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custom DNF details for the HRP "DNF-ish gloves and crosshair"
#211 Posted 15 July 2009 - 08:19 AM
#212 Posted 15 July 2009 - 09:49 AM
the helmet wont sit right as you can see
concept of how i would like the model to look, stretch the picture to make him a bit thinner and chopped the screen to get the helmet curve.
This post has been edited by DanM: 15 July 2009 - 10:14 AM
#213 Posted 17 July 2009 - 09:38 PM
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All packed upto into individual zips to be used with 2 batch files (uniform & normal gloved duke) allowing you to choose 7 options to run ungloved and gloved version with normal gold, midas pistols or the classic pistol with glove, even the DP laser will run gloved or ungloved.
Also includes class warfare pack.
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Just extract to your dukedir and run "DNF3D.bat" for Normal Duke or "DNF3D Uniform.bat" for EDF Uniform Duke
This has EVERYTHING
- Daniel262bs Gloved weapon textures
- Jaxx's DP hands mod / title screen & hud / gold glock pickup
- Fantinaikos octabrain & vet texture for class warfare
- Shiny New Toys by DanM, enhanced weapon, monster & projectiles
Midas Touch Pistols - Alternative Gold & Silver Pistols /w pickups.
Class Warfare - EDF Troop skins for dukeplus dukebots.
Thanks once again to everyone who has put stuff into this pack to make it what it is, & thanks to supergoofy for packing and keeping track of stuff earlier.
This post has been edited by DanM: 20 July 2009 - 12:09 AM
#214 Posted 17 July 2009 - 10:55 PM
Download mirror:
http://www.mediafire...php?zyd3nntd1yj
md5: 1b526f8f4fa6c4ed39e60758148fdfd8
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Report
1. This firstperson.def is redundant:
glovedFX.zip\highres\sprites\firstperson\firstperson.def
2. New octabrain by Fantinaikos is not included.
3. .bat need a little otpimization
if you have goto end there is no need for example to have in the next line
goto end
echo
goto dnf3dsp
the echo and goto dnf3dsp are ignored
also if you want to have an empty line printed then put
echo.
4. Also when you say @echo off at start you don't need to add @ at later lines like:
@ECHO DNF3D COMMUNITY PACK BY Daniel262b, DanM, Fantinaikos, Jaxx, and supergoofy
just remove @
ECHO DNF3D COMMUNITY PACK BY Daniel262b, DanM, Fantinaikos, Jaxx, and supergoofy
That's the reason we issue the @echo off command at start
If I have time I will update the bat. (look below)
[edit]
DNF3D_fixed_batch_files.rar
http://www.mediafire...php?cnmuyymlynj
@DanM,for
please check the last pack that I uploaded at July 15, 2009. Maybe you missed to include in your pack something else.
If I have spare free time I will also check the contents to see what's missing.
This post has been edited by supergoofy: 18 July 2009 - 10:02 PM
#215 Posted 19 July 2009 - 11:12 PM
=================
DOWNLOAD DNF3D
- Fixed 2. DNF3D Ungloved so it now displays daniels gold pistol ungloved
- Deleted uneeded .def
- Fixed the classic pistol pickup in classic mode
- Added the new octabrain (sorry bout that)
- Updated the .bat to be easier to read
- Added another option for ungloved classic pistols
new bat uses new zips and files are split up a bit more so it wouldnt really work to well as an update.
only just noticed your post today but thanks for sorting out that .bat file, it worked at the time and its all trial and error with me heh
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#216 Posted 20 July 2009 - 02:25 AM
#217 Posted 02 August 2009 - 08:10 PM
Here's a replacement for the flag (2499). The one at the moment is rather stretched.
#218 Posted 02 August 2009 - 11:12 PM
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just need a place to host DNF3D
#219 Posted 23 November 2009 - 06:57 PM
If you guys wanted texture mods i could have given you that ages ago. It's all i ever do, It is all i can do for petes sake.
Wheres the deagle at?
But those textures are pretty swish.
Edit: My opologies i did not get linked to the first page so i did not know it was a texture thread first. Either way that Deagle is tight.
This post has been edited by DISRUPTOR: 23 November 2009 - 07:02 PM
#220 Posted 15 December 2009 - 07:37 PM
I just stumbled across this rather great looking mod while surfing the internet.
