[RESOURCES] Community Stockpile "Free to use resources for mappers and modders."
#31 Posted 15 February 2012 - 04:06 PM
for simple import with Duke Palette use the zip file
my in progress tile collection - sample of my better work
http://www.mediafire...ukdziush1s6vguk
from Paris
... from Quake,
@ LeoD - sorry, no Iron Glad. This is for today's, Hamburg, Frankfurt, München etc.
This post has been edited by Hank: 23 February 2012 - 03:46 PM
#32 Posted 15 February 2012 - 04:30 PM
Hank, on 15 February 2012 - 04:06 PM, said:
User ART for an Iron Sky themed map? Might inspire the current CBP.
#33 Posted 15 February 2012 - 05:03 PM
High Treason, on 15 February 2012 - 04:41 AM, said:
That would be most of a renderer idiosyncrasy, so you shouldn't be doing that...
#34 Posted 15 February 2012 - 07:25 PM
#35 Posted 15 February 2012 - 07:45 PM
This post has been edited by Wolfe: 15 February 2012 - 07:59 PM
#36 Posted 15 February 2012 - 07:56 PM
#37 Posted 15 February 2012 - 09:01 PM
for reference:
Examination reveals that it is not purely a mirror right down the center. The side portions look mirrored but the thin strips at the top and bottom are not. More likely, it was pieced together like the scuba gear in v0.99.
unmodified:
The white thing in the middle is actually off-center in the original, so here is a fix:
I'll have to leave the glare to Wolfe though.
High Treason, on 15 February 2012 - 04:41 AM, said:
spsuit00.PNG
I don't like the sound of that 1px extra thing, and like many rips it's missing the small white thing on the bottom center.
High Treason, on 15 February 2012 - 04:41 AM, said:
spsuit05.PNG
Good per se, but it does not match at all.
Fox, on 15 February 2012 - 11:40 AM, said:
No, he posted something different. I still have the glare you made though, back on AMC.
This post has been edited by Hendricks266: 15 February 2012 - 09:04 PM
#38 Posted 15 February 2012 - 09:07 PM
Wolfe, on 15 February 2012 - 07:45 PM, said:
The title has changed!
What about sound bites? Some are from studios and need to be in a .grp file or equivalent, but I have others and revised those, like the pitch and echo etc. that could be uploaded here.
This post has been edited by Hank: 15 February 2012 - 09:08 PM
#40 Posted 15 February 2012 - 09:33 PM
Hank, on 15 February 2012 - 09:07 PM, said:
What about sound bites? Some are from studios and need to be in a .grp file or equivalent, but I have others and revised those, like the pitch and echo etc. that could be uploaded here.
Soundbites don't need to be supplied in a .GRP file. Feel free to post whatever ya want.
Green, on 15 February 2012 - 09:15 PM, said:
Thanks!
#41 Posted 19 February 2012 - 08:33 AM
EDF Flag.zip (153.79K)
Number of downloads: 1516
Here is a model I would like to share with the community. This is fully animated, made using Blender 2.6 with the ability to bake physic simulations to mesh and export to md3. I used the security screen tile from the polymer HRP as the base for the flag skin. I've included the md3 file with the skins and a readme about the surface #s, frame names, and def stuff.
Credits:
Drek
polymer_hrp.zip\highres\textures\0499.jpg
3D Realms
#42 Posted 20 February 2012 - 06:49 AM
Well, I did just that and created an elevator platform (ST17) sector outside the player's boundaries, joined it up with two sectors of differing floor altitude (so the sector would fall and rise), added a MUSICANDSFX sprite to function as the ambient sound, a GPSPEED to control the speed of the elevator and thus the frequency of the ambient sound, and... initially an ACTIVATOR, which I later removed since - regardless of whether the activator is on the elevator - the platform will start moving automatically at the beginning of the level.
My initial struggle was trying to figure out how to stop the elevator from moving until I wanted it to. After a bit of tinkering, I figured out a way. The platform will not move if the two sectors it is joined up both have floors at the same level. So, I lowered one of the sectors to the floor, and placed an SE31 (raise floor) in that same sector, plus the ACTIVATOR and a GPSPEED, so that when triggered the floor would move higher. Then the elevator would start moving, ergo the ambient sound would be triggered when I wanted it to be.
I was very proud to have figured out how to do this. I'm sure other people probably know about it already, but for those who don't, that's basically how it works. Later today, I'll post a tutorial map that shows it in action.
Edit: You can do a lot of freaky things with SE10 sprites and elevators. Note what happens when you tag an elevator with an ACTIVATOR and an SE10, and then tag a SE36 shooter ACTIVATOR with the same LoTag as the ACTIVATOR on the elevator. If the SE10's HiTag is low enough, the shooter will rapid fire. I tried this with RPG shells and it turned the shooter into a deadly Devastator-style turret.
Edit 2: Here it is!
Attached File(s)
-
on_demand_Ambient.zip (737bytes)
Number of downloads: 1517
This post has been edited by The Mighty Bison: 20 February 2012 - 06:04 PM
#43 Posted 20 February 2012 - 09:04 AM
#44 Posted 20 February 2012 - 09:14 AM
#45 Posted 20 February 2012 - 10:52 AM
The Mighty Bison, on 20 February 2012 - 09:14 AM, said:
I say, make a new topic, and ask for your post to be moved (and mine here deleted) - As Deeper Thought said, peeps like me know a shit load of tricks, why not have just a topic for this?
#46 Posted 20 February 2012 - 01:51 PM
#47 Posted 21 February 2012 - 01:40 PM
TX, on 14 February 2012 - 12:09 PM, said:
Mikko_Sandt, on 14 February 2012 - 01:55 PM, said:
Actually, there is already a poor man's packaging system, namely zip files. They're pretty much on par with a directory root added to EDuke32's search path, since all kinds of stuff like ART and CON can be loaded from it.
