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

User is offline   Jolteon 

#781

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. :thumbsup:

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

#782

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.

https://i.imgur.com/kMLfLXd.jpg
(top and bottom images not shown).
https://i.imgur.com/11KWgRu.jpg

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

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User is offline   Hank 

#783

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


Experiment, have fun and make cool looking stuff!

TM

:) many thanks dude.

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

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

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User is offline   Mark 

#784

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.
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User is offline   Tea Monster 

  • Polymancer

#785

Posted Image

Again, textures need revamping, but it would work.
4

#786

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

#787

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

User is offline   Mark 

#788

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

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#789

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

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User is offline   OpenMaw 

  • Judge Mental

#790

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.
0

User is offline   Micky C 

  • Honored Donor

#791

It would be nice if eduke32 had dedicated 3D skybox support as opposed to relying on imperfect con implementations.
1

User is offline   CruX 

#792

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

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.
9

User is offline   Jolteon 

#793

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

Attached Image: redeye octabrain.png
5

User is offline   Jolteon 

#794

Sorry for double posting, but I've done another simple edit, this time A Cycloid Emperor with a black eye, like in DNF.

Attached Image: DNF cycloid.png

Happy Halloween! :rolleyes:
3

User is offline   Striker 

  • Auramancer

#795

I've got a request if anyone's up for the challenge: Duke-handed version of the Blood shotgun.

This post has been edited by Striker: 27 November 2017 - 10:25 PM

1

#796

View PostCruX, on 24 September 2017 - 12:07 PM, said:

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

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.


If I may, What was the weapon supposed to do in your mod ?

Was it supposed to behave like the regular Freezethrower (and therefore be a ""simple"" reskin) or was it supposed to have more specia/specific abilities ?
0

User is offline   CruX 

#797

a plasma rifle, essentially



This post has been edited by Lunick: 05 December 2017 - 12:35 AM

6

User is online   Phredreeke 

#798

I don't know if this has been mentioned but if you upload larger (I don't know the specific threshold) lossless PNGs to imgur make sure there's at least one transparent pixel to avoid it converting to low quality JPG.
0

User is offline   Lunick 

  • Snazzy Ex Tazzy

#799

View PostWarhawk, on 19 October 2016 - 12:49 PM, said:

I made 2 frames for Snake Head.

http://imgur.com/f2w0Zpl.png

Damn you Gearbox. I really, REALLY want those Snake Head sprites.

The art for the Snakehead was shared as a gif on the Duke4 Discord a few days ago:
https://78.media.tumblr.com/3c2aea170647d065a4a51ef4a6e591e8/tumblr_p078w0vbwB1u8zqvfo3_400.gif

And then Hendricks shared the .art for the Snakehead

Attached File(s)


9

#800

Thats great :D , I hope there is the time to including it in AMC TC enemy cast. (believe or not, I realized only a few months ago that my pigcop with the shield was included in the second episode)

BTW I have another WIP of a beta DN3D enemy. You should see it relatively soon.

This post has been edited by Fantinaikos: 06 December 2017 - 04:10 AM

0

User is offline   jet_nick 

#801

View PostFantinaikos, on 06 December 2017 - 04:07 AM, said:

Thats great :D , I hope there is the time to including it in AMC TC enemy cast. (believe or not, I realized only a few months ago that my pigcop with the shield was included in the second episode)

BTW I have another WIP of a beta DN3D enemy. You should see it relatively soon.


uhm which enemy?
0

#802

let's say that there is sufficient leaked material to make a good reconstruction of it, is weird that no one have tried before (at least as far as I know).

This post has been edited by Fantinaikos: 06 December 2017 - 07:18 AM

3

User is offline   jet_nick 

#803

View PostFantinaikos, on 06 December 2017 - 07:17 AM, said:

let's say that there is sufficient leaked material to make a good reconstruction of it, is weird that no one have tried before (at least as far as I know).


i see, is a surprise Xp
0

#804

View PostFantinaikos, on 06 December 2017 - 04:07 AM, said:

Thats great :D , I hope there is the time to including it in AMC TC enemy cast. (believe or not, I realized only a few months ago that my pigcop with the shield was included in the second episode)

BTW I have another WIP of a beta DN3D enemy. You should see it relatively soon.


I believe there is an Enforcer variant with a Shield in a similar fashion, I would like to see this included in AMC as well >_>
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#805

Beta Enforcer and Beta Enforcer with early concept art skulls necklace.
Attached Image: Beta Enforcer + Concept Art Skulls.png

You can notice that the chaingun still the one from the final version, so it it's actually an hybrid. All the findable frames (at least the good ones) are not enough for that.

I could try to replicate even the Beta Enforcer on the VPR vehicle in future.

View PostTheDragonLiner, on 06 December 2017 - 11:21 AM, said:

I believe there is an Enforcer variant with a Shield in a similar fashion, I would like to see this included in AMC as well >_>


You talking about this: http://i.imgur.com/m8cX1uL.png
10

User is offline   jet_nick 

#806

amazing :D
0

User is offline   Jblade 

#807

Nice stuff! I bet I can find a good use for the Enforcer skin :D
1

#808

Some DN3D enemies which not have their own Christmas version in Nuclear Winter.

Octobrain Earmuffs
Attached Image: Octabrain Earmuffs.png

Protozoid Slimer Christmas Pudding
Attached Image: Protozoid Slimer Christmas Pudding.png


Battlelord with Christmas hat and scarf
(based on completion and improvement of a conceptual edit of the Deviantarter chainspellxx7 https://chainspellxx...Style-579877885)
Attached Image: Battlelord Christmas hat&Scarf.png
7

User is online   Sanek 

#809

View PostFantinaikos, on 24 December 2017 - 07:15 PM, said:

Some DN3D enemies which not have their own Christmas version in Nuclear Winter.


Now use your time machine and head straight to Joe Wilcox. :D
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#810

View PostFantinaikos, on 09 December 2017 - 03:12 PM, said:

Beta Enforcer and Beta Enforcer with early concept art skulls necklace.
Attachment Beta Enforcer + Concept Art Skulls.png

You can notice that the chaingun still the one from the final version, so it it's actually an hybrid. All the findable frames (at least the good ones) are not enough for that.

I could try to replicate even the Beta Enforcer on the VPR vehicle in future.



You talking about this: http://i.imgur.com/m8cX1uL.png


Yes I was talking about this one :D

I also like the Beta Duke's variant with the touches of red on the armor, it's kinda reminiscent of the fact it was supposed to wield a flamethrower ^^
0

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