I tried the best i could to gather the files and place everything in the right place but i cant seem to find the right files and get it working right!
Can anyone help me out my pointing out everything i need and maybe some better kept installation instructions!
Thank you!
#221 Posted 27 March 2010 - 08:37 AM
i got some inspiration a while ago and started modding textures again, i've attached a sneak peek of what i've modified so far.
Now, what i need some help with is removing those leftover flames from the chaingun (and shotgun) and adding new ones (will upload new muzzle flash soon) at the right position (last screenshot has the flames captured). Does anybody know how to do that in a clean way?
I'm re-texturing the Shrinker and Freezethrower too, though i have nothing screenshot-worthy yet.
edit: i forgot to ask, is there a mod that spawns a trigger hand for the quick pipebomb? if not, can it be done?
This post has been edited by daniel262b: 27 March 2010 - 08:40 AM
#222 Posted 27 March 2010 - 08:51 AM
#223 Posted 27 March 2010 - 09:25 AM
#225 Posted 27 March 2010 - 09:36 AM
Although something about the trip mines looks off. (His arms)
#227 Posted 27 March 2010 - 03:32 PM
daniel262b, on Mar 28 2010, 02:37 AM, said:
i got some inspiration a while ago and started modding textures again, i've attached a sneak peek of what i've modified so far.
Now, what i need some help with is removing those leftover flames from the chaingun (and shotgun) and adding new ones (will upload new muzzle flash soon) at the right position (last screenshot has the flames captured). Does anybody know how to do that in a clean way?
I'm re-texturing the Shrinker and Freezethrower too, though i have nothing screenshot-worthy yet.
edit: i forgot to ask, is there a mod that spawns a trigger hand for the quick pipebomb? if not, can it be done?
Glad someone is doing this. Ive thought about it many times.
I really like the repositioning of the Ripper.
Maybe enlarge it like this http://i241.photobucket.com/albums/ff281/d...b/dn2009-01.jpg
Just a thought.
#228 Posted 27 March 2010 - 04:47 PM
Would putting the muzzle flash onto the MD3 with alpha work? Then putting 16 x16 transparent sprites (with nothing but alpha) to replace the muzzle flash graphics. They would be there, but because they would be completely transparent nobody would see them.
This post has been edited by Tea Monster: 27 March 2010 - 04:48 PM
#229 Posted 27 March 2010 - 04:56 PM
The Commander, on Mar 27 2010, 01:36 PM, said:
Although something about the trip mines looks off. (His arms)
If the commander likes it, it must be good
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although yes, the arms are to skiny. kinda like a 12yr olds arms
#230 Posted 29 September 2011 - 12:28 PM
#231 Posted 29 September 2011 - 03:42 PM
#232 Posted 29 September 2011 - 03:56 PM
Micky C, on 29 September 2011 - 03:42 PM, said:
The 2 weapons he is talking about are part of DukePlus, not the HRP. There are no plans to replace them. Then again, there are no plans to make DNF skins for the hands, either.
#233 Posted 29 September 2011 - 08:31 PM
#234 Posted 29 September 2011 - 11:32 PM
#235 Posted 29 September 2011 - 11:50 PM
This post has been edited by Tetsuo: 29 September 2011 - 11:53 PM
#236 Posted 29 September 2011 - 11:58 PM
#237 Posted 30 September 2011 - 03:29 AM
DeeperThought, on 29 September 2011 - 03:56 PM, said:
oh...well thats too bad. But I took arms.jpg in dukeplus, copied it and renamed it wire and the minigun has gloves. and I still play with the HRP4. Ive attatched a custom version of dukeplus that uses the origial laser pistol and has the minigun gloves
#238 Posted 30 September 2011 - 03:33 AM
that1badcoder, on 30 September 2011 - 03:29 AM, said:
#239 Posted 30 September 2011 - 04:45 AM
Micky C, on 29 September 2011 - 11:58 PM, said:
Actually I ended up getting it to work very easy.. I just deleted everything in the pack except for the HUD stuff and then zipped it up and turned alt-HUD off.
http://dl.dropbox.co...ke32/DNFHUD.jpg
I really dig that HUD skin!
(yeah I didn't adjust the size of the reticle.. I might remove that)
This post has been edited by Tetsuo: 30 September 2011 - 04:55 AM