Duke sprite with accurate weapons "Feel free to use them"
#1 Posted 10 January 2018 - 02:22 PM
Note: I have not tested them in animations.
#2 Posted 10 January 2018 - 02:40 PM
Can you also provide one with a double barreled sawed-off shotgun?
This post has been edited by Fantinaikos: 10 January 2018 - 03:33 PM
#4 Posted 10 January 2018 - 04:57 PM
#5 Posted 10 January 2018 - 07:14 PM
Fox, on 10 January 2018 - 04:57 PM, said:
Hah. You're right about the expander dish. I'll fix that later. Do you have a reference for the front of the shrinker?
#6 Posted 10 January 2018 - 08:03 PM
This post has been edited by Fox: 10 January 2018 - 08:23 PM
#7 Posted 10 January 2018 - 08:56 PM
#8 Posted 11 January 2018 - 01:55 PM
Here are updated shrinker and expanders:
#9 Posted 11 January 2018 - 10:06 PM
I had more but had a mishap and deleted them.It was only test work to see how feasible it was with my skills to make all the frames, so its no big loss. I decided I could do it but I put it on the back burner for now.I'm glad I did. Now with your work as a reference and inspiration it should be much easier.If I ever get around too it.
I was also removing the jet pack from all the frames and was going to try and make it a separate sprite so when you picked it up it would be attached to dukes back.
I wonder how hard it would be to code it so you actually change when you switch weapons.
It would be cool to have one with no weapon.For when you holster it or start a map without a gun.
This post has been edited by -=SomeThingEviL=-: 11 January 2018 - 10:09 PM
#10 Posted 11 January 2018 - 10:57 PM
-=SomeThingEviL=-, on 11 January 2018 - 10:06 PM, said:
Fairly simple.
#11 Posted 12 January 2018 - 06:52 AM
-=SomeThingEviL=-, on 11 January 2018 - 10:06 PM, said:
I had more but had a mishap and deleted them.It was only test work to see how feasible it was with my skills to make all the frames, so its no big loss. I decided I could do it but I put it on the back burner for now.I'm glad I did. Now with your work as a reference and inspiration it should be much easier.If I ever get around too it.
I was also removing the jet pack from all the frames and was going to try and make it a separate sprite so when you picked it up it would be attached to dukes back.
I wonder how hard it would be to code it so you actually change when you switch weapons.
It would be cool to have one with no weapon.For when you holster it or start a map without a gun.
That's great. I was thinking a Duke without a jetpack would be cool to have, but I was hesitant since it would be a lot more work. But go ahead and use mine and make more if you can.
#12 Posted 12 January 2018 - 03:58 PM
This post has been edited by sebabdukeboss20: 12 January 2018 - 03:58 PM
#13 Posted 15 January 2018 - 02:09 PM
This post has been edited by Striker: 15 January 2018 - 02:09 PM
#14 Posted 15 January 2018 - 04:01 PM
I know that it would be a lot of work but when doing the pipebomb and trip bomb versions, try to match the way duke holds these weapons on the first person sprites, like, single handed for the pipe bomb and two handed for the trip bomb.
Following the same idea, maybe the RPG sprites could be changed to be more closer to how duke holds it on first person.
For the back face of the tripbomb i guess you could use the voxel pack as a reference, if i remember right the tripbomb was already "voxelized".
This post has been edited by HellFire: 15 January 2018 - 04:01 PM
#15 Posted 15 January 2018 - 05:44 PM
Striker, on 15 January 2018 - 02:09 PM, said:
Sure.
#16 Posted 16 January 2018 - 01:58 PM
#17 Posted 16 January 2018 - 02:06 PM
Gambini, on 16 January 2018 - 01:58 PM, said:
WOW a MP for DNF good news ^^
#18 Posted 16 January 2018 - 02:09 PM
#19 Posted 17 January 2018 - 11:50 AM
#20 Posted 17 January 2018 - 12:27 PM
And anyway both require various code, aesthetic and feature updates first. Like add the WT Incinerator to Dukeplus and replace the Flametrower used in Attrition with it.
To be honest even the vanilla multiplayer would benefit from this sprites, but it comes in conflict with what it was conceived, unless it is established that everyone need to have a mod to play online.
This post has been edited by Fantinaikos: 17 January 2018 - 01:02 PM
#21 Posted 18 January 2018 - 01:37 PM
stumppy84, on 10 January 2018 - 08:56 PM, said:
Weaponless Duke would also be useful for when the gun is holstered, or when you're only using the Mighty Foot.
Really great work though!
This post has been edited by Doom64hunter: 18 January 2018 - 01:40 PM
#22 Posted 01 February 2018 - 05:26 AM
sebabdukeboss20, on 10 January 2018 - 02:22 PM, said:
Note: I have not tested them in animations.
Bravo. Now somebody has to insert all these sprites into the game at correct offsets to make the animations actually work.
However, I find it overcomplicated to have each sprite with every possible weapon. There's a hundred of sprites of Duke in the game, and there are 11 weapons (if we count knee as a weapon and not counting the pipebomb detonator which is technically also a weapon). Should we use 1100 sprites of the protagonist in a first person shooter just to show his weapon in the mirror? If really needed, I would prefer a two-sprite solution. Just draw Duke without any weapons and put a corresponding weapon sprite on top of it in the right place in the game (the ones you have drawn for your sprites). Sprites in Build have xoffset/yoffset parameters to ease weapon placement for different postures.
I remember multiplayer mode displaying current weapon image right above each player what is a quick and dirty realization of the concept.
This post has been edited by Jan Satcitananda: 01 February 2018 - 05:27 AM
#23 Posted 01 February 2018 - 06:29 AM
Jan Satcitananda, on 01 February 2018 - 05:26 AM, said:
However, I find it overcomplicated to have each sprite with every possible weapon. There's a hundred of sprites of Duke in the game, and there are 11 weapons (if we count knee as a weapon and not counting the pipebomb detonator which is technically also a weapon). Should we use 1100 sprites of the protagonist in a first person shooter just to show his weapon in the mirror? If really needed, I would prefer a two-sprite solution. Just draw Duke without any weapons and put a corresponding weapon sprite on top of it in the right place in the game (the ones you have drawn for your sprites). Sprites in Build have xoffset/yoffset parameters to ease weapon placement for different postures.
I remember multiplayer mode displaying current weapon image right above each player what is a quick and dirty realization of the concept.
Yeah I agree that's a ton of sprites. But if someone is serious about doing a mod with a empty handed Duke + separate sprites, I can always make a sprite sheet with Duke holding nothing and floating weapons. In fact, once that ground work is laid it out, it would be much easier for him to wield newer/mod weapons right?
#24 Posted 01 February 2018 - 09:21 AM
Sprite arrangement test.zip (13.95K)
Number of downloads: 142
Respect the same height and width of the standard Duke sprites inside the .art as possible adding only where it's needed?
#25 Posted 01 February 2018 - 10:09 AM
Trooper Dan, on 17 January 2018 - 11:50 AM, said:
I recommend cutting the space before the swimming frames.
#26 Posted 03 February 2018 - 04:14 PM
Duke with accurate weapons frames.zip (4.08MB)
Number of downloads: 173
Those which are identical to standard Duke or does not have a darker color on weapon grip has been tagged them as "same as vanilla", they are mostly backs and 3/4 backs.
#27 Posted 19 October 2018 - 05:52 AM
Off-topic: What is the original weapon anyway? Some kind of shotgun? I find it strange that we never got to actually use it in-game.
#28 Posted 19 October 2018 - 07:47 AM
This post has been edited by Fox: 19 October 2018 - 07:47 AM