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Old 05-17-2012, 11:33 AM   #1
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Default Alien Breed 3D 2 Texture/Sprite Extraction

I didn't see one on Aminet...

Is there a tool to extract textures, sprites, and or sounds from alien Breed 3D 2?

I kinda need one for a little something something...
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Old 05-17-2012, 11:58 AM   #2
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

Might be easier to get them from the source.
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Old 05-17-2012, 03:43 PM   #3
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Lightbulb Re: Alien Breed 3D 2 Texture/Sprite Extraction

Name one thing AB3D2 can do better or even as good as Doom.

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Old 05-17-2012, 03:52 PM   #4
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

Quote:
Originally Posted by Kesa View Post
Name one thing AB3D2 can do better or even as good as Doom.

I thought it had decent atmosphere, interesting weapons and the various areas looked great.

I do think it's predecessor was a better game overall but Killing Grounds had a lot of potential.
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Old 05-17-2012, 04:05 PM   #5
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Thumbs down Re: Alien Breed 3D 2 Texture/Sprite Extraction

Quote:
Originally Posted by Kesa View Post
Name one thing AB3D2 can do better or even as good as Doom.

The idea behind Alien Breed 3D 2 was to create a DOOM clone within the confines of very limited resources. The enemies weren't nearly as impressive, but the level design behind it became interesting as you went on. An artistic style that has been lost in most modern FPS'.

Fish suggested an Alien Breed clone for BOOM and PrBoomGL...

I can't shake the idea from my mind!

Progress reports to come.

Last edited by XDelusion; 05-17-2012 at 06:27 PM..
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Old 05-17-2012, 04:59 PM   #6
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

I have a full source code for AB3D2 on one of my Amiga Format CDs.
The textures could be there.
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Old 05-17-2012, 05:06 PM   #7
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

Quote:
Originally Posted by amiman99 View Post
I have a full source code for AB3D2 on one of my Amiga Format CDs.
The textures could be there.
Thankx, grabbed them from Aminet.

Am going to have a look at them when I get home.
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Old 05-17-2012, 06:05 PM   #8
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

Looks like all the textures are on my CD.
I wonder if the game can be ported to AROS or MorphOS to run natively.
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Old 05-17-2012, 06:13 PM   #9
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

Quote:
Originally Posted by Kesa View Post
Name one thing AB3D2 can do better or even as good as Doom.

Here's a few for starters, none of which the standard DooM engine was ever capable of:

Player jump and crouch
Look up/down
Vertically overlapping zones for split levels, bridges etc.
Realtime Gouraud shaded zone lighting with multiple light sources
Textured and Gouraud shaded polygon models for weapons, various pickups and some enemies
Lightsourced sprites via bumpmapping for almost all other enemies
Additive and alpha blended transparency effects for explosions and water
Refraction effects for water
Dithering
Examples of some of these effects below:
http://www.amiga.org/gallery/images/...ntage1_256.png
http://www.amiga.org/gallery/images/...ntage2_256.png

What AB3D2 lacked was polish and had some unfortunate limitations imposed on the finished product.
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Last edited by Karlos; 05-17-2012 at 06:20 PM..
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Old 05-17-2012, 06:21 PM   #10
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

The description I should have given, though...

With Boom I can synthesize 3D bridges and room over room. Also translucent textures, enemies, etc. are possible.

With Pr-Boom Plus, free look would also be possible.

For jumping, crouching, scripting, and everything else we'd need Zdoom, redoom, or Odamex, though I think Zdoom is the only one to feature crouching.

Of course there are Doom source ports that can do Doom 3 models and and plethora of other crazy stuff, but for the moment we have Boom.

Quote:
Originally Posted by Karlos View Post
Here's a few for starters, none of which the standard DooM engine was ever capable of:

Player jump and crouch
Look up/down
Vertically overlapping zones for split levels, bridges etc.
Realtime Gouraud shaded zone lighting with multiple light sources
Textured and Gouraud shaded polygon models for weapons, various pickups and some enemies
Lightsourced sprites via bumpmapping for almost all other enemies
Additive and alpha blended transparency effects for explosions and water
Refraction effects for water
Dithering
Examples of some of these effects below:
http://www.amiga.org/gallery/images/...ntage1_256.png
http://www.amiga.org/gallery/images/...ntage2_256.png

What AB3D2 lacked was polish and unfortunate limitations imposed on the finished product.

