Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
Post Reply
User avatar
Cherno
Posts: 1309
Joined: Tue Dec 06, 2016 11:25 am

Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by Cherno »

////////////////////////////////
UPDATE 05/27/2019:

I recreated the "Abandoned Depot" map from Hired Guns.

Here is a video with a basic walkthrough, turn on subtitles for developer commentary:



Check the video description for further info :)

If you want to play this mod, here is the download link:

hiredguns1.0.pk3

///////////////////////////////


Hi there. This really belongs to the Resources forum but I couldn't start a thread there.

Anyway here we go. Almost all the useful assets from the 1993 Amiga classic Hired Guns by DMA Design. A few sounds might be missing.

95% of the assets have been ripped by me from Savevstates and the WinUAE Amiga emulator's Sound Ripping Wizard.

What's in there?
Sprites:
All Hired Guns
All monsters
All Items
Misc stuff like containers, trees, and so on.
Note that the character and monster sprites have only four rotations and no animations. Still useful for NPCs or making a real spriteset from them (I wish!)

Textures:
Straight rips of the game's wall bitmaps, not really useful in Doom but I also included custom textures of the "Style 1" graphics.
A custom skybox made by me, basically an upscaled version of HG's default sky.

Sounds:
Various in-game sounds, like gunshots, screams, footsteps, ambient and so on.

Models:
Obviously not originally a part of the game, these were done by me to replace some things from the game, namely the "tech pillar" or uplink that acts as a barrier as well as the metallic columns that are used as decorations, obstacles and as some kind of hydraulic support for the lifts.

Also included is a pk3 file that has a few actors defined in it's DECORATE file, namely the aforementioned uplink, column, a large concrete block as well as a cocoon that spawns a Doom Imp when shot.
You can test these things out by loading the pk3 along with your Doom2 IWAD and starting a new game. MAP01 is replaced with a Hired Guns test map. To pull a block, hit the use key while running backwards.

Download Link

Image

Image
Image
Image
Last edited by Cherno on Mon May 27, 2019 3:22 pm, edited 2 times in total.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by wildweasel »

I've moved this to Resources - incidentally, this is why you could not start a thread here.
User avatar
ramon.dexter
Posts: 1520
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by ramon.dexter »

Useful stuff. Love those pillars :wub:
User avatar
Cherno
Posts: 1309
Joined: Tue Dec 06, 2016 11:25 am

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by Cherno »

If anyone is interested in Hired Guns, I made a video shawcasing the development history of my attemps at creating a remake of the game:

User avatar
Ozymandias81
Posts: 2062
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by Ozymandias81 »

This is brilliant! Same method could be applied to Black Crypt though and lots of similar games
User avatar
Cherno
Posts: 1309
Joined: Tue Dec 06, 2016 11:25 am

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by Cherno »

I recreated the "Abandoned Depot" map from Hired Guns.

Here is a video with a basic walkthrough:



Check the video description for further info :)

If you want to play this mod, here is the download link:

hiredguns1.0.pk3
User avatar
ArcturusDeluxe
Posts: 61
Joined: Sun Jun 02, 2019 5:58 am

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by ArcturusDeluxe »

Oh man, I remember this game! I'd never even thought of someone bringing it into the Doom engine but that's a cool idea. A lot of those first person grid-based dungeon crawlers from back then could probably be given the same treatment. Pretty interesting.
User avatar
Cherno
Posts: 1309
Joined: Tue Dec 06, 2016 11:25 am

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by Cherno »

Still working hard on this game, GUI coding is always fun... :)
Screenshot_Doom_20190603_113923.png
User avatar
Rayman The Hedgehog
Posts: 108
Joined: Wed Jul 25, 2018 9:20 am
Location: Venezuela

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by Rayman The Hedgehog »

Cherno wrote:Still working hard on this game, GUI coding is always fun... :)
Screenshot_Doom_20190603_113923.png
Woah, that's hot bro i will look forward in your mod (Maybe you can even make a true sequel like that cancelled remake)
User avatar
Cherno
Posts: 1309
Joined: Tue Dec 06, 2016 11:25 am

Re: Hired Guns (1993) Assets: Sprites, Textures, Sounds, ...

Post by Cherno »

Yeah, I'm working on it all the time but I just experienced one roadblock which is performance when switching on four cameras at once. FPS comes down to ~10 on my PC, which is a potato but I'm not sure it will improve too much on faster machines. We will see.
Post Reply

Return to “Resources”