 207.446 // x, y, z (w.c.s.) vert.# 18 1 // number of bones for this vertex //bone# weight 7 1 0.34558 0.554107 207.446 // x, y, z (w.c.s.) vert.# 19 1 // number of bones for this vertex //bone# weight 7 1 -0.696927 0.554139 230.479 // x, y, z (w.c.s.) vert.# 20 1 // number of bones for this vertex //bone# weight 6 1 0.34558 0.554139 230.479 // x, y, z (w.c.s.) vert.# 21 1 // number of bones for this vertex //bone# weight 6 1 -0.696927 0.554171 253.512 // x, y, z (w.c.s.) vert.# 22 1 // number of bones for this vertex //bone# weight 5 1 0.34558 0.554171 253.512 // x, y, z (w.c.s.) vert.# 23 1 // number of bones for this vertex //bone# weight 5 1 -0.696927 0.554203 276.545 // x, y, z (w.c.s.) vert.# 24 1 // number of bones for this vertex //bone# weight 4 1 0.34558 0.554203 276.545 // x, y, z (w.c.s.) vert.# 25 1 // number of bones for this vertex //bone# weight 4 1 -0.696927 0.554235 299.578 // x, y, z (w.c.s.) vert.# 26 1 // number of bones for this vertex //bone# weight 3 1 0.34558 0.554235 299.578 // x, y, z (w.c.s.) vert.# 27 1 // number of bones for this vertex //bone# weight 3 1 -0.696927 0.554267 322.61 // x, y, z (w.c.s.) vert.# 28 1 // number of bones for this vertex //bone# weight 2 1 0.34558 0.554267 322.61 // x, y, z (w.c.s.) vert.# 29 1 // number of bones for this vertex //bone# weight 2 1 -0.696927 0.554299 345.643 // x, y, z (w.c.s.) vert.# 30 1 // number of bones for this vertex //bone# weight 1 1 0.34558 0.554299 345.643 // x, y, z (w.c.s.) vert.# 31 1 // number of bones for this vertex //bone# weight 1 1 -0.696927 0.554331 368.676 // x, y, z (w.c.s.) vert.# 32 1 // number of bones for this vertex //bone# weight 0 1 0.34558 0.554331 368.676 // x, y, z (w.c.s.) vert.# 33 1 // number of bones for this vertex //bone# weight 0 1 -0.696927 -0.488504 0.149887 // x, y, z (w.c.s.) vert.# 34 1 // number of bones for this vertex //bone# weight 16 1 0.34558 -0.488504 0.149887 // x, y, z (w.c.s.) vert.# 35 1 // number of bones for this vertex //bone# weight 16 1 -0.696927 -0.488472 23.1828 // x, y, z (w.c.s.) vert.# 36 1 // number of bones for this vertex //bone# weight 15 1 0.34558 -0.488472 23.1828 // x, y, z (w.c.s.) vert.# 37 1 // number of bones for this vertex //bone# weight 15 1 -0.696927 -0.48844 46.2157 // x, y, z (w.c.s.) vert.# 38 1 // number of bones for this vertex //bone# weight 14 1 0.34558 -0.48844 46.2157 // x, y, z (w.c.s.) vert.# 39 1 // number of bones for this vertex //bone# weight 14 1 -0.696927 -0.488408 69.2486 // x, y, z (w.c.s.) vert.# 40 1 // number of bones for this vertex //bone# weight 13 1 0.34558 -0.488408 69.2486 // x, y, z (w.c.s.) vert.# 41 1 // number of bones for this vertex //bone# weight 13 1 -0.696927 -0.488376 92.2815 // x, y, z (w.c.s.) vert.# 42 1 // number of bones for this vertex //bone# weight 12 1 0.34558 -0.488376 92.2815 // x, y, z (w.c.s.) vert.# 43 1 // number of bones for this vertex //bone# weight 12 1 -0.696927 -0.488344 115.314 // x, y, z (w.c.s.) vert.