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User talk:Fox666
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This is the talk page for User:Fox666.
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JPEGs are not acceptable for screenshots, as per the image guidelines. Please retake any shots you have uploaded in PNG format. --BMF54123 16:06, 25 July 2013 (EDT)
- Sorry, that's the format the emulator took the screenshots... --Fox666 20:49, 25 July 2013 (EDT)
- Project64 is capable of taking uncompressed screenshots. Check here for more information. --BMF54123 21:17, 25 July 2013 (EDT)
- Please read the image guidelines again, in regards to having the game name in the title of the file, as well as tagging images. Please make sure you do so in the future, as well as to the 77 images images you recently uploaded. -Einstein95 (talk) 21:42, 2 February 2014 (EST)
- Project64 is capable of taking uncompressed screenshots. Check here for more information. --BMF54123 21:17, 25 July 2013 (EDT)
- Sorry, that's the format the emulator took the screenshots... --Fox666 20:49, 25 July 2013 (EDT)
Duke Nukem 64 Graphics
I was wondering how you captured the images you used on the Duke Nukem 64 page. Even using Angrylion's RDP plugin, I just got white boxes in place of the clip and the controller. --Grandta13 (talk) 00:54, 26 July 2015 (EDT)
- Is that an issue with only these two textures? They use 8-bit colors unlike most textures and I have experienced some problems with displaying them. I managed to rip the tiles back them using Rice Video's Plugin.
- But none of this is no longer necessary. The textures have already been ripped from the ROM itself: http://forums.duke4.net/topic/6676-release-duke-nukem-64-mod/page__view__findpost__p__222945 — The preceding unsigned comment was added by Fox666 (talk • contribs)
- I did have that issue with more textures, but you hadn't noted any of them as unused, so they didn't have my attention.
- I couldn't find anything in that link; the post linked just had a dead sendspace link.
- Also, on a related note, I noticed that you had this image displayed as 3821-3824. I've changed the table to reflect the actual images, but I thought that the original image you linked might still be unused, just incorrectly labelled, so I figured I'd bring it to your attention. --Grandta13 (talk) 21:47, 26 July 2015 (EDT)
- Oh right, I just misplaced the tiles. The correct number is 3797-3804.
- The link you provided isn't accessible without permission. Also, I ripped the graphics for the entries you added to the table, but they don't seem to match your description (at least the 1px one doesn't). 2053 3977 --Grandta13 (talk) 03:10, 28 July 2015 (EDT)
- EDIT: I forgot to mention that when I tried to rip image 3978, it showed up as a white square like the 8-bit textures do. --Grandta13 (talk) 03:17, 28 July 2015 (EDT)
- Ah sorry. Here is another link[2]. Tile 3978 is indeed just a white square. Fox666 (talk) 00:37, 31 July 2015 (EDT)
- Thanks. How did you rip those? Yours are a bit different than mine (specifically, most are narrower). I ripped mine with Glide64. --Grandta13 (talk) 01:43, 31 July 2015 (EDT)
- The original tiles are stretched because the 64 hardware can only process textures which dimensions are powers of 2. However internally the game contains the original values so the images can keep their resolution. Thus it was possible to reverse engineer the process accurately without loosing any data but duplicated pixels. And it wasn't me who ripped those. =P Fox666 (talk) 17:26, 31 July 2015 (EDT)
- Thanks. How did you rip those? Yours are a bit different than mine (specifically, most are narrower). I ripped mine with Glide64. --Grandta13 (talk) 01:43, 31 July 2015 (EDT)
- Ah sorry. Here is another link[2]. Tile 3978 is indeed just a white square. Fox666 (talk) 00:37, 31 July 2015 (EDT)
Duke Nukem: Total Meltdown Microwave Expander
Hi. You recently added that the Expander weapon is present in Duke Nukem: Total Meltdown, accessible by gameshark code. I was wondering if you could post the gameshark code as I'd really like to try it out. Perhaps it can be added directly to the game's page, additionally. Thank you :)Emjeeman (talk) 21:54, 3 August 2015 (EDT)