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

User is offline   Jblade 

#211

View Postjet_nick, on 19 May 2013 - 01:08 AM, said:

good idea anyway I would like to see it in a mod
my last work enforcer with shield from duke nukem forever Posted Image

These are all really awesome, keep up the great work! ;) Do you think you could post the riot-shield graphics without anything holding them? They would be useful for a player shield as well.

This post has been edited by James: 19 May 2013 - 02:29 AM

0

User is offline   jet_nick 

#212

done ;)

View Postjet_nick, on 19 May 2013 - 01:08 AM, said:

good idea anyway I would like to see it in a mod
my last work enforcer with shield from duke nukem forever Posted Image


This post has been edited by jet_nick: 19 May 2013 - 03:06 AM

2

User is offline   Jblade 

#213

Cool, that'll be even more useful. thanks!
0

#214

The audience as spoken:
The snake head return from a M.J. processing. ;)

Attached Image: Snake Head Green.png
1

User is offline   Hendricks266 

  • Weaponized Autism

  #215

The Enforcer with a Riot Shield suffers from Nuclear Winter syndrome: the new object's animation frames don't change, which looks odd in-game. (You can observe this with the Santa hats on all the sprites in NW.)
3

User is offline   Jimmy 

  • Let's go Brandon!

#216

I agree. It comes off sort of clumsy.
0

User is offline   jet_nick 

#217

will improve but it will be difficult
0

User is offline   jet_nick 

#218

my actually work Posted Image

This post has been edited by jet_nick: 22 May 2013 - 01:03 AM

1

User is offline   MrFlibble 

#219

View PostMicky C, on 11 April 2013 - 04:35 AM, said:

Dunno if it's allowed or even legal (I don't think anyone would care at this point) but I've been looking around Shovelware CDs and in 'Total Meltdown' there are at least some useful files (I think) that mappers/modders could use.

Animation stuff: http://www.mediafire...8auuuhnk83l3htv
Example: Posted Image Posted Image

Textures: http://www.mediafire...ayok9z9n1o6l776
Example: Posted Image Posted Image

View Postzykov eddy, on 11 April 2013 - 05:57 AM, said:

I've came across these textures before. Where they actually came from?

These sprites seem to be from Birthright: The Gorgon's Alliance, a TBS/RPG hybrid. Here are shots from the game with the mace guy:

Posted Image

Posted Image
4

User is offline   Minigunner 

#220

Posted Image
A rushed in-between pump frame for the shotgun. The mechanism inside the ejection port is based off of one of the shotgun photos. It will need some work.
How it animates:
Posted Image
8

User is online   Lunick 

#221

View PostMrFlibble, on 24 May 2013 - 03:30 PM, said:

These sprites seem to be from Birthright: The Gorgon's Alliance, a TBS/RPG hybrid. Here are shots from the game with the mace guy:



MrFlibble is amazing.
2

User is offline   MrFlibble 

#222

View PostMicky C, on 24 May 2013 - 08:12 PM, said:

MrFlibble is amazing.

Why thank you! ;) I just recognized the Orc sprite as it is shown in one of the preview screenshots in the Birthright demo (TBH I haven't played the full game).
0

User is offline   Minigunner 

#223

View PostJimmy, on 11 February 2012 - 05:49 PM, said:

Posted Image

RPG pickup with proper handle.
Credit: James Manning (Captain Awesome), Wally Waffles [first small ripper ammo tile], & 3D Realms

I decided to do my interpretation of how the final handle was placed.
Posted Image
3

User is offline   jet_nick 

#224

Posted Image ispirated from this concept
http://www.dukenukem...izTrooper01.jpg
7

#225

This is simply awesome !
0

User is offline   jet_nick 

#226

Posted Image
10

User is offline   Gambini 

#227

mmm that one isn´t quite as good as the others. But it´s mostly a color thing I guess.
0

User is offline   DavoX 

  • Honored Donor

#228

I like it! he looks badass
0

User is offline   Marcos 

#229

I'm a little dumb for this kind of thing but how you guys make these incredible sprites, enemies and etc?
0

User is offline   Gambini 

#230

That depends of the sprite. Most times those enemies are done by merging other enemies and changing details and colors. It´s a tedious work but once you get the hand of it it becomes a little less tedious.

