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Duke Nukem 3D: Atomic Reload.  "New sprite replacements for characters/weapons. Contains NSFW images."

User is offline   TURBOKID 

#61

Ran into some trouble with this one but i am sure i will figure it out.
Here is what i have so far.
Posted Image
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User is offline   TURBOKID 

#62

Ok i am having some trouble with some sprites.
For starters i can not seem to have the girl in the bar just standing there. In the original sprites her foot moves. I assigned tiles 1321 and 1322 to my graphic, yet when in game the sprite switches back and forth from the old one to the new one.
Also the strippers seem to not have single frames and they also seem to be connected to other sprites. Anyone know why? This is driving me mad :)

This post has been edited by DISRUPTOR: 01 July 2010 - 04:56 AM

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User is offline   NF64 

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#63

 DISRUPTOR, on Jul 1 2010, 08:55 AM, said:

Ok i am having some trouble with some sprites.
For starters i can not seem to have the girl in the bar just standing there. In the original sprites her foot moves. I assigned tiles 1321 and 1322 to my graphic, yet when in game the sprite switches back and forth from the old one to the new one.
Also the strippers seem to not have single frames and they also seem to be connected to other sprites. Anyone know why? This is driving me mad :)

Some things you could do are:
1)Post the code you used for the girl in the bar
2)If you did the code like you did with the pistols (put the code in the Duke3d_hrp.def) then try removing the model code from the characters.def (highres/sprites/characters.def)
Thats all I can think of at the moment. :)
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User is offline   TURBOKID 

#64

 Nfelli64, on Jul 1 2010, 10:43 AM, said:

Some things you could do are:
1)Post the code you used for the girl in the bar
2)If you did the code like you did with the pistols (put the code in the Duke3d_hrp.def) then try removing the model code from the characters.def (highres/sprites/characters.def)
Thats all I can think of at the moment. :)


Oh no i mean it switches to the old non HRP sprite.
Here take a look
Attached File  Bar_Babe.zip (207.29K)
Number of downloads: 457.
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User is offline   NF64 

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#65

 DISRUPTOR, on Jul 1 2010, 01:51 PM, said:

Oh no i mean it switches to the old non HRP sprite.
Here take a look
Bar_Babe.zip.

texture 1322{ pal 0 { file "BBabe.png" } }
There is no space there :)
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User is offline   TURBOKID 

#66

 Nfelli64, on Jul 1 2010, 11:04 AM, said:

texture 1322{ pal 0 { file "BBabe.png" } }
There is no space there :)


I feel fucking stupid :)

Thanks Nfelli :D

But the problem with the strippers remains :D

This post has been edited by DISRUPTOR: 01 July 2010 - 10:25 AM

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User is offline   TURBOKID 

#67

I am going to make this a bit easier because looking back it might be hard to understand what i mean.
Here are two screen shots of DukeRes.
They are both the same tile, but it animates.
Posted Image
Posted Image
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User is offline   NF64 

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#68

 DISRUPTOR, on Jul 1 2010, 02:35 PM, said:

I am going to make this a bit easier because looking back it might be hard to understand what i mean.
Here are two screen shots of DukeRes.
They are both the same tile, but it animates.
http://i50.tinypic.com/2nhlslu.jpg
http://i47.tinypic.com/2im9l4k.jpg

I think your kinda confused or im not getting what your saying, but imma take a shot.
The strippers animations are in different areas
So your code might look like
texture 1312 { pal 0 { file "XXXXX.png" } }
texture 1313 { pal 0 { file "XXXXX.png" } }
texture 1314 { pal 0 { file "XXXXX.png" } }
texture 1315 { pal 0 { file "XXXXX.png" } }
texture 1316 { pal 0 { file "XXXXX.png" } }
texture 1312 { pal 0 { file "XXXXX.png" } }
THEN
texture 1331 { pal 0 { file "XXXXX.png" } }
texture 1332 { pal 0 { file "XXXXX.png" } }
texture 1333 { pal 0 { file "XXXXX.png" } }
Attached Image: Stripper.png Attached Image: Stripper2.png

This post has been edited by Nfelli64: 01 July 2010 - 10:47 AM

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User is offline   TURBOKID 

#69

 Nfelli64, on Jul 1 2010, 10:45 AM, said:

I think your kinda confused or im not getting what your saying, but imma take a shot.
The strippers animations are in different areas


Ok Nfelli i am going to try that,if it does not work as i seem to be having some major issues with these ones and you seem really interested in helping with this, can i count on your help to correct the .def?

