Duke Nukem 3D: Atomic Reload. "New sprite replacements for characters/weapons. Contains NSFW images."
#61 Posted 01 July 2010 - 04:11 AM
Here is what i have so far.
#62 Posted 01 July 2010 - 04:55 AM
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
#63 Posted 01 July 2010 - 09:43 AM
DISRUPTOR, on Jul 1 2010, 08:55 AM, said:
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.
#64 Posted 01 July 2010 - 09:51 AM
Nfelli64, on Jul 1 2010, 10:43 AM, said:
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
Bar_Babe.zip (207.29K)
Number of downloads: 459.
#65 Posted 01 July 2010 - 10:04 AM
DISRUPTOR, on Jul 1 2010, 01:51 PM, said:
texture 1322{ pal 0 { file "BBabe.png" } }
There is no space there
#66 Posted 01 July 2010 - 10:06 AM
Nfelli64, on Jul 1 2010, 11:04 AM, said:
There is no space there
I feel fucking stupid
Thanks Nfelli
But the problem with the strippers remains
This post has been edited by DISRUPTOR: 01 July 2010 - 10:25 AM
#67 Posted 01 July 2010 - 10:35 AM
Here are two screen shots of DukeRes.
They are both the same tile, but it animates.
#68 Posted 01 July 2010 - 10:45 AM
DISRUPTOR, on Jul 1 2010, 02:35 PM, said:
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" } }
This post has been edited by Nfelli64: 01 July 2010 - 10:47 AM
#69 Posted 01 July 2010 - 10:51 AM
Nfelli64, on Jul 1 2010, 10:45 AM, said:
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
#70 Posted 01 July 2010 - 10:54 AM
#71 Posted 01 July 2010 - 11:18 AM
Nfelli64, on Jul 1 2010, 10:54 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?
#72 Posted 01 July 2010 - 11:25 AM
DISRUPTOR, on Jul 1 2010, 03:18 PM, said:
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.
#73 Posted 01 July 2010 - 11:30 AM
DISRUPTOR, on Jul 1 2010, 11:18 AM, said:
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?
Damn, you look good *.*
#74 Posted 01 July 2010 - 11:32 AM
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
#75 Posted 01 July 2010 - 11:37 AM
DISRUPTOR, on Jul 1 2010, 03:32 PM, said:
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.
#76 Posted 01 July 2010 - 12:01 PM
#77 Posted 01 July 2010 - 01:16 PM
DISRUPTOR, on Jul 1 2010, 04:01 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" } }
#78 Posted 01 July 2010 - 01:33 PM
Nfelli64, on Jul 1 2010, 02:16 PM, said:
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.
#79 Posted 01 July 2010 - 01:47 PM
DISRUPTOR, on Jul 1 2010, 05:33 PM, said:
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.
#80 Posted 01 July 2010 - 01:48 PM
#81 Posted 01 July 2010 - 01:53 PM
DISRUPTOR, on Jul 1 2010, 05:48 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.
#82 Posted 01 July 2010 - 02:03 PM
Nfelli64, on Jul 1 2010, 02:53 PM, said:
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?
#83 Posted 01 July 2010 - 02:09 PM
DISRUPTOR, on Jul 1 2010, 06:03 PM, said:
Wanna have a go at splitting it?
Yeah, i'll take a go.
#84 Posted 01 July 2010 - 02:21 PM
Nfelli64, on Jul 1 2010, 03:09 PM, said:
Cool.
As you can see things did not go to plan
Sending you a PM with the graphic now.
#85 Posted 01 July 2010 - 02:54 PM
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.
#86 Posted 01 July 2010 - 02:55 PM
High Treason, on Jul 1 2010, 03:54 PM, said:
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
#87 Posted 01 July 2010 - 03:12 PM
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
#88 Posted 01 July 2010 - 03:13 PM
Nfelli64, on Jul 1 2010, 04:12 PM, said:
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.
#89 Posted 01 July 2010 - 03:22 PM
It's really bugging me now. Because while you were doing that i finished the muzzle flashes and it is almost finished.