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[RESOURCES] Community Stockpile  "Free to use resources for mappers and modders."

User is offline   Tea Monster 

  • Polymancer

#1081

I have uploaded all the monster models from the Hollywood Holocaust Rethinked mod, including rigged/animated blend and FBX files, to github. Models are issued on a non-commercial, attribution license.
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

2

User is offline   Mark 

#1082

Now its time to watch for these to show up in a Doom or Unity mod. ;)

This post has been edited by Mark: 29 November 2020 - 09:01 AM

0

User is offline   MC84 

#1083

The following are some cop car tiles done in the 3DR style;

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 thumbnail(s)

  • Attached Image: cop_01.jpg
  • Attached Image: cop2.jpg

Attached File(s)


14

User is offline   Dynamo128 

#1084

Mikolah, a good friend of mine, created this MIDI rendition of the Duke Nukem 3D intermission music - since pretty much all the music in the game is in midi format except for that one, I figured this may be a useful resource to have for those who either want it to be a midi so they can experiment with different soundfonts, or for those who want to build upon it to create a different version of it. All credits go to him, of course.

Attached File(s)


3

User is offline   jimbob 

#1085

Does anyone have some farm animal sprites i could use? The more realistic the better, credits will be mentioned in the readme
0

#1086

AMC TC, and WG Realms 2 (even DNF2013 mod I guess) features a bunch of farm animals for sure. You could just extract the resources by yourself if you know how do it. Some could be specially made by Sebabdukeboss20 so give credits in case.
0

User is offline   Jimmy 

  • 1776 World Wide

#1087

Redneck Rampage could be a good source as well.
0

User is offline   jimbob 

#1088

View PostJimmy, on 09 January 2021 - 06:34 PM, said:

Redneck Rampage could be a good source as well.

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

0

User is offline   jimbob 

#1089

decided to gout with my camera, so here's a duck. :P

Attached thumbnail(s)

  • Attached Image: duckfront.png
  • Attached Image: duckfrontside.png
  • Attached Image: duckside.png
  • Attached Image: duckbackside.png
  • Attached Image: duckback.png

8

User is offline   Jimmy 

  • 1776 World Wide

#1090

No one is going to sue you for using Redneck Rampage art in a free mod.
0

User is online   Phredreeke 

#1091

RR assets are used all over the place.
0

User is offline   jimbob 

#1092

i suppose i can take a look at those then.
anyway,thanks to the magic of gimp heres a second frame for the duck so he can waddle about.

Attached thumbnail(s)

  • Attached Image: duckfront2.png
  • Attached Image: duckfrontside2.png
  • Attached Image: duckside2.png
  • Attached Image: duckbackside2.png
  • Attached Image: duckback2.png


This post has been edited by jimbob: 11 January 2021 - 07:44 AM

2

User is offline   jimbob 

#1093

here's some code to make it quack.
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 :P

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 :P

This post has been edited by jimbob: 11 January 2021 - 02:26 PM

4

User is offline   Mark 

#1094

action DUCKWANTSBREAD // attack :lol: :lol:
0

User is online   Phredreeke 

#1095

Skybox made from a sky texture found in the Powerslave beta

https://i.imgur.com/KjljPNp.png

Source texture for comparison
https://i.imgur.com/mPtdQwo.png

Attached File(s)


3

User is offline   Gerolf 

  • Honored Donor

#1096

https://i.ibb.co/61MQx05/snakheadcorpse1.png


The rotting remains of the snakehead drone as a decorative prop, use if you want to.
3

User is offline   MrFlibble 

#1097

Nice duckie
0

User is online   Phredreeke 

#1098

Did this while people were talking about Randy stealing credit from Levelord for Pig Sty.