# 44 1 // number of bones for this vertex //bone# weight 11 1 0.34558 -0.488344 115.314 // x, y, z (w.c.s.) vert.# 45 1 // number of bones for this vertex //bone# weight 11 1 -0.696927 -0.488312 138.347 // x, y, z (w.c.s.) vert.# 46 1 // number of bones for this vertex //bone# weight 10 1 0.34558 -0.488312 138.347 // x, y, z (w.c.s.) vert.# 47 1 // number of bones for this vertex //bone# weight 10 1 -0.696927 -0.48828 161.38 // x, y, z (w.c.s.) vert.# 48 1 // number of bones for this vertex //bone# weight 9 1 0.34558 -0.48828 161.38 // x, y, z (w.c.s.) vert.# 49 1 // number of bones for this vertex //bone# weight 9 1 -0.696927 -0.488248 184.413 // x, y, z (w.c.s.) vert.# 50 1 // number of bones for this vertex //bone# weight 8 1 0.34558 -0.488248 184.413 // x, y, z (w.c.s.) vert.# 51 1 // number of bones for this vertex //bone# weight 8 1 -0.696927 -0.488216 207.446 // x, y, z (w.c.s.) vert.# 52 1 // number of bones for this vertex //bone# weight 7 1 0.34558 -0.488216 207.446 // x, y, z (w.c.s.) vert.# 53 1 // number of bones for this vertex //bone# weight 7 1 -0.696927 -0.488184 230.479 // x, y, z (w.c.s.) vert.# 54 1 // number of bones for this vertex //bone# weight 6 1 0.34558 -0.488184 230.479 // x, y, z (w.c.s.) vert.# 55 1 // number of bones for this vertex //bone# weight 6 1 -0.696927 -0.488152 253.512 // x, y, z (w.c.s.) vert.# 56 1 // number of bones for this vertex //bone# weight 5 1 0.34558 -0.488152 253.512 // x, y, z (w.c.s.) vert.# 57 1 // number of bones for this vertex //bone# weight 5 1 -0.696927 -0.48812 276.545 // x, y, z (w.c.s.) vert.# 58 1 // number of bones for this vertex //bone# weight 4 1 0.34558 -0.48812 276.545 // x, y, z (w.c.s.) vert.# 59 1 // number of bones for this vertex //bone# weight 4 1 -0.696927 -0.488088 299.578 // x, y, z (w.c.s.) vert.# 60 1 // number of bones for this vertex //bone# weight 3 1 0.34558 -0.488088 299.578 // x, y, z (w.c.s.) vert.# 61 1 // number of bones for this vertex //bone# weight 3 1 -0.696927 -0.488056 322.61 // x, y, z (w.c.s.) vert.# 62 1 // number of bones for this vertex //bone# weight 2 1 0.34558 -0.488056 322.61 // x, y, z (w.c.s.) vert.# 63 1 // number of bones for this vertex //bone# weight 2 1 -0.696927 -0.488024 345.643 // x, y, z (w.c.s.) vert.# 64 1 // number of bones for this vertex //bone# weight 1 1 0.34558 -0.488024 345.643 // x, y, z (w.c.s.) vert.# 65 1 // number of bones for this vertex //bone# weight 1 1 -0.696927 -0.487992 368.676 // x, y, z (w.c.s.) vert.# 66 1 // number of bones for this vertex //bone# weight 0 1 0.34558 -0.487992 368.676 // x, y, z (w.c.s.) vert.# 67 1 // number of bones for this vertex //bone# weight 0 1
Lantern
From LanturnStuff.txt.
Note... inside the main glass bell area is a small section with a "bulb" (the mesh bulb that the gas usually filters through, which is where the flame is). Make sure to make the glass translucent so this can be skinned and seen as the light source. Basically just a Coleman lantern.
