[RESOURCES] Community Stockpile "Free to use resources for mappers and modders."
#781 Posted 03 August 2017 - 05:06 AM
The closest I was able to find with WhatTheFont was this, but it's not quite the same.
https://www.myfonts..../kraft/regular/
This post has been edited by Commando Nukem: 03 August 2017 - 05:19 AM
#782 Posted 03 August 2017 - 06:14 AM
#783 Posted 03 August 2017 - 07:56 AM
#784 Posted 03 August 2017 - 08:28 AM
Both Inkscape and AI both have a trace feature.
This post has been edited by Tea Monster: 03 August 2017 - 08:34 AM
#785 Posted 03 August 2017 - 09:00 PM
Jolteon, on 13 July 2017 - 05:46 PM, said:
octaqueen sheet.png
Good work there, i accidentally downvoted you when wanted to upvove you (i blame my wireless mouse´s lag).
#786 Posted 07 August 2017 - 10:17 AM
Gambini, on 03 August 2017 - 09:00 PM, said:
Sorry for the late Reply, but no worries. It's cool.
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.
#787 Posted 13 September 2017 - 03:16 AM
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.
(top and bottom images not shown).
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)
-
SkyboxTemplate_Duke_TM.7z (7.4MB)
Number of downloads: 258
This post has been edited by Tea Monster: 13 September 2017 - 03:17 AM
#788 Posted 13 September 2017 - 05:10 AM
Tea 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
#789 Posted 13 September 2017 - 05:23 AM
#791 Posted 14 September 2017 - 12:50 AM
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.
#793 Posted 14 September 2017 - 01:29 PM
But you could if you want to.
This post has been edited by Mark.: 14 September 2017 - 01:30 PM
#794 Posted 14 September 2017 - 01:57 PM
Mark., on 14 September 2017 - 01:29 PM, said:
I suspected that just screenshotted textures will be derived from those actually, I was not sure.
Quote
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
#795 Posted 16 September 2017 - 09:59 PM
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.
#796 Posted 17 September 2017 - 01:49 AM
#797 Posted 24 September 2017 - 12:07 PM
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.
#798 Posted 07 October 2017 - 11:49 AM
#799 Posted 31 October 2017 - 09:38 AM
Happy Halloween!
#800 Posted 27 November 2017 - 10:22 PM
This post has been edited by Striker: 27 November 2017 - 10:25 PM
#801 Posted 27 November 2017 - 11:59 PM
CruX, on 24 September 2017 - 12:07 PM, said:
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 ?
#802 Posted 04 December 2017 - 10:36 PM
This post has been edited by Lunick: 05 December 2017 - 12:35 AM
#803 Posted 05 December 2017 - 04:35 PM
#804 Posted 05 December 2017 - 05:33 PM
Warhawk, on 19 October 2016 - 12:49 PM, said:
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:
And then Hendricks shared the .art for the Snakehead
Attached File(s)
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snakhead.zip (10.33K)
Number of downloads: 299
#805 Posted 06 December 2017 - 04:07 AM
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
#806 Posted 06 December 2017 - 06:12 AM
Fantinaikos, on 06 December 2017 - 04:07 AM, said:
BTW I have another WIP of a beta DN3D enemy. You should see it relatively soon.
uhm which enemy?
#807 Posted 06 December 2017 - 07:17 AM
This post has been edited by Fantinaikos: 06 December 2017 - 07:18 AM
#808 Posted 06 December 2017 - 07:28 AM
Fantinaikos, on 06 December 2017 - 07:17 AM, said:
i see, is a surprise Xp
#809 Posted 06 December 2017 - 11:21 AM
Fantinaikos, on 06 December 2017 - 04:07 AM, said:
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 >_>
#810 Posted 09 December 2017 - 03:12 PM
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.
TheDragonLiner, on 06 December 2017 - 11:21 AM, said:
You talking about this: