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Custom textures and sprites

User is offline   fgsfds 

#1

As a preparation to the widescreen support, I've made some widescreen ready hud and menu elements.

16:9 level ending screen

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Ultrawide master race goodness

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HUD variants:

Original HUD extended to look better in widescreen
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These two are based on the HUD found in the leaked alpha resources. The point is to keep the style of the full HUD while making it less clunky and not obtrusive.

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This post has been edited by fgsfds: 08 July 2017 - 03:23 PM

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User is offline   LkMax 

#2

View Postfgsfds, on 26 June 2017 - 11:03 AM, said:

These are based on the HUD found in the leaked alpha resources

Compact HUDs like that which keeps the style of the full HUD and all the important information while maintaining the... umm, "compactness", would be very welcome additions to all major build games (DN3D, SW, Blood and RR).
It was a missed opportunity on the Megaton-style ports.
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User is offline   fgsfds 

#3

"Widescreenified" credits screen.


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This post has been edited by fgsfds: 04 July 2017 - 11:11 AM

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User is offline   Dr_Proton 

#4

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I like the first variant because it's really something else in contrast to other huds from this time of games.

The second one is more classic looking and the skulls in the third variant are a bit too much for my taste.
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User is offline   Devon 

#5

Looks awsome =)
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User is offline   LkMax 

#6

The middle and last ones are the best HUDs. I like to look at my gun while I play... wait, that didn't sound right. :P
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User is offline   Tekedon 

#7

I agree, middle and last one are the best. Hard to decide between those two though..
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User is offline   m210® 

#8

The next release will be include a custom HUD. And I added wide-tile for credits

Attached File(s)

  • Attached File  dogHU7a.jpg (55.12K)
    Number of downloads: 132
  • Attached File  1.png (36.59K)
    Number of downloads: 79


This post has been edited by M210: 09 July 2017 - 10:19 AM

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User is offline   Tekedon 

#9

So beautiful <3
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User is offline   Devon 

#10

Stunning work as always!
Damn i love you man =D
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User is offline   Devon 

#11

Is it possible to make a skybox in the current state ?
The old ones always move all over the place when you get mouse look and high resolutions.

Any command to make it static ?
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User is offline   fgsfds 

#12

View PostDevon, on 13 July 2017 - 01:08 AM, said:

Is it possible to make a skybox in the current state ?

Probably in the next release.

This post has been edited by fgsfds: 14 July 2017 - 04:14 AM

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User is offline   Newken 

#13

View Postfgsfds, on 26 June 2017 - 11:03 AM, said:

As a preparation to the widescreen support, I've made some widescreen ready hud and menu elements.

Very nice but what about 16:10? Could you make it? :thumbsup:
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#14

So it's my basic understanding that the latest release supports high res textures? Can the BloodCM HRP be used for this? If not, how hard would it be to implement?
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User is offline   m210® 

#15

Textures in BloodCM have different indexes, therefore BloodCM HRP never will working in BloodGDX without edit def file.
And it's better to wait, when I add "include" command to def-parser.
My def-parser support "voxel.def" and "textures.def" files only.

This post has been edited by M210: 13 August 2017 - 10:53 PM

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User is offline   fgsfds 

#16

Early and very lazy renditions of a weapon wheel. Any suggestion on functionality/design?

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This post has been edited by fgsfds: 09 November 2017 - 01:21 PM

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#17

View Postfgsfds, on 09 November 2017 - 01:18 PM, said:

Any suggestion on functionality/design?

I'm actually doing my first playthrough of Doom 2016 right now, which if I'm not mistaken your wheel is inspired by. It looks pretty good. I don't know if alpha channels/transparency is based on the artwork or if it's all in the code, but it would definitely need that. Would love to play Blood on my Steam Link and big screen tv with a controller!
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