This post has been edited by DISRUPTOR: 01 July 2010 - 10:52 AM

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User is offline   NF64 

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#70

 DISRUPTOR, on Jul 1 2010, 02:51 PM, said:

can i count on your help to correct the .def?

Sure. :)
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User is offline   TURBOKID 

#71

 Nfelli64, on Jul 1 2010, 10:54 AM, said:

Sure. :)


Awesome.
I finished the Jetpack off and i have to say i think it's an improvement :)
Also how do you think this should be animated?
Posted Image
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User is offline   NF64 

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#72

 DISRUPTOR, on Jul 1 2010, 03:18 PM, said:

Awesome.
I finished the Jetpack off and i have to say i think it's an improvement :)
Also how do you think this should be animated?
http://i47.tinypic.com/1s1mh2.jpg

Maybe just grinding on the pole. Do i really need to get into detail? :)
Just animate it like the one stripper is, just with a pole behind it.
Attached Image: I_cant_belive_i_made_this.png
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User is offline   lawl 

#73

 DISRUPTOR, on Jul 1 2010, 11:18 AM, said:

Awesome.
I finished the Jetpack off and i have to say i think it's an improvement :)
Also how do you think this should be animated?
Posted Image




Damn, you look good *.* :)
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User is offline   TURBOKID 

#74

Ok so i take it the animation would go something like this?
texture 1312 { pal 0 { file "1.png" } }
texture 1313 { pal 0 { file "2.png" } }
texture 1314 { pal 0 { file "3.png" } }
texture 1315 { pal 0 { file "4.png" } }
texture 1316 { pal 0 { file "3.png" } }
texture 1312 { pal 0 { file "2.png" } }

If it ends at the 6th frame then plays over that is.

This post has been edited by DISRUPTOR: 01 July 2010 - 11:33 AM

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User is offline   NF64 

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#75

 DISRUPTOR, on Jul 1 2010, 03:32 PM, said:

Ok so i take it the animation would go something like this?
texture 1312 { pal 0 { file "1.png" } }
texture 1313 { pal 0 { file "2.png" } }
texture 1314 { pal 0 { file "3.png" } }
texture 1315 { pal 0 { file "4.png" } }
texture 1316 { pal 0 { file "3.png" } }
texture 1312 { pal 0 { file "2.png" } }

If it ends at the 6th frame then plays over that is.

Yes, Thats good, but the 2nd 12 isnt necessary.
it should just go
texture 1312 { pal 0 { file "1.png" } }
texture 1313 { pal 0 { file "2.png" } }
texture 1314 { pal 0 { file "3.png" } }
texture 1315 { pal 0 { file "4.png" } }
texture 1316 { pal 0 { file "3.png" } }
and then see how the animations look.
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User is offline   TURBOKID 

#76

It worked. But it doesn't look right.
Have a look
Attached File  Current.zip (1.59MB)
Number of downloads: 505
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User is offline   NF64 

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#77

 DISRUPTOR, on Jul 1 2010, 04:01 PM, said:

It worked. But it doesn't look right.
Have a look
Current.zip

Yeah that looks way to skinny. :)
i would rather use that one for 1317
texture 1317 { pal 0 { file "1.png" } }
texture 1318 { pal 0 { file "2.png" } }
texture 1319 { pal 0 { file "3.png" } }
texture 1320 { pal 0 { file "4.png" } }
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User is offline   TURBOKID 

#78

 Nfelli64, on Jul 1 2010, 02:16 PM, said:

Yeah that looks way to skinny. :)
i would rather use that one for 1317
texture 1317 { pal 0 { file "1.png" } }
texture 1318 { pal 0 { file "2.png" } }
texture 1319 { pal 0 { file "3.png" } }
texture 1320 { pal 0 { file "4.png" } }


