Donkey Kong 64
Donkey Kong 64
| Game Info arrow_drop_down favorite | |
|---|---|
| Category | Nintendo 64 |
| Assets | 57 |
| Hits | 693,879 |
| Comments | 37 |
| Tags (23): arrow_right | |
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Alternative Names (2):
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DK64, Ultra Donkey Kong
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[8]
Playable Characters
Chunky Kong
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Chunky Kong (Disco)
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Diddy Kong
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Donkey Kong
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Enguarde
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Lanky Kong
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Rambi
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Tiny Kong
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[6]
Playable Characters (Multiplayer)
Chunky Kong (Multiplayer)
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Diddy Kong (Multiplayer)
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Donkey Kong (Multiplayer)
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Krusha
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Lanky Kong (Multiplayer)
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Tiny Kong (Multiplayer)
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[11]
Non-Playable Characters
Beetle
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K. Lumsy
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King K. Rool
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Llama
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Microphone
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Owl
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Rabbit
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Racing Necky
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Seal
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Snide
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Squawks
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[16]
Enemies
Bones
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Book
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Flip-Flap
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Fly
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Gnawty
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Kaboom
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Killer Tomato
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Kremling Ghost
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Mecha-Zinger
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Minecart Kremling
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Mr. Dice
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Necky
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Robo-Kremling
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Shroom
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Spider
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Zinger
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[3]
Bosses
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[3]
Collectables
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[5]
Objects
Audition Sign
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Creepy Hand
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Director's Chair
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Frantic Factory Piano
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Mushroom
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[5]
Unused Content
Comments (37)
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I think Banana Fairies were the only human looking characters.
May I suggest the multiplayer character models to be rezipped with the main models? As it makes more sense to be like that to me, as they're the same character but lower detail.
DK64 Viewer does not support the Kiosk version. More so, it doesn't really support normal DK64 well, either. I've just been using Lemmy's VRML exporter to do this.
There's a few more unused models in the kiosk demo. Can those be ripped with the DKviewer tool?
Added some boss models. Since they're large and fun to rip.
Well, fun to look at, not rip.
Well, fun to look at, not rip.
Might want to put the other multiplayer models into the Multiplayer section.
I think Playable Characters and Non-Playable Characters should be seperated
The DK64 model viewer has been updated, and can load untextured characters, now.
Time for more character progress.
Time for more character progress.
I hope the sounds can be ripped from this game
(This includes instruments)
(This includes instruments)
@shoopdahoop22
DK64 uses some sort of crazy bone format for it's animations (Which is why emulators tend to freak out with the game). So I have no idea how'd you T-pose.
Meanwhile, a DK64 model viewer is being made. It's still in early alpha, and I did quite a bit of organization on identifying models. From what I saw, I could do map exports right now, and that's it.
EDIT:
@lemurboy12
Appears the model of Sqwuaks here is a beta version of the model. You said you ripped models from the Kiosk version, right? Gnawty, Sqwuaks, and all the building models were revised on the retail game, apparently.
DK64 uses some sort of crazy bone format for it's animations (Which is why emulators tend to freak out with the game). So I have no idea how'd you T-pose.
Meanwhile, a DK64 model viewer is being made. It's still in early alpha, and I did quite a bit of organization on identifying models. From what I saw, I could do map exports right now, and that's it.
EDIT:
@lemurboy12
Appears the model of Sqwuaks here is a beta version of the model. You said you ripped models from the Kiosk version, right? Gnawty, Sqwuaks, and all the building models were revised on the retail game, apparently.
Can't you just rip the models with Ninja Ripper and have them t-posed for you?
I'm ripping these from the kiosk version using an image modifier code
@lemurboy12
What tool do you use to rip models? Because I noticed they're perfectly T-posed, unlike a emulator rip.
What tool do you use to rip models? Because I noticed they're perfectly T-posed, unlike a emulator rip.
once again, more coming soon, including k rool
more coming soon
re-rendered all the icons
i'll have to re-render the icons sometime
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