[Project/Resources] UAC:Specops/Crudux's hurt locker

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Crudux Cruo
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[Project/Resources] UAC:Specops/Crudux's hurt locker

Post by Crudux Cruo »

Image

Image

Image

Note: some of these works are for other projects, so please ask before you use my resources.
ThomsonI wrote:Oh, saw the bit about permissions, I figure I'll go on ahead and give blanket permission to use the Conan hands attributed to me, provided 3dRealms, Raven, Neoworm, and I are given credit for them; except for projects that seek to make a profit or are pornographic in nature.
Here are some of my sprite works, I will post more as I continue to work with my stuff. I also might post things in here that im working on for help from time to time. These images may be used for any non-commercial interest with proper credit.

Credits:

doom
doom2
Hexen
duke nukem: lifes a beach dlc
beautiful doom
thomsonI for hands. (ask him to use his hands separately)

any anyone else that I have not meantioned; If you notice you are not on the list, please pm me and I will more than happily add you to the list.

please do not clutter this thread with irrelevant or off topic subjects (sprite or project work only), and please pm me if you have an issue with credits. thanks.
Last edited by Crudux Cruo on Fri Aug 21, 2015 12:12 pm, edited 9 times in total.
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TheMightyHeracross
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by TheMightyHeracross »

Where are your credits? You have some Duke Nukem/Hexen/Doom 2 based sprites, and those foods and Conan hand sets were by ThompsonI.
And yet you want credit to you for this? :-?
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Crudux Cruo
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by Crudux Cruo »

Sorry, this is my first resource thread. you might take a step back and calm down, as screaming at me via keyboard is not helpful at all.
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ThomsonI
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by ThomsonI »

He did mod the foods sufficiently to put them in his own resource thread. I should probably get off my arse and rearrange my Conan thread, and re-edit the project page accordingly... But that could also wait until I've got a decent update.

(Oh, and it's I, not 1.)
Last edited by ThomsonI on Tue Oct 29, 2013 6:18 pm, edited 1 time in total.
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Crudux Cruo
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by Crudux Cruo »

Oh nonsense, take your time. Crom will stomp the haters. btw, how did you like the short sword?
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TheMightyHeracross
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by TheMightyHeracross »

doomer1 wrote:screaming at me via keyboard is not helpful at all.
I wasn't trying to scream, sorry if it sounded like that.
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Crudux Cruo
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by Crudux Cruo »

TheMightyHeracross wrote:
doomer1 wrote:screaming at me via keyboard is not helpful at all.
I wasn't trying to scream, sorry if it sounded like that.
Thus is the nature of the medium, no hard feelings, I goofed up and forgot to add them.

anyone who can, i need feedback on this grenade to move on to the projectile sprites. any feedback would be appreciated.
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ThomsonI
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by ThomsonI »

Rounder and gradual shading (getting darker toward the edges), unless it's shaped like a remote control. Also, the bottom isn't quite as round as the top yet (actually, I'd scruntch the top to match rather than round out the bottom more, slightly more work, but it'd look more like you're holding it with the side facing toward you rather than looking down the thing).

The short sword is good, but (and this probably because of the Arnold hams gripping it) it looks a bit more like a large dagger (which I needed anyway). But my perspective is a bit skewed thanks to this:

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wildweasel
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by wildweasel »

doomer1 wrote:Sorry, this is my first resource thread. you might take a step back and calm down, as screaming at me via keyboard is not helpful at all.
To be perfectly fair, we've been having some recent major issues regarding credits and plagiarism, so Heracross' attitude isn't completely out of nowhere.
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TheMightyHeracross
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by TheMightyHeracross »

Hey, I already said I didn't mean to scream. :|
But yeah, after the drspam era, people will probably be strict about credits. (It's happened to me already :o)
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Crudux Cruo
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by Crudux Cruo »

True enough WW, as for the short sword, it is specifically a blade that is longer than 12", but under 36" long. the blade is about 20", being a truly short sword. that being said, use that as a dagger, and I'll whip up a proper sword.
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Ravick
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by Ravick »

Hey, nice stuff there.

The only thing that is a little weird is that the light on the apple comes from a diferent angle of the hand's light, :)
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Crudux Cruo
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by Crudux Cruo »

oh, yeah. good enough for government work i guess :P
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Crudux Cruo
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by Crudux Cruo »

Here is a slick, super refined grenade. I trimmed down on the buttons and made the top of the grenade more believable. this will blink as you hold it. the red button is the explodey switch, otherwise, throwing it down with sufficient force will make the stun setting go off as soon as it hits the ground, while the detonator will disable the stun and overload the unit, taking about 6 seconds.

What do you all think?
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Ravick
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Re: [Project/Resources] UAC:Specops/doomer's hurt locker

Post by Ravick »

It seems nice for me!
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