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Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Sun Nov 24, 2013 1:19 pm
by Sinael
The sprite you see on the page was resized to 240p with Lanczoz to look better. The sprite in the archive is 720p and as crisp as ever.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Sun Nov 24, 2013 10:07 pm
by Sinael
Added Panzershreck.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Sun Nov 24, 2013 11:27 pm
by TheRailgunner
Sinael wrote:Added Panzershreck.


I'll have to dig around for projectile effects, but I have some that might come in handy.

Also, the weapons now have noticeable kick, especially the M1 Garand. I'm actually pretty pumped about the Kar98 sprite set (this M1 is already pretty powerful, and the Kar98 will likely be somewhat more powerful to compensate for its smaller magazine and bolt-action round chambering).

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Tue Nov 26, 2013 8:17 am
by Piter432
The MP40 weapon model looks very similar to MP40 from Wolfenstein (2009) :P

Nice rips by the way :toohappy:

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Tue Nov 26, 2013 10:10 pm
by Sinael
Well, they are the same weapons after all. Wolfenstein 2009 version has attachments and slightly different model though.

Also added Karabiner 98 Kurz and Mark II fragmentation grenade. Might redo Mark II and already redoing my first rip - Mauser C96

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Thu Nov 28, 2013 2:14 am
by Sinael
Major updates!
Updated Mauser C96 and Mp40 with new rips, Added TrueColor version of Mk II grenade, Added M1918 Browning Automatic Rifle and Sturmgewehr 44.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Thu Nov 28, 2013 9:23 am
by Reactor
You did an outstanding job, Sinael! May I have a question though? Would you be so kind to test the look of two Tristania 2 weapon frames? (the Backstab 128.5 and the Merkov) You don't actually need to use'em, I would just like to see how their "idle" state look in-game.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Thu Nov 28, 2013 1:26 pm
by Marrub
Holy shit, those new rips are outstandingly pretty.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Thu Nov 28, 2013 1:45 pm
by lizardcommando
Did the new weapons get reDecorated yet?

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Thu Nov 28, 2013 2:28 pm
by TheRailgunner
lizardcommando wrote:Did the new weapons get reDecorated yet?


Yes, except for the Stielhandgrenate, the Mark II, the Kar 98k, and the BAR. Right now I'm just finishing up sprinting animations for the existing weapons.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Thu Nov 28, 2013 2:35 pm
by Sinael
I am done with MoHA at the moment. My next thing would be an amazing Quad Shotgun from Shadow Warrior 2013. About 600 frames and 130+ megs, but I think I know a way to cut them down with some looping. Hope it will work.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Thu Nov 28, 2013 6:10 pm
by TheRailgunner
I've updated this link with the Panzerschreck and the StG 44, as well as new hitpuffs and my new sprinting system. The next update will add gun smoke, both grenades, the Karabiner 98k, and the Browning Automatic Rifle.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Fri Nov 29, 2013 10:20 am
by Sinael
Uploaded ZillaCorp Quad! This is the largest ammount of work ive ever done or will do ever. 647 frames, lots of animations, huge size. Most badass shotgun.

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Fri Nov 29, 2013 2:37 pm
by TheRailgunner
Sinael wrote:Uploaded ZillaCorp Quad! This is the largest ammount of work ive ever done or will do ever. 647 frames, lots of animations, huge size. Most badass shotgun.


I need a moment.





Ok, I'll have to set aside a solid day to work on this. Just renaming the files themselves will take me at least half an hour, if not more.

On another note, the next time I update the MoHA mod, I'll also upload the Super version:

*Six player classes
***Class 1 starts with the M1911 and the M1 Garand. Because M1 ammo will spawn more frequently, the M1's damage is reduced and its ROF increased slightly.
***Class 2 gets the MP40, and reloads the weapon more quickly, as well as boasting higher damage and accuracy.
***Class 3 wields both the Mauser and the Thompson, with an improved reload for the Thompson and a full-auto fire for the Mauser, and higher damage for both (AutoMauser is less accurate).
***Class 4 uses the M12 Trench Gun, dealing higher damage and firing tighter pellet spreads.
***Class 5 hefts the mighty Panzerschreck, and can use the weapon while sprinting.
***Class 6 begins the game with the StG44, with higher damage and the StG45's rate of fire (450 rpm compared to the 44's 600).
*All classes start out with more ammo, and ammo for their starting weapons occasionally spawn in the place of clips, shells, and magazines.
*More classes to come.

EDIT: This is giving me a hard time:

Code: Select allExpand view
ACTOR SuperClipPickup : CustomInventory replaces Clip
{
   Inventory.Amount 0
   Scale 0.2
   States
   {
   Spawn:
      TNT1 A 0 NoDelay A_Jump(256, "SpawnJump")
      CLIP A -1
      Stop
   Drop:
      TNT1 A 0 NoDelay A_Jump(256, "SpawnJump")
      CLIP A -1
      Stop
   SpawnJump:
      TNT1 A 1
      TNT1 A 0 A_JumpIfInventory("SuperDoomTokenP1", 1, "Spawn1")
      TNT1 A 0 A_JumpIfInventory("SuperDoomTokenP2", 1, "Spawn2")
      TNT1 A 0 A_JumpIfInventory("SuperDoomTokenP3", 1, "Spawn3")
      TNT1 A 0 A_JumpIfInventory("SuperDoomTokenP4", 1, "Spawn4")
      TNT1 A 0 A_JumpIfInventory("SuperDoomTokenP5", 1, "Spawn5")
      TNT1 A 0 A_JumpIfInventory("SuperDoomTokenP6", 1, "Spawn6")
      TNT1 A 0 A_JumpIfInventory("SuperDebugToken", 1, "Spawn6")
      TNT1 A 0 A_SpawnItem("ClipSpawner")
      TNT1 A -1
      Stop
   Spawn1:
      TNT1 A 0 A_SpawnItem("SDTP1ClipSpawner")
      Stop
   Spawn2:
      TNT1 A 0 A_SpawnItem("SDTP2ClipSpawner")
      Stop
   Spawn3:
      TNT1 A 0 A_SpawnItem("SDTP3ClipSpawner")
      Stop
   Spawn4:
      TNT1 A 0 A_SpawnItem("SDTP4ClipSpawner")
      Stop
   Spawn5:
      TNT1 A 0 A_SpawnItem("SDTP5ClipSpawner")
      Stop
   Spawn6:
      TNT1 A 0 A_SpawnItem("SDTP6ClipSpawner")
      Stop
   }
}


Basically, if the player has one of the Super Doom Tokens, the item will spawn a spawner that has a chance of spawning ammo for that player's weapon(s). However, it never catches any of the tokens, defaulting to the MoHA mod's default ClipSpawner. I suspect that the item isn't checking the correct inventory somehow, but I really don't know what the fuck is wrong with it (the X-Weapon spawners are structured similarly, but execute inventory-checking states during pickup, and randomly jump to alternate spawns as opposed to a player-class-regulated system).

Re: [Resource]HD Modern Game rips Compilation and Rip Tutori

PostPosted: Fri Nov 29, 2013 8:38 pm
by Sinael
Wait... You rename them by hand? Alright, protip time: use Bulk Rename Utility (can be downloaded here). It is a really powerful tool that can do almost anything with file names.
Here is the setting I suppose you should use:
Spoiler:

Just write down what sequence starts where and you're good to go.

Spoiler:

Might add these instructions to the tutorial later.