Attached Image: tile4399-levelord.png
6

User is offline   MObreck 

#1099

I created these two enemies as submissions to the Alien Armageddon TC. The AA devs said they really liked them but felt they wouldn't fit their mod so the turned them down:



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

12

User is offline   Gerolf 

  • Honored Donor

#1100

Those look very well done!
0

User is offline   Jimmy 

  • 1776 World Wide

#1101

Very impressive work, fam. Looking forward to seeing what you come up with in the future.
0

User is offline   MObreck 

#1102

DOOM's Cacodemon converted to Duke Nukem's palette using my manual palette conversion process. Well, much more manual than just auto converting them though GIMP or Photoshop:

https://i.imgur.com/n9OvEfS.png

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:

Spoiler


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

6

User is offline   MObreck 

#1103

And all the items/non-gore decorations just for fun. Anything else I'll only convert by request:

https://i.imgur.com/Q9bqT9A.png
3

User is offline   Danukem 

  • Duke Plus Developer

#1104

One thing the Duke palette is great for though is shades of blue. If you were to convert the caco's red to shades of blue (the ones on the blue ramp part of the palette, not the full brights on the bottom row), then by making the caco pal 10 in game the converted blues would become dark reds, pal 21 for lighter red. And many other palette swaps would automatically then be available (e.g. pal 11 for green).
0

User is offline   MObreck 

#1105

View PostDanukem, on 14 June 2021 - 05:18 PM, said:

One thing the Duke palette is great for though is shades of blue. If you were to convert the caco's red to shades of blue (the ones on the blue ramp part of the palette, not the full brights on the bottom row), then by making the caco pal 10 in game the converted blues would become dark reds, pal 21 for lighter red. And many other palette swaps would automatically then be available (e.g. pal 11 for green).


Something to remember if I upload any other converted DOOM monsters. Though in the Caco's case it get sabotaged by the Caco already using the blue spectrum for its mouth and blood. While the mouth could be converted to the glowing blue spectrum that would utterly destroy its shading due to the glowing blue only having three colors.

But being we are on that topic, one more for fun:

https://i.imgur.com/CR6mGFz.png
Glow in the dark red eyes included.

This post has been edited by MObreck: 14 June 2021 - 06:03 PM

6

User is offline   Danukem 

  • Duke Plus Developer

#1106

View PostMObreck, on 14 June 2021 - 05:26 PM, said:

Something to remember if I upload any other converted DOOM monsters. Though in the Caco's case it get sabotaged by the Caco already using the blue spectrum for its mouth and blood. While the mouth could be converted to the glowing blue spectrum that would utterly destroy its shading due to the glowing blue only having three colors.


I think what you did already with converting the mouth to gray takes care of that problem.
0

User is offline   MObreck 

#1107

Couldn't help myself, so here are the Imps and Pinkys (well not so pink anymore...):

https://i.imgur.com/PPKBbLO.png
The version on the right is blue, the equivalent blue colors to their normal brown just look quite dark. They should look normal brown in palno 15.
I also included the full 8 frame attack rotations that were removed from DOOM's finished build for some reason.

https://i.imgur.com/tY5PfvW.png
Being there is no pink spectrum in Duke's palette I've set up 3 options for the Pinkys.

This post has been edited by MObreck: 15 June 2021 - 01:19 AM

8

User is offline   MObreck 

#1108

View PostDanukem, on 14 June 2021 - 05:30 PM, said:

I think what you did already with converting the mouth to gray takes care of that problem.


The Caco's internal mouth is still blue in my revision. It probably just looks gray because the Duke blue spectrum is a lot less saturated than DOOM's blue.

Though you can still get some color variations from the Caco using palno 5, 13, 14, and 24 since they effect the red spectrum. 13 and 14 might look a bit bland being they effect the blue spectrum with the same color replacements as they apply to the red spectrum.

EDIT: Tried out replacing the mouth blue with Duke's purple-red spectrum. In game result may be dubious being how weird Duke's lighting effects the purple-red spectrum:

https://i.imgur.com/f3aFnel.png

This post has been edited by MObreck: 15 June 2021 - 12:51 PM

2

User is offline   MObreck 

#1109

Might as well upload the big boy:
https://i.imgur.com/jNmOBJl.png

This post has been edited by MObreck: 15 June 2021 - 05:28 PM

2

User is online   Phredreeke 

#1110

Posting this again, in the right thread this time XD it's tile 0373 without the EDF logo on it. I made it while upscaling the tile cause I wanted to replace the logo with a higher res one

Attached thumbnail(s)

  • Attached Image: tile0373-noedf.png

1

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