Last edited by XDelusion; 05-17-2012 at 06:30 PM..
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Old 05-17-2012, 08:26 PM   #11
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Lightbulb Re: Alien Breed 3D 2 Texture/Sprite Extraction

Quote:
Originally Posted by Karlos View Post
Here's a few for starters, none of which the standard DooM engine was ever capable of:

Player jump and crouch
Look up/down
Vertically overlapping zones for split levels, bridges etc.
Realtime Gouraud shaded zone lighting with multiple light sources
Textured and Gouraud shaded polygon models for weapons, various pickups and some enemies
Lightsourced sprites via bumpmapping for almost all other enemies
Additive and alpha blended transparency effects for explosions and water
Refraction effects for water
Dithering
Examples of some of these effects below:
http://www.amiga.org/gallery/images/...ntage1_256.png
http://www.amiga.org/gallery/images/...ntage2_256.png

What AB3D2 lacked was polish and had some unfortunate limitations imposed on the finished product.
Where have you been lately?

I wasn't talking about standard Doom. To be honest i can't even remember what it is. Free doom all the way!
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Old 05-18-2012, 08:21 AM   #12
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

Quote:
Originally Posted by Kesa View Post
Where have you been lately?

I wasn't talking about standard Doom. To be honest i can't even remember what it is. Free doom all the way!
Well now, that is not a fair comparison. DOOM has had time to grow and mature where as no one has touched the Alien Breed 3DII sources since they have been released.


But ya, if you want to look at things that way, you can now think of many of the Windows based DOOM Source ports (which I hope we get some day) as on par (in many ways but A.I.) with modern FPS'.
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Old 05-19-2012, 07:25 AM   #13
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

Well I tinkered with the source packs for a bit last night. Thus far I've found some sprites, but the textures seem to be contained in some sort of custom WAD format...

I'll test to see if a Doom tool can open them tonight, if not I'll write to a couple guys I know and see if they can write me an extraction tool.

Edit: Animan: are your textures in WAD files or are they in a folder on their own?

Last edited by XDelusion; 05-19-2012 at 08:20 AM..
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Old 05-19-2012, 01:45 PM   #14
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

The sprites and textures are in iff format.
The whole AB3D2 zipped folder with all source and graphics is a 24MB.
I can post it somewhere so you can get it.
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Old 05-19-2012, 01:59 PM   #15
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Default Re: Alien Breed 3D 2 Texture/Sprite Extraction

Quote:
Originally Posted by amiman99 View Post
The sprites and textures are in iff format.
The whole AB3D2 zipped folder with all source and graphics is a 24MB.
I can post it somewhere so you can get it.

Hmm, that's about 2Mb larger than what I got...

Can you search the folders and tell me if there are a lot of files ending with the WAD extension?

If so then we probably have the same set, if not then I might just bother you to upload that somewhere.

Thank you for the offer.

In the mean time, I did manage to find some textures, but not many...

...though I do not think Alien Breed 3D II had many textures. It's part of how they managed to get such an advanced piece of software to run so well on a humble 1200.

Still, I do believe there should be more than what I'm seeing in my set.

On a side note, I did manage to get the audio files to load up in Goldwave sound editor, so I will have no problems converting them to WAV.

The sprites and textures on the other hand are going to take some work. I'll have no problem converting them to BMP, but the next trick is converting the DOOM palette to match that of AB3D. Getting the textures and sprites right will be easy, but getting the damage and item pick up colors changed will require a bit of research on my end. I know InkWorks has a bug that prevents it from covering all these bases (see video), but DeepSea should have no problems pulling it off. After all I began research into this a while back, but got distracted before I finished my crash course education, so it shouldn't take too terribly much effort.

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