I, for example, make a big image and paste all the tiles there, in rows. Then I use new layers for the changes. There are many quirks and tricks. If you want, say, a duke with black pants, you´ll have to paste all tiles you´re going to use in this sheet, then make a big selection that covers all pants bits of all tiles. Then you apply color/shading morphs. If you want a duke with a pig face, you´ll have to manually crop all possible head postions in the pigcop tiles and create a 2nd sheet from which you´ll copy paste the templates trying to find the most suitable for each new frame. Blending and other things are done manually with soft brushes. Then you can match colors from original tiles so it´s not a waste when you finally convert those tiles to 8bits. I think the most challenging part is making a convincing sprite with such small amount of pixels, a human face is generally as big as 10x15 so there´s no room for things like mouth or eyes, they´d look stupid if you used blue eyes or a red mouth, so it´s all about contrast. Finally, the most annoying part is doing hard borders in order to avoid artifacts when your tiles are finally exported.
2

User is offline   Marcos 

#231

View PostGambini, on 31 May 2013 - 03:07 PM, said:

That depends of the sprite. Most times those enemies are done by merging other enemies and changing details and colors. It´s a tedious work but once you get the hand of it it becomes a little less tedious.

I, for example, make a big image and paste all the tiles there, in rows. Then I use new layers for the changes. There are many quirks and tricks. If you want, say, a duke with black pants, you´ll have to paste all tiles you´re going to use in this sheet, then make a big selection that covers all pants bits of all tiles. Then you apply color/shading morphs. If you want a duke with a pig face, you´ll have to manually crop all possible head postions in the pigcop tiles and create a 2nd sheet from which you´ll copy paste the templates trying to find the most suitable for each new frame. Blending and other things are done manually with soft brushes. Then you can match colors from original tiles so it´s not a waste when you finally convert those tiles to 8bits. I think the most challenging part is making a convincing sprite with such small amount of pixels, a human face is generally as big as 10x15 so there´s no room for things like mouth or eyes, they´d look stupid if you used blue eyes or a red mouth, so it´s all about contrast. Finally, the most annoying part is doing hard borders in order to avoid artifacts when your tiles are finally exported.


Wow, thanks really helped!!
0

User is offline   Cage 

#232

Nice idea and you've assembled it together well, but the upper body/torso is too big for the legs, especially in the dying frames.
0

User is offline   Gambini 

#233

View Postjet_nick, on 17 May 2013 - 01:35 AM, said:

i put my finished work in format psp, i linked my files in mediafire
http://www.mediafire...51ygdsvixhdnxsz


Wanted to give a look to your work. But it´s a psp file. Never heard of it. How i can open it?

This post has been edited by Gambini: 02 June 2013 - 04:51 PM

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User is offline   Tea Monster 

  • Polymancer

#234

Paint Shop Pro
1

User is offline   Gambini 

#235

Thanks!

Well that´s too bad because I don´t have paintshoppro. Maybe it could be saved as png or psd format?
0

User is offline   Mark 

#236

here you go

Attached thumbnail(s)

  • Attached Image: stuff 11.png

2

User is offline   Gambini 

#237

Thanks to you too!

I was expecting to see the full version of the army-ant. :lol:
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User is offline   DavoX 

  • Honored Donor

#238

That queen looks sexy.
0

User is offline   jet_nick 

#239

the ant- army is yes incomplete, the head don't like me , i have to changes it
0

User is offline   jet_nick 

#240

Pig Cop Motor Bike Posted Image
6

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