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

User is offline   Shadow Jolteon 

  • 472

#781

Double posting because why not (Sorry). Anyways here's an dying FireFly with blood on him (Not too much though unlike the Zombie Lizard Trooper).

Attached Image: Shot Firefly.png

Spoiler

3

User is offline   Commando Nukem 

  • Judge Mental
  • 1,985

#782

Does anyone have a TrueType Font of, or at least something particularly close to, the 1.3D menu font?

Posted Image


The closest I was able to find with WhatTheFont was this, but it's not quite the same.
https://www.myfonts..../kraft/regular/

Duke Nukem The Series onYoutube Facebook and Duke4net!
Come Get Some!

This post has been edited by Commando Nukem: 03 August 2017 - 05:19 AM

0

User is online   Fox 

  • Fraka kaka kaka kaka-kow!
  • 4,240

#783

We had planned a vector font for the HTTKC, but we never finished it.
0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,496

  #784

We have the vector sources that SwissCM made for the "redfont13" that is in the HRP. It's an SVG though--a TTF would require further modification (and loss of information) because by nature they are monochromatic.
0

User is offline   Tea Monster 

  • Polymancer
  • 1,830

#785

You can vector up the originals in Illustrator or Inkscape. That would give you the shapes. Then you can use a font editor to create your own 100% correct TTF.

Both Inkscape and AI both have a trace feature.

This post has been edited by Tea Monster: 03 August 2017 - 08:34 AM

0

User is offline   Gambini 

  • 1,283

#786

View PostJolteon, on 13 July 2017 - 05:46 PM, said:

Since there's an OctaKing in DNF, how about an OctaQueen. Includes an alternate explosion death.

Attachment octaqueen sheet.png


Good work there, i accidentally downvoted you when wanted to upvove you (i blame my wireless mouse´s lag).

My maps

eat my shorts
1

User is offline   Shadow Jolteon 

  • 472

#787

View PostGambini, on 03 August 2017 - 09:00 PM, said:

Good work there, i accidentally downvoted you when wanted to upvove you (i blame my wireless mouse´s lag).


Sorry for the late Reply, but no worries. It's cool. :)

Anyways, While trying to think up an Assassin like enemy based on the Caribbean Lizard sprites, I ended up making bloodless dying animations for the Caribbean Lizard, Possibly to be used for faking his own death.

Attached Image: No Blood.png
4

User is offline   Tea Monster 

  • Polymancer
  • 1,830

#788

Here is the skybox blend file from Hollywood Holocaust Rethinked.

Created by myself from instructions in this wiki: https://en.wikibooks.../Build_a_skybox
Created in Blender 2.79 and using the Cycles renderer.

This is blend file with a camera rig that will automatically spit out the correct size and aspect ratio for a cube-based skybox.
Included on the third layer is the LA Skyline model used for the HHR thread. You can build your own scene and light it accordingly and use the camera rig to make your own cube skyboxes.
All images are packed into the blend file.

Posted Image
(top and bottom images not shown).
Posted Image

SOME INSTRUCTIONS

LAYER ONE: Camera Rig. Don't touch this.
The camera rig is set to kick out the six faces of the skybox. Those are as follows:

Frame Camera orientation
0001 West
0002 North
0003 East
0004 South
0005 Bottom
0006 Top

LAYER TWO: HHR Skybox City model.
Created from a variety of cubes with window textures on them. Not particularly high-res, but it gets the job done.

LAYER THREE: Sky dome, ground plane and cyclorama.
The sky dome contains the sky texture (SKYROUND2.PNG). The groundplane contains the ground texture (squarecitybase.png) and the cyclorama contains the LA skyline backdrop (skyline2.png) to give the illusion of the city stretching out behind the models.

