This is a sub-page of Development:Duke Nukem Forever.
1997-1998 Era FilesLeftovers 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. Its 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: |
The models in the archive are present in the following formats:
- .MDX (Duke Nukem Extended Model) - 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, or it was only intended to be a joke test model.


MissileLauncher#
MissileLauncher.mdx is a futuristic missile launcher. Note: the purple colors in the textures are meant to be chroma-keyed out in-game.


Early Models#
|
|
To do: |
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.

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To do: |
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Screenshots |
2001 Prototypes |
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In Cannibal#
A bunch of screenshots of models being worked on in Cannibal 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.
In Editor#
Two screenshots of maps being worked on in UnrealED v2.0.
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.
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To do: |
From bright (July 12th) |
From art\Keith (October 19th) |
2001 Prototypes |
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N/A |
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N/A |
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It should be noted that the "MasterServerPort" number 27900 is referenced in MasterServer.ini found in the 2001 prototypes and the final game.