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Wanted: Anyone who is knowledgeable with writing model import/export plugins.

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Hello, friends!

We've received an enormous amount of feedback on the project so far. It's been extremely motivating to our team of developers. We've been hard at work attempting to fix the game as best as we can.

However, we've hit a snag.

We've been attempting to recruit developers to help us with a specific issue: writing a model import/export plugin. Duke Nukem Forever 2001 uses a proprietary model format that 3D Realms created. It does not use Epic's Unreal engine 1 model format. The level editor only accepts ancient versions of 3dsmax files for import. And we have no source files for the existing meshes in the game, so we cannot edit existing ones.

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Duke Nukem Forever's model format (.cpj) is very powerful and allows for things like modularly swapping out meshes on characters. The bug with the hair on babes was actually related to that. It also allows for both skeletal and vertex animations. However, finding someone to help us write a Blender plugin has been harder than we anticipated.

We have the source code to everything, it was contained in the leak. However, we just need to locate someone who would be willing to help us create a model import/export process. We absolutely need it at this point to continue development as certain things in DNF01 are broken beyond repair, such as the Doctor Proton boss fight.

maxresdefault

That's where you guys come in.


Please
get the word out, we're actively looking for developers skilled with Python to help us construct a Blender plugin. Or at the very least creating a utility that would allow us to convert from cpj to and from another format like FBX. If you know anyone who might be interested please either PM me here on Moddb or contact me on DIscord. thatdarnowl#6218

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PRinceBhai
PRinceBhai - - 500 comments

Oh man, I really wish I knew anything related to it. But I'll do what I know, Share this everywhere. Hopefully someone comes knocking at your doors.

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LithTechGuru Author
LithTechGuru - - 408 comments

Thanks homie. I never knew it'd be easier to recruit Unrealscript developers than Python developers that's for sure. :D

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The_uaredead
The_uaredead - - 215 comments

The Bombshell and Robo Butler models aren't from this leak nor this version of the game. They're from the Quake 2 iteration of the game and the photos of them were leaked prior with a bunch of footage a few years ago.

The Unreal version of the game only contains the texture to Bombshell.

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LithTechGuru Author
LithTechGuru - - 408 comments

I mostly included them as visual flare to the article. And also because Cannibal doesn't work very well on my computer. We have fixed it somewhat.

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LithTechGuru Author
LithTechGuru - - 408 comments

The robo bartender model is in the leak.

Media.discordapp.net

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The_uaredead
The_uaredead - - 215 comments

Neat, I guess.

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dr.flay
dr.flay - - 106 comments

UE Viewer
Gildor.org

Loading packages from more than 300 games based on all Unreal engine generations
Visualization of skeletal meshes with animations
Visualization of internal skeletal mesh information like skeleton hierarchy and binding vertices to the skeleton bones
Visualizarion of vertex meshes
Visualization of static meshes
Viewing supported material types and their internal structure
Export of skeletal, vertex and static meshes and animations into formats supported by 3d modeling software and by Unreal engine
Export textures into tga or dds format
Export sounds, ScaleForm and FaceFX

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LithTechGuru Author
LithTechGuru - - 408 comments

UE Viewer doesn't support Duke Nukem Forever 2011. I also don't see any posts about them adding support for DNF01's .cpj format.

DNF01 did not use Unreal engine 1's model format that Epic provided they created a custom one that supported skeletal animations. The format is also different between DNF01 and DNF2011.

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Guest
Guest - - 690,759 comments

I can't help code-wise because I have no experience at all, but I have some suggestions.

-Change Rocket textures to nice 2002 ones (tcrf.net/File:Dnf_2002rpg.png)
-One of the concept art enemies (Mega-Octobrain) looks like a good enemy to add in the later-game. (duke4ever.altervista.org/art2000/megaoctabrain.jpg)

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DSNahogara
DSNahogara - - 31 comments

Hi there! Veteran indie game developer here, i LOVE this project, and duke aswell, i've been coding in UE4/5 for a while, not the best coder but i can help with stuff in the project if needed, let me know which technical details i must be aware for DNF 2001, about UnrealScript i've been in the past a bit before, i can go in again as it is 80% like c++.

To finish the game i'm sure we follow the design/gdd document if any is available, what i mean is if the team has a plan about how to complete part of the development right? I could be wrong as the leak was about a month ago lol.

Thanks! And fantastic job, if the ".cpj" de/serializer still a problem i can try getting into that, if it must be python script "blender plugin" it could be harder in my case as i don't use it since quite a while.

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LithTechGuru Author
LithTechGuru - - 408 comments

There isn't a design document/GDD for DNF01. This was confirmed from the game's producer Scott Miller as one of the reasons the project was delayed for so long. They had a history of adding on features onto the project which continuously delayed it.

If you wanna get involved send me a PM or message me on Discord and we'll talk further.

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geyser
geyser - - 1 comments

Hi. I might be able to help with an FBX conversion solution. I know my way around the FBX SDK, and I've already interfaced it with a bunch of other formats, like making Mixamo's animations directly usable in Unreal, or generating fully featured, standard-compliant FBX scenes from Sketchfab's OSGJS. See here for an animated model extracted from a Sketchfab asset: Naiv.fr

And these are rigged characters I extracted from an unreleased PS2 game: Naiv.fr

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Guest
Guest - - 690,759 comments

is sketchfab model porting still possible ?

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