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Jul
08

Charlie Wiederhold speaks of the E3 2001 trailer

Category: DNF
by Micki!, on Sat Jul 08 2006, 07:07AM

Former 3DR employee Charlie Wiederhold has mentioned some very interesting things regarding the E3 2001 trailer of DNF on his personal website.



He responded to a post (made by me ) over there, about what he actually was working on at 3D Realms, and he stated that the trailer is probably too ancient for anyone to care if he revealed some juicy details about it.



I had done quite a few of the particle systems as well (not the art, just the functionality). Tripmine explosion that blows up the guy in the blue shirt being chased by an Octabrain, projectile explosions, shrink ray effects, decorations blowing up (like the paint can blowing up and leaving splatters everywhere). Nothing really fancy to write home about, especially compared to particle effects that can be done now, but it was fun and something new and interesting to work on. The bigger flashier effects were usually done by other mappers though for key events (like the mothership blast, pirate ship, ship shooting the Lady Killer sign, etc).
There's alot more very interesting information to read, and we can only guess if any of this still is in the current version of DNF. You might want to check out the particular thread where this was mentioned. Click below to extend this news item in order to view the complete post:
Actually, that video is old enough now that I don't think anyone will care if I go through it and point out specific stuff I worked on, and it'll be kinda fun for me to take that trip down memory lane.



All the ghost town stuff (donkey + sand worm, EDF guy being blown up by a pipebomb, etc) was my Ghost Town map, which is the same base that the screenshots in 1999 were taken from. Those were the Gus shot and the church shot. The church screenshot is the location that the sandworm came out of the ground to eat the donkey in the video.



Also, if you remember the "developer desktop" screenshot from Voodoo Extreme, that was a very early version of the interior of the church.



The Lake Mead section (jetskis, flying jets, boat turret, crashing through the building) was also something I had worked on. That map is partly responsible for my transition over to almost pure coding. I think there is some footage out there of the Quake 2 version of that map that was shown at a much earlier E3 one time.



Funny note, if you look closely at the jetskis when the turret zooms in on them (late in the video) you can see that we accidentally recorded the footage with some LOD stuff setup incorrectly, so the polys on the riders are all messed up. Doh!



The cockpit riding through a tunnel where you can see Duke's legs. I didn't build the cockpit. Just the very basic tunnel. Well and the gameplay that went with it. I was proud of the solution I came up with to make that section work... but that'll be saved for a much later date, if ever.



I had done quite a few of the particle systems as well (not the art, just the functionality). Tripmine explosion that blows up the guy in the blue shirt being chased by an Octabrain, projectile explosions, shrink ray effects, decorations blowing up (like the paint can blowing up and leaving splatters everywhere). Nothing really fancy to write home about, especially compared to particle effects that can be done now, but it was fun and something new and interesting to work on. The bigger flashier effects were usually done by other mappers though for key events (like the mothership blast, pirate ship, ship shooting the Lady Killer sign, etc).



Also the strip club scene at the end with Gus was from one area of the strip club map I had worked on. That map showed up in one of the 1999 screenshots as well, just a different room. Shouldn't be hard to figure out which one.



I think that's about it... I know myself and plenty of the other guys involved in that video are still proud of it to this day. George did a good job coming up with proper pacing for it by learning what works in good movie trailers and applying it to that one, and then we found situations that really showed off the game and Dukeness.



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