Screenshots
In-game/Engine
Found in the art folder are what appear to be .jpg screenshots of props/models ether in-game or in-engine. Duke's view model for his Desert Eagle appears to have been completed at the time of these images' creation but his hand appears to use an early texture.
To do: An unused texture in the 2001 prototypes appears similar to this. |
Screenshots | 2001 Prototypes |
---|---|
In Cannibal
A bunch of screenshots of models being worked on in Cannaial can be found in Cannibal2/scrshots.
There are also sub-folders in scrshots called "Generic", "Vehicles", "Zone1_vegas", "Zone2_dam", "Zone3_canyon", "Zone4_afb" and "Zone5_area51" however these folders are completely empty.
Cycloid Emperor Reference Images
Three references images of the Cycloid Emperor from Duke Nukem 3D exist in models/StuffedBoss.
Miscellaneous
DukeForever.ini
There are two copies of the file, DukeForever.ini, one from July 12th found in bright and another from October 19th found in art\Keith. Both of these files contain text that isn't present the .ini file seen in the 2001 prototypes.
To do: Look for more differences between these files. There are also four versions of the .ini files in the 2001 prototypes which are used for profiles. They all have various character differences. |
From bright (July 12th) | From art\Keith (October 19th) | 2001 Prototypes |
---|---|---|
[Registry] KeyBase=Software KeyCompany=3D Realms KeyProduct=Unreal OleApp=Unreal OleAppDescription=Duke Forever Engine OleMapType=DukeForever.Map OleMapDescription=Duke Forever Map MimeMapType=application/x-unreal EditorApp=DukeEd.exe |
N/A | |
[URL] Protocol=DukeForever ProtocolDescription=DukeForever Protocol Name=Player Map=Index.dnf LocalMap=local.dnf Host= Portal= MapExt=dnf SaveExt=usa Port=7777 |
[URL] Protocol=duke4 ProtocolDescription=DNF Protocol Location=Duke_Nukem Map=Index.dnf LocalMap=Entry.dnf Host= Portal= MapExt=dnf SaveExt=d4 Port=7777 Class=dnGame.DukePlayer | |
[WebServer] Enabled=True |
[WebServer] Enabled=False |
N/A |
[FirstRun] FirstRun=220 |
[FirstRun] FirstRun=400 | |
[Engine.GameEngine] CacheSizeMegs=4 UseSound=True ServerActors[0]=IpDrv.UdpBeacon ServerActors[1]=IpServer.UdpServerQuery ServerActors[2]=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900 ServerActors[3]=IpServer.UdpServerUplink MasterServerAddress=www.epicgames.com MasterServerPort=27900 ServerActors[4]=IpServer.UdpServerUplink MasterServerAddress=master.telefragged.com MasterServerPort=27500 ServerActors[5]= ServerActors[6]= ServerActors[7]= ServerActors[8]= ServerActors[9]= ServerActors[10]= ServerActors[11]= ServerActors[12]= ServerActors[13]= ServerActors[14]= ServerActors[15]= ServerPackages[0]=Female1skins ServerPackages[1]=Female2skins ServerPackages[2]=Male1skins ServerPackages[3]=Male2skins ServerPackages[4]=Male3skins ServerPackages[5]=SkTrooperskins ServerPackages[6]= ServerPackages[7]= ServerPackages[8]= ServerPackages[9]= ServerPackages[10]= ServerPackages[11]= ServerPackages[12]= ServerPackages[13]= ServerPackages[14]= ServerPackages[15]= |
[Engine.GameEngine] CacheSizeMegs=4 UseSound=True ServerActors=Engine.UdpBeacon ServerActors=IpServer.UdpServerQuery ServerActors=IpServer.UdpServerUplink MasterServerAddress=dukenet.3drealms.com MasterServerPort=27900 ServerPackages=p_portraiticons |
It should be noted that the "MasterServerPort" number 27900 is referenced in MasterServer.ini found in the 2001 prototypes and the final game.