I'm suspecting that their low adoption is because they're a bit clunky to use on Windows; on Linux at least, you can run e.g. "eduke32 ./NBCBP.zip" (in this example it's the zip in the distributed zip) from anywhere on the file system, and have the included CONs and maps loaded for further enjoyment.
I tried to replicate that on Windows, but it's by no means intuitive: when you assign EDuke32 to "open" the zip, it'll start with C:\windows\system32 as the CWD, which is a bit daft. I next tried creating a shortcut and setting its options to start in the directory containing the exe, but that made it start in the directory with the ZIP instead. This is at least some progress, but then you'll either need to copy or link (on FSs supporting that) DUKE3D.GRP into that dir. So, maybe someone with greater Windows experience/routine can find a better way?
I'm telling this because I consider zip to be pretty much the perfect packaging in its own right. Of course, everything can be extended further to allow e.g. exchanging art in between different maps, but for the time being, placing one custom map together with everything else in a flat zip hierarchy is the way to go IMO. Currently, one shouldn't even think about exchanging hightiles or models while Duke is running...
The other reason I'm bringing this up is on topic. I think there should be an "official" extended art package with everything from this thread that fits into the Duke world. For example, one could start at TILES32.ART and tile 16000, and devise some allocation scheme to allow for further expansion (e.g. tiles 16000-17000: city tiles, next space, etc. Of course, various categorizations are possible). Thus, mappers would only need to pull the ART files they consider necessary for a given project without the hassle of creating their own themselves; moreover numbering conflicts could be avoided.
So, is there interest in creating a project like this? I'd be somewhat willing to help maintaining it (if you need more TILESXXXX.art <-- numbers, just ask ), and this would be the closest thing to Mikko's vision of MAP/ART bundles.
edit: I forgot that I bumped the max tilesXXXX.art to XXXX=0255 a while ago, so we could start with 0100.
#48 Posted 21 February 2012 - 05:44 PM
Also, I love the idea of an official unofficial art set.
This post has been edited by Wolfe: 21 February 2012 - 05:44 PM
#49 Posted 23 February 2012 - 06:53 AM
#50 Posted 23 February 2012 - 03:54 PM
zykov eddy, on 23 February 2012 - 06:53 AM, said:
I fixed it. http://www.mediafire...ukdziush1s6vguk
Not sure what happened, but since I am posting ... other stuff on mediafire that may be of use.
Captain Awesome and Hendricks266 .art work (they claim that it is not the best, but it is good work and I've got permission to host this)
http://www.mediafire...trbz1v3c8w5jr1a
samples:
class A tiles from Alun (originally intended for Thieves, but I've got permission to use for Duke 3D)
http://www.mediafire...s818k1wujzh9b43
samples:
This post has been edited by Hank: 25 February 2012 - 10:12 PM
#51 Posted 24 February 2012 - 06:53 PM
#52 Posted 24 February 2012 - 07:38 PM
Helixhorned, on 21 February 2012 - 01:40 PM, said:
I use a neat little program that will open a command window through the right click drop down menu. It will load zips anywhere on my HD inside the folder I run Eduke32 from. It may not be for everyone, but I use this a lot and have come to depend on it. I miss DOS
Windows Freeware : Send to toys
From the site.
"- Send To "Command Prompt" opens a DOS console window, setting the current directory to the selected folder. If the selection was a file, the folder containing the file will be the active directory and the name of the file will be typed for you at the prompt. Hold down the CTRL key to change the active directory to a different folder. Hold down the SHIFT key to force the use of the COMMAND.COM regardless of the Windows version."
This post has been edited by Drek: 24 February 2012 - 07:38 PM
#53 Posted 24 February 2012 - 08:08 PM
Helixhorned, on 21 February 2012 - 01:40 PM, said:
I might as well sort of announce now that I have a specification mostly finalized for what I hope to be a solution to the mod-loading troubles and conflicts we are experiencing. I still need to code it though.
#54 Posted 25 February 2012 - 12:30 PM
#55 Posted 25 February 2012 - 06:53 PM
Good program for cutting up sprite sheets and editing them.
http://www.mediafire...1eq3e4iz6dd58c0
Although, I need to try Spricer and see how that compares.
This post has been edited by Cody: 25 February 2012 - 06:56 PM
#56 Posted 26 February 2012 - 01:06 AM
Torch.zip (3.22MB)
Number of downloads: 1387
This post has been edited by Tea Monster: 26 February 2012 - 01:06 AM
#57 Posted 26 February 2012 - 03:27 AM
fat liztroop (for expander-type weapons);
0-9 HUD numbers, originally from a mod by Sebastian but modified and remade for a dead mod of mine. uses an altered duke pal;
pigs in a car;
some stuff i ripped from unused build-engine hellraiser art;
hard gay stuff;
dukebabe in stockings, with a gasmask and hairy armpits man I don't know, here you go;
#58 Posted 26 February 2012 - 03:28 AM
the amctc weapon before I edited it (by the way - I'm pretty sure James is cool with people using amctc stuff as long as credit is given);
dukevr art;
and finally the stuff from zombie crisis. it has some awesome textures and smoke effects - this is just a preview, the full package is here: http://dukerepositor...s/Zombie_Crisis and basically you can use all of it;
ps. maybe if we bug james he'll make the beta version of Survival public since it has some good stuff as well
#60 Posted 26 February 2012 - 04:08 AM
I found the original images of those build-based hellraiser sprites I posted. they're NOT MINE but I can't find them online anymore, so I figured it'd be best to just post them. credit goes to the original authors. they're in jpgs - but that's how I found them unfortunately enough.