[RESOURCES] Community Stockpile "Free to use resources for mappers and modders."
#1081 Posted 09 November 2020 - 11:24 AM
#1082 Posted 09 November 2020 - 05:59 PM
Phredreeke, on 19 September 2020 - 12:35 PM, said:
I have made this one long ago:
Some notes:
- The background texture is the same of the title screen
- The scraps were taken from the PC version
- The pose and barrels were inspired in the PC version, so I choose 3 barrels to match it
This post has been edited by Fox: 12 November 2020 - 04:36 PM
#1083 Posted 20 November 2020 - 07:46 AM
Lazy Dog, on 27 March 2020 - 02:34 PM, said:
https://www64.zippys...aQYZF/file.html
do you still have that tutorial? the link has expired sadly and it is just what i need to get to understand weapon modding
#1084 Posted 20 November 2020 - 09:18 PM
jimbob, on 20 November 2020 - 07:46 AM, said:
I think I have it.
#1085 Posted 21 November 2020 - 12:23 AM
#1086 Posted 21 November 2020 - 12:02 PM
https://youtu.be/zrTdfpG_AU4
#1087 Posted 29 November 2020 - 06:04 AM
Some of the models include PBR metallic or specular textures.
As time goes by, I will continue to upload some of the unique prop files we created.
https://github.com/te4monster/hh-ng
This post has been edited by Tea Monster: 29 November 2020 - 06:12 AM
#1088 Posted 29 November 2020 - 07:32 AM
This post has been edited by Mark: 29 November 2020 - 09:01 AM
#1089 Posted 29 November 2020 - 10:06 PM
I tried uploading the .pcx files but it wouldn't let me, hence the .zip file instead.
To create the siren I followed Allen Blum's lead from Golden Carnage and used a stretched/rotated blue keycard tile.
Attached File(s)
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copcar.zip (10.4K)
Number of downloads: 404
#1090 Posted 10 December 2020 - 07:06 AM
Attached File(s)
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duke3d-intermission.zip (1.65K)
Number of downloads: 442
#1091 Posted 09 January 2021 - 10:27 AM
#1092 Posted 09 January 2021 - 11:11 AM
#1094 Posted 10 January 2021 - 02:41 AM
Jimmy, on 09 January 2021 - 06:34 PM, said:
i prefer to not use commercial stuff for legal reasons, but if someone already made some for a mod, o'd love to use those if they give permission.
This post has been edited by jimbob: 10 January 2021 - 02:52 AM
#1095 Posted 10 January 2021 - 07:48 AM
#1096 Posted 10 January 2021 - 09:50 AM
#1098 Posted 11 January 2021 - 07:37 AM
anyway,thanks to the magic of gimp heres a second frame for the duck so he can waddle about.
This post has been edited by jimbob: 11 January 2021 - 07:44 AM
#1099 Posted 11 January 2021 - 02:21 PM
move DUCKSPEED 25 move DUCKFLEEING 100 move DUCKSTOPPED 0 move DUCKRUNNING 100 action DUCKWALK 0 2 5 1 24 action DUCKRUNS 0 2 5 1 8 action DUCKSTAND 0 1 5 1 4 action DUCKFLEE 0 2 5 1 10 action DUCKWANTSBREAD 0 2 5 1 6 // atack action DUCKSHRUNK 0 1 5 1 24 action DUCKGROW 0 1 5 1 24 action DUCKFROZEN 0 1 5 1 24 useractor notenemy NEWDUCK 25 DUCKWALK DUCKSPEED randomangle geth fall sizeat 10 10 clipdist 32 cstat 257 ifaction DUCKWANTSBREAD ifcansee move DUCKSPEED geth faceplayerslow { ifpdistl 1024 { soundonce QUACK action DUCKFLEEING move DUCKRUNNING geth randomangle } } ifnotmoving { action DUCKWALK move DUCKSPEED geth randomangle break } else ifcount 120 ifrnd 64 { action DUCKWALK move DUCKSPEED } else ifrnd 64 { action DUCKSTAND } ifaction DUCKSTAND { ifcount 120 ifrnd 128 { action DUCKWALK move DUCKSPEED geth } else ifrnd 64 { action DUCKWANTSBREAD move DUCKSPEED geth faceplayerslow } else { action DUCKFLEE move DUCKFLEEING geth fleeenemy } } ifaction DUCKWALK { move DUCKSPEED geth ifcount 120 ifrnd 16 { action DUCKSTAND move DUCKSTOPPED } else ifrnd 64 { action DUCKWALK } else ifcansee ifrnd 64 { action DUCKWANTSBREAD move DUCKSPEED geth faceplayerslow } else ifnotmoving { action DUCKWALK move DUCKSPEED geth randomangle // break } } ifaction DUCKFLEE { move DUCKFLEEING DUCKFLEEING fleeenemy geth ifactioncount 30 { action DUCKWALK move DUCKSPEED geth randomangle } ifnotmoving { action DUCKFLEE move DUCKSPEED geth randomangle // break } } ifaction DUCKFROZEN { fall ifp pfacing ifpdistl FROZENQUICKKICKDIST pstomp ifcount THAWTIME { action DUCKFLEE getlastpal break } else ifcount FROZENDRIPTIME ifactioncount 26 resetactioncount ifhitweapon { ifwasweapon FREEZEBLAST break lotsofglass 30 sound GLASS_BREAKING killit } break } ifhitweapon { guts JIBS6 1 action DUCKFLEE } ifdead { ifwasweapon FREEZEBLAST { spritepal 1 strength 0 action DUCKFROZEN sound SOMETHINGFROZE } ifwasweapon FLAMEBALL // custom flamethrower projectile. { spawn ROASTDUCK spawn SMALLSMOKE killit } else { guts JIBS6 3 killit } } enda
and the code for a roasted duck you can eat, using the code from the WIKI page
useractor notenemy ROASTDUCK 0 ROAST sizeat 10 10 ifrnd 8 spawn SMALLSMOKE fall ifcount 24 ifpdistl RETRIEVEDISTANCE ifp pfacing ifhitspace { ifphealthl 20 { addphealth 10 globalsound DUKE_GOTHEALTHATLOW killit } else { ifphealthl MAXPLAYERHEALTH { addphealth 10 globalsound DUKE_GET killit } else { break } } } enda
seems to run fine, now to program some bread
This post has been edited by jimbob: 11 January 2021 - 02:26 PM
#1101 Posted 20 March 2021 - 04:39 AM
Source texture for comparison
Attached File(s)
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newsky-psbeta.zip (780.89K)
Number of downloads: 310
#1102 Posted 19 May 2021 - 08:59 AM
#1104 Posted 02 June 2021 - 04:30 PM
#1105 Posted 08 June 2021 - 04:28 PM
I created them by motion capturing some 3D model into sprites. Before turning them into sprites I edited their skin to use Duke Nukem's palette to help them blend in more.
Here is a link to the art files and sound effects. Bad news is the programming was tethered to an older build of AA's code, so I'm only uploading the loose art files and sound effects. I intend to resurrect these two for a TC I am working on, but with their sprites recaptured in a higher resolution:
LINK
This post has been edited by MObreck: 08 June 2021 - 04:30 PM
#1107 Posted 10 June 2021 - 10:48 AM
#1108 Posted 14 June 2021 - 03:36 PM
Just to serve as a reminder of how poorly DOOM's red and blue colors auto-convert to Duke's palette here is a comparison picture:
If you like this and want me to provide some more DOOM assets converted over let me know. I already setup all the infrastructure to do these conversion so now it is a quick process.
DISCLAIMER: Don't expect any miracles for the Pinky Demons or Barons of Hell. There isn't a truly fitting equivalent for DOOM's pink-red color spectrum in the Duke Nukem palette. About the closest you can get is orange, tan, or full red.
This post has been edited by MObreck: 14 June 2021 - 04:20 PM