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Amiboy
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Re: Updated Alien Breed 3D 2 Posted on 23-Nov-2025 21:43:06
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Joined: 21-Dec-2003 Posts: 1133
From: At home (probably) | | |
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| @Karlos
Awesome work, will keep an eye out for it. _________________
Live Long and keep Amigaing! 
A1200, Power Tower, TF1260 128MB RAM, 68060 Rev 6, OS3.9 BB2, HD-Floppy, Mediator TX+ PCI, Voodoo 3 3000, Soundblaster 4.1, TV Card, Spider USB, 100MBit Ethernet, 16GB CF HD, 52xCDRom. |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 24-Nov-2025 7:06:32
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Elite Member  |
Joined: 24-Aug-2003 Posts: 5019
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 30-Mar-2026 11:29:21
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Elite Member  |
Joined: 24-Aug-2003 Posts: 5019
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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Yssing
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Re: Updated Alien Breed 3D 2 Posted on 30-Mar-2026 21:25:26
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Joined: 24-Apr-2003 Posts: 1135
From: Unknown | | |
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| @Karlos
Please don't do this to us :) _________________
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 30-Mar-2026 22:39:29
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Elite Member  |
Joined: 24-Aug-2003 Posts: 5019
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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OneTimer1
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Re: Updated Alien Breed 3D 2 Posted on 31-Mar-2026 7:15:57
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Super Member  |
Joined: 3-Aug-2015 Posts: 1515
From: Germany | | |
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| @Karlos
Do you really use textures made for AB3D or are they from something else? |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 31-Mar-2026 7:20:32
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Elite Member  |
Joined: 24-Aug-2003 Posts: 5019
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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OneTimer1
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Re: Updated Alien Breed 3D 2 Posted on 31-Mar-2026 9:23:14
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Super Member  |
Joined: 3-Aug-2015 Posts: 1515
From: Germany | | |
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| @Karlos
Quote:
Karlos wrote:
Original textures plus ones I made for my mod. At least on those scenes. |
You can increase image size / resolution with AI, but AI needs to see a rendered picture, most will not work on a texture file. |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 31-Mar-2026 9:31:15
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Elite Member  |
Joined: 24-Aug-2003 Posts: 5019
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @OneTimer1
I don't follow. I'm not using AI for anything, I just had some fun with a few screenshots I'd taken from my mod. They might be useful as manual art or intermission screens or something but all the assets in the game are manually created so far. _________________ Doing stupid things for fun... |
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OneTimer1
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Re: Updated Alien Breed 3D 2 Posted on 1-Apr-2026 7:58:03
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Super Member  |
Joined: 3-Aug-2015 Posts: 1515
From: Germany | | |
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| @Karlos
Quote:
Karlos wrote:
I don't follow.
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AI could provide you with tools for up scaling images, this tools should also work for textures, saving hours of work when improving older games.
Quote:
Karlos wrote:
I'm not using AI for anything, I just had some fun with a few screenshots I'd taken from my mod.
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I never considered you faking the improved screenshots with AI. |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 1-Apr-2026 8:48:06
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Elite Member  |
Joined: 24-Aug-2003 Posts: 5019
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @OneTimer1
So, to be clear, texture creation is entirely manual. It has to be because there are so many factors that determine how it will look in game that even if you started with a generated image or a real texture (I've photographed a few), getting the right 32 colours for it from the game palette and making sure it looks right under all the lighting levels is quite a process.
Quote:
| I never considered you faking the improved screenshots with AI. |
So this started as a joke, off the back of the DLSS5 meme. However, having experimented with Gemini, I think the results are potentially useful. The idea is that you can take an in-level location, upscale and artistically enhance it (within sensible limits) and use it as intermission artwork, for example as a backdrop to the level texts. _________________ Doing stupid things for fun... |
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dipsomania
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Re: Updated Alien Breed 3D 2 Posted on 1-Apr-2026 9:48:59
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Joined: 15-Mar-2014 Posts: 46
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IntuitionAmiga
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Re: Updated Alien Breed 3D 2 Posted on 9-May-2026 21:15:32
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Regular Member  |
Joined: 5-Sep-2013 Posts: 134
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| I’ve ported Alien Breed 3D II to Intuition Engine and released the first beta as standalone runtime builds across six platforms.
This has been a lot of work: the runtime bundles Intuition Engine, the AB3D2 IE68 build and the assets from the Karlos-TKG-High game mod by my close friend and nerd-mentor Karl Churchill, with first-run asset extraction handled automatically.
No separate game asset setup is needed. Single file builds just like we did in the 90's! :)
Available now: macOS - IntuitionEngine-AB3D2-Karlos-TKG-High-darwin-amd64 macOS - IntuitionEngine-AB3D2-Karlos-TKG-High-darwin-arm64 Linux - IntuitionEngine-AB3D2-Karlos-TKG-High-linux-amd64 Linux - IntuitionEngine-AB3D2-Karlos-TKG-High-linux-arm64 Win - IntuitionEngine-AB3D2-Karlos-TKG-High-windows-amd64.exe Win - IntuitionEngine-AB3D2-Karlos-TKG-High-windows-arm64.exe
This brings the most complex classic Amiga game into a much more accessible modern runtime, just pick the binary for your platform and run it.
Linux and Windows builds are tested. I have no idea whether the Mac builds work because I don't have one to test it on. No one has said it doesn't work yet though, so there is that.
edit:
🚀 New AB3D2 Intuition Engine builds - Mac/Linux/Windows.
The new Overdrive variant runs the game upscaled to a sharp 1920x1080, fits any display as it dynamically scales.
All builds also get working weapon cycling after pickup and a working HUD.
Download (~450 MB zip): https://drive.google.com/file/d/1Jg4A1V_HLtTfFQ3Z1ATE_b2JtkBvMVjv/view
The Windows builds works perfectly with WINE if you've got an ancient distro with libs that are too old. Last edited by IntuitionAmiga on 10-May-2026 at 05:50 PM. Last edited by IntuitionAmiga on 10-May-2026 at 11:09 AM. Last edited by IntuitionAmiga on 10-May-2026 at 09:10 AM.
_________________
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