Lighting is using Blender's Cycles renderer. Currently the amount of render samples is set to 200 for preview purposes. For a final render you'll want to knock that up to somewhere between 500 or 1000, depending on your scene.
Feel free to change the graphics and scenery models to create your own medieval, sci-fi or hellish environments. You can also use really low res graphics or mount building sprites to alpha planes to get a pixelated look for sprite-based mods.

Experiment, have fun and make cool looking stuff!

TM

Attached File(s)



This post has been edited by Tea Monster: 13 September 2017 - 03:17 AM

11

User is offline   Hank 

  • 1,437

#789

View PostTea Monster, on 13 September 2017 - 03:16 AM, said:


Experiment, have fun and make cool looking stuff!

TM

:wub: many thanks dude.

Until now, I did not even know you can do this in Blender. :)

The things I don't know could fill libraries.

This post has been edited by Hank: 13 September 2017 - 05:10 AM

0

User is offline   Mark. 

  • Honored Donor
  • 1,931

#790

I can see that as a base for making a daytime version of the skybox. For the ground you could substitute a Google Earth pic of the LA downtown area for realism.
0

User is offline   Tea Monster 

  • Polymancer
  • 1,830

#791

Posted Image

Again, textures need revamping, but it would work.
3

User is offline   Fantinaikos 

  • 168

#792

Usually the skybox it's one of the few things that someone can put at max detail on low-medium systems in most games without frame rate drops (modelled clouds permitting), at least when they are more or less static images.

Now, how much an ENTIRE 3D skybox can affect performance, especially when polymer (of which all the problems have not yet been resolved) is used?

Cool stuff anyway.
0

User is offline   Tea Monster 

  • Polymancer
  • 1,830

#793

I think you've misunderstood what is going on here.
0

User is offline   Mark. 

  • Honored Donor
  • 1,931

#794

Fantinaikos. TM provided this as a way to make your own skybox textures from this model. If loaded in Blender it will take the six pics needed for a proper skybox in eduke. You can customize the building textures with your own before taking the pics. You don't actually put this model in your map.

But you could if you want to.

This post has been edited by Mark.: 14 September 2017 - 01:30 PM

0

User is offline   Fantinaikos 

  • 168

#795

View PostMark., on 14 September 2017 - 01:29 PM, said:

Fantinaikos. TM provided this as a way to make your own skybox textures from this model. If loaded in Blender it will take the six pics needed for a proper skybox in eduke. You can customize the building textures with your own before taking the pics. You don't actually put this model in your map.


I suspected that just screenshotted textures will be derived from those actually, I was not sure.

Quote

But you could if you want to.


It is possible too? In Duke Out DC the burning Capitol in the distance it's an actual model if remember correctly (that was a texture however so maybe it's different), in theory you can do the same thing for all the buildings? Big structures, empty inside to avoid frame drops as you can, out of the map where player can never reach/touch it?

This post has been edited by Fantinaikos: 14 September 2017 - 01:59 PM

0

User is offline   Commando Nukem 

  • Judge Mental
  • 1,985

#796

The buildings in DC are sector based structures and bits of clever sprite work.

As to 3D skyboxes. Right now, as far as I know, they are not technically possible in Polymer because the con command needed for them to work properly is currently broken in Polymer.

Duke Nukem The Series onYoutube Facebook and Duke4net!
Come Get Some!
0

User is online   Micky C 

  • Honored Donor
  • 3,379

#797

It would be nice if eduke32 had dedicated 3D skybox support as opposed to relying on imperfect con implementations.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
1

User is offline   CruX 

  • 627

#798

Posted Image

so this here was going to be the freezethrower replacement in this little mod i've been cooking up, but I've opted not to use it. I still like it okay, but i decided its look clashes a bit too much with the rest of the mod's 64 style, so I moved on to something more suitable.

rebel without a cause or effect
7

User is offline   Shadow Jolteon 

  • 472

#799

Did a little simple edit. Here's a octabrain with creepy glowing red eyes. (Because it's October, Halloween is near! :P )

Attached Image: redeye octabrain.png
4

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