I mean the shape get's all buggy.
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User is offline   NF64 

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#79

 DISRUPTOR, on Jul 1 2010, 05:33 PM, said:

I mean the shape get's all buggy.

try
//Woman (1312)
size 1.5
texture 1312 { pal 0 { file "1.png" } }
texture 1313 { pal 0 { file "2.png" } }
texture 1314 { pal 0 { file "3.png" } }
texture 1315 { pal 0 { file "4.png" } }
texture 1316 { pal 0 { file "3.png" } }

with the size you might wanna play around with. i think this would help.
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User is offline   TURBOKID 

#80

I just noticed the RPG is split. This is going to cause problems. :)
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User is offline   NF64 

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#81

 DISRUPTOR, on Jul 1 2010, 05:48 PM, said:

I just noticed the RPG is split. This is going to cause problems. :)

The chaingun is split as well.
It wont be as much as a problem. Just capture the sprite as you do and split the sprite.
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User is offline   TURBOKID 

#82

 Nfelli64, on Jul 1 2010, 02:53 PM, said:

The chaingun is split as well.
It wont be as much as a problem. Just capture the sprite as you do and split the sprite.


This is no good. I can't seem to split it at the right place. I will take a snapshot and show you.
Wanna have a go at splitting it?
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User is offline   NF64 

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#83

 DISRUPTOR, on Jul 1 2010, 06:03 PM, said:

This is no good. I can't seem to split it at the right place. I will take a snapshot and show you.
Wanna have a go at splitting it?

Yeah, i'll take a go.
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User is offline   TURBOKID 

#84

 Nfelli64, on Jul 1 2010, 03:09 PM, said:

Yeah, i'll take a go.

Cool.
As you can see things did not go to plan :)
Posted Image

Sending you a PM with the graphic now.
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#85

You're gonna think I am being a dick, but that chaingun made me ROFL, I looked at the bottom first "What? There's nothing wrong with it" and slowly looked up to see the tiny barrels.

I like the look of this project, doesn't matter that it isn't a big name mod, it makes for a bit of variety when things feel a bit stale and those kind of things usually tend to be quite good.

If you are still having the problem with the strippers you might have to undef the models, try this;

undefmodel 1312
undefmodelrange 1312 1316


Not entirely sure how well that might work because I have never used that command myself, but it's worth a shot. Be sure to put it in your DEF before your own definiton for that sprite.
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User is offline   TURBOKID 

#86

 High Treason, on Jul 1 2010, 03:54 PM, said:

You're gonna think I am being a dick, but that chaingun made me ROFL, I looked at the bottom first "What? There's nothing wrong with it" and slowly looked up to see the tiny barrels.

I like the look of this project, doesn't matter that it isn't a big name mod, it makes for a bit of variety when things feel a bit stale and those kind of things usually tend to be quite good.

If you are still having the problem with the strippers you might have to undef the models, try this;

undefmodel 1312
undefmodelrange 1312 1316


Not entirely sure how well that might work because I have never used that command myself, but it's worth a shot. Be sure to put it in your DEF before your own definiton for that sprite.


Don't worry High. When i first booted it up to test it i laughed myself :)

Edit
After all. It's all trial and error right :)

This post has been edited by DISRUPTOR: 01 July 2010 - 02:58 PM

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User is offline   NF64 

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#87

I got only this far with the chaingun:
Attached Image: D_BRGP.jpg
I thought I would just put a transparent texture for the top part, but then the bottom part gets all weird.

This post has been edited by Nfelli64: 01 July 2010 - 03:12 PM

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User is offline   TURBOKID 

#88

 Nfelli64, on Jul 1 2010, 04:12 PM, said:

I got only this far with the chaingun:
D_BRGP.jpg
I thought I would just put a transparent texture for the top part, but then the bottom part gets all weird.


Yeah i was thinking of that but then i remembered the muzzle.
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User is offline   TURBOKID 

#89

Well i managed this.
Posted Image
It's really bugging me now. Because while you were doing that i finished the muzzle flashes and it is almost finished. :)
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User is offline   NF64 

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#90

Attached Image: gh.png
It looks to tiny to me. :)
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