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

#241

View Postjet_nick, on 05 June 2013 - 11:49 AM, said:

Pig Cop Motor Bike Posted Image


Cool, Sinclair C5 2.0 :lol:
1

User is offline   jet_nick 

#242

:lol:
0

User is offline   DavoX 

  • Honored Donor

#243

That's great man, could think of a few uses for this :lol:
0

User is offline   Hendricks266 

  • Weaponized Autism

  #244

Jimmy, you should post your Recon Tank.
1

#245

Partially based on a jet-nick work:
Attached Image: Shielded Pigcop.png

shield included. :lol:

Of course to be consistent you must code an enemy resulting invulnerable (or almost) to the front and 3/4 sides.
2

User is offline   Minigunner 

#246

Posted Image
"But wait, that's not a sprite! In what way does that belo-"
Posted Image
"-oh."
This is an MP7 sprite that was an experiment with model-ripping. The ejection port is on the right side, so casings should eject that way. I've already rendered reload frames, but I don't feel like spritifying them yet.
7

User is offline   jet_nick 

#247

View PostFantinaikos, on 08 June 2013 - 06:43 PM, said:

Partially based on a jet-nick work:
Attachment Shielded Pigcop.png

shield included. :lol:

Of course to be consistent you must code an enemy resulting invulnerable (or almost) to the front and 3/4 sides.


it is awesome
0

User is offline   jet_nick 

#248

a little preview Posted Image
2

#249

View Postjet_nick, on 09 June 2013 - 05:20 AM, said:

a little preview Posted Image


Dunno why, but the head of this guy looks a LITTLE familiar :lol:
0

User is offline   jet_nick 

#250

he is a father of snake head ahahah
0

User is offline   Minigunner 

#251

View PostMinigunner, on 08 June 2013 - 08:04 PM, said:

Posted Image
I've already rendered reload frames, but I don't feel like spritifying them yet.

Speaking of reloading frames...
Posted Image Posted Image
Yeah, these didn't have quite the effort put into them as the idle sprite.
As for the renders...
Spoiler

7

User is offline   Daedolon 

  • Ancient Blood God

#252

View Postjet_nick, on 09 June 2013 - 05:20 AM, said:

a little preview


Dunno why you keep posting WIP and preview material here, though. This thread is meant for already usable material. Not to be an asshole or anything...
3

User is offline   Jimmy 

  • Let's go Brandon!

#253

Beta-style med-kit
Posted Image

Credits: James Manning, 3D Realms

Random health pickup
Posted Image

Credits: James Manning, Rogue Entertainment

More Duke64 styled body armour
Posted Image

Credits: James Manning, 3D Realms, Eurocom

Real sushi, you chicken-shit!
Posted Image

Credits: Eriance, 3D Realms, James Manning

This post has been edited by Jimmy: 19 June 2013 - 10:41 PM

4

User is offline   MrFlibble 

#254

View PostJimmy, on 19 June 2013 - 09:03 PM, said:

Beta-style med-kit
Posted Image

Awesome! I wonder what's the chronology of use of this version and the other beta medkit, the one that is lying on the side and can be seen in some of the shots? Or were those both the counterparts to the +10 and +30 medkits?

View PostCage, on 19 June 2013 - 12:07 AM, said:

As far as the different health pickups: The big health kit (I think it's not portable medikit due to the _ZOO screenshot featuring both of those) looks kinda similar to SW's portable medkit, as for the small medkit, it can be seen in some beta shots and I've managed to rip it out for the Beta TC (I guess it's the last sprite from it I've forgot to post :lol: )

Posted Image

0

User is offline   Jimmy 

  • Let's go Brandon!

#255

The one laying down was the +10, and the one I've recreated was the +30. You can see in one of the shots in _ZOO.MAP that it was not the portable medkit sprite.
1

User is offline   Jimmy 

  • Let's go Brandon!

#256

Some minor stuff nicked from beta screenshots.


