[RESOURCES] Community Stockpile "Free to use resources for mappers and modders."
#721 Posted 16 February 2017 - 01:36 AM
This post has been edited by Tea Monster: 16 February 2017 - 01:39 AM
#722 Posted 16 February 2017 - 11:36 AM
#723 Posted 16 February 2017 - 01:32 PM
#724 Posted 17 March 2017 - 12:42 PM
#725 Posted 22 March 2017 - 12:50 PM
gonna go ahead and just attach this one as an ART tile, since I know cutting/pasting that stuff is a pain in the ass.
Attached File(s)
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TILES006.zip (174.03K)
Number of downloads: 415
#727 Posted 30 March 2017 - 11:23 AM
#728 Posted 01 April 2017 - 05:42 PM
#729 Posted 02 April 2017 - 04:32 PM
Flippers: Gives Duke the ability to swim faster. Not as fast as how Roids makes Duke, and only effective underwater. Could be like a Berserk power-up from Doom where it lasts the whole level or it could be timed like the rest of the items.
Goggles: Removes the water palette to make seeing underwater easier. Could gradually fog up and become useless as the timer lowers to 0. Only effective underwater. Using the Beta's SCUBA visor would probably work best.
Oxygen Tank: While this could be used as a sprite replacement for the Scuba Gear, it could also be used for environmental levels where there are hazards where Duke would need an oxygen tank to breath.
Palette Adjusted Boots: I didn't test this, but this should make it to where you can change the color like you can with other sprites, to make it have different effects for your mod. Some ideas are boots that let you jump high, etc.
Boots: This is Duke's normal boot.
This post has been edited by Tristan: 02 April 2017 - 04:35 PM
#730 Posted 03 April 2017 - 10:20 PM
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Credits for all these tiles are to Eurocom and myself.
This post has been edited by Jimmy: 03 April 2017 - 10:25 PM
#731 Posted 03 April 2017 - 10:21 PM
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Tiles with an asterisk are credited to 3D Realms, Eurocom, and myself. The rest are just to Eurocom and myself. The two sandy brown city textures also work fine with the other sandy brown city textures I posted way back in the beginning of this thread.
This post has been edited by Jimmy: 03 April 2017 - 10:29 PM
#733 Posted 29 April 2017 - 06:30 AM
When I was digging in old usb key, I have found 2 files I had made for duke a long time ago, the size is bigger than the originals tiles because I wanted to replace them with more 'high resolution' ones without using def files. The gun looks like a bit cell shading style but the chaingun is more in duke spirit I believe. If someone want them.
Bye,
DotK3D
This post has been edited by DotK3D: 29 April 2017 - 06:43 AM
#735 Posted 15 May 2017 - 04:58 PM
His gun.
So yeah, this is yet another render of something from DNF to at least give it some reasonable use.
With that, Here are the sprites. Included are GIMP XCF files containing truecolor frames, as well as truecolor w/ alpha, in case you wanna do something like, say, put it in Doom or frankensprite with it.
Credits go to 3DRealms and Gearbox, as well as TerminX/Hendricks266 for making it possible for a particular beta asset to be used (the hand from the pre-fire raise frame of the flamethrower is used for the mortar-fire frames).
This post has been edited by Minigunner: 15 May 2017 - 05:05 PM
#736 Posted 15 May 2017 - 06:03 PM
Minigunner, on 15 May 2017 - 04:58 PM, said:
His gun.
It's time to let the Battlelords have a taste of their own medicine!
Seriously, that weapon looks really cool. I do also like the idea of getting it from a Battlelord, which sounds like a nice reward to me.
#737 Posted 15 May 2017 - 09:59 PM
Jolteon, on 01 May 2017 - 07:49 AM, said:
The very last sprite (seen from above as in TabMap) looks like it still has his regular minigun O_o
#738 Posted 16 May 2017 - 01:30 AM
Duke Plus has a Battlelord Cannon already, but that's a 3D model.
I've always felt there aren't many modded 2D assets for Duke compared to Doom for example. This is probably because the HRP has been one of the cores of the Duke community for a while, whereas the Doom community is very fragmented and HRPs never caught on there. So new guns, etc. in EDuke32 are mostly made in 3D.
#739 Posted 16 May 2017 - 03:48 AM
#740 Posted 17 May 2017 - 02:07 PM
#741 Posted 17 May 2017 - 02:16 PM
This post has been edited by MusicallyInspired: 17 May 2017 - 02:16 PM
#742 Posted 18 May 2017 - 02:01 PM
Credits:
3d Realms
Tristan (for most of the pickup sprite)
The original image for reference:
This post has been edited by neznam: 18 May 2017 - 09:22 PM
#743 Posted 18 May 2017 - 10:01 PM
Mark., on 16 May 2017 - 03:48 AM, said:
My post was actually quite shitty, because after posting the message I went back a few pages, saw some kickass sprites and gave rep points to the posts, but then I had already posted it and felt like I shouldn't edit it.
But yeah, I ate my words.
#744 Posted 19 May 2017 - 02:58 AM
This post has been edited by Mark.: 19 May 2017 - 07:13 AM
#745 Posted 19 May 2017 - 02:24 PM
#746 Posted 19 May 2017 - 03:19 PM
#747 Posted 19 May 2017 - 03:49 PM
He's not quite done, but he has all his textures in place. He's rigged, but he doesn't have any animations.
All textures are packed in the blend file.
Attached File(s)
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patricknukem.7z (1.42MB)
Number of downloads: 320
#749 Posted 19 May 2017 - 04:35 PM
Model is rigged and animated.
The original skin by Jan is included. It was remade by someone else later on.
Model by me and skin by Jan Petruzela.
Attached File(s)
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Queen_teamonster.7z (3.66MB)
Number of downloads: 283
#750 Posted 19 May 2017 - 06:38 PM
neznam, on 18 May 2017 - 02:01 PM, said:
I'd recommend first cropping the images as much as you can to the game screen, then resizing the shot to 320x200. Then, do some brightness levels adjustment to account for it being a magazine scan.
This post has been edited by Minigunner: 19 May 2017 - 06:39 PM