Skull icon used in the health box and kills box on various versions of the HUD.
Posted Image

Infinity symbol used in early versions of the HUD. And a smaller version made by me.
Posted Image - Posted Image

Alternate HUD numbers font from early versions of the game, and I made a blue version.
Posted Image - Posted Image

Blue dot used to indicate multiplayer colour in the HUD.
Posted Image

Unpolished extra shotgun frame. I've tried recolouring it so that it's at the proper shade value, but I can't get it to look right. Maybe somebody smarter than me can pull it off.
Posted Image

Credits to 3D Realms

This post has been edited by Jimmy: 22 June 2013 - 01:44 PM

3

User is offline   Gambini 

#257

Here

Attached thumbnail(s)

  • Attached Image: shotfix.gif


This post has been edited by Gambini: 22 June 2013 - 02:35 PM

0

User is offline   Minigunner 

#258

View PostMinigunner, on 24 May 2013 - 05:18 PM, said:

Spoiler


Quoting for relevance. Also needs improvement.

This post has been edited by Minigunner: 22 June 2013 - 04:55 PM

0

User is offline   Gambini 

#259

What exactly do you think should be improved?
0

User is offline   Minigunner 

#260

The clamp on the front. It isn't really perspective-correct, hence the wobbling in the animation.
0

User is offline   Minigunner 

#261

Posted Image
Can anyone guess what sprite this graphic extends?
Hint: take a look at the tile number used in the filename.

This post has been edited by Minigunner: 14 May 2017 - 11:31 PM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#262

I didn't realized there was a sprite for the penis.
4

User is offline   leilei 

#263

Pistol reload widescreen extension
1

User is offline   Minigunner 

#264

Welp, we have a winner:
Posted Image
I prefer to keep the extension a separate image so it can be added on to the frame, rather than editing the sprite itself (which would be a no-no if a project using it was posted on, say, the 3DR forums).

This post has been edited by Minigunner: 14 May 2017 - 11:30 PM

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#265

Yeah, but then you have the problem with linear filters.
1

User is offline   Helixhorned 

  • EDuke32 Developer

#266

View PostMinigunner, on 04 July 2013 - 11:34 PM, said:

Welp, we have a winner:
Posted Image
I prefer to keep the extension a separate image so it can be added on to the frame, rather than editing the sprite itself (which would be a no-no if a project using it was posted on, say, the 3DR forums).

That's pretty cool! I prefer patching the HUD tile too, though if all it's used for are Duke-related mods using EDuke32, I think modders are in safe territory.

View PostFox, on 05 July 2013 - 03:29 AM, said:

Yeah, but then you have the problem with linear filters.

True, and besides, it's not obvious that the extended tile will show correctly, maybe not in this case, but if something on the left hand side were enlarged. For the tile patching, I have added a suggestion to the wiki "future" page, though at this point it's not much more than an idea.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#267

There should be a way to tell the engine to render some screen tiles as a single one.
1

User is offline   Helixhorned 

  • EDuke32 Developer

#268

View PostHelixhorned, on 05 July 2013 - 03:45 AM, said:

For the tile patching, I have added a suggestion to the wiki "future" page, though at this point it's not much more than an idea.

On second thought, that part of Duke's arm would likely be legally considered "derived work" anyway (because it's pretty much useless without the pistol HUD). The tile composition suggestion is probably silly. EDuke32 is not an image editor.
0

User is offline   Jimmy 

  • Let's go Brandon!

#269

View PostMinigunner, on 04 July 2013 - 11:34 PM, said:

Welp, we have a winner:
Posted Image
I prefer to keep the extension a separate image so it can be added on to the frame, rather than editing the sprite itself (which would be a no-no if a project using it was posted on, say, the 3DR forums).

Nice tile, but seriously no one cares. You have no "legal issues" to worry about.
1

User is offline   DNSKILL5 

  • Honored Donor

#270

Screen from the Game.con version. I'm also ripping the weapons. I hope somebody wants to colorize this :)
Spoiler

2

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