[Sprites] Doom 64 reloading animations (UPDATE - Chaingun!)

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!
User avatar
StrikerMan780
Posts: 486
Joined: Tue Nov 29, 2005 2:15 pm
Graphics Processor: nVidia with Vulkan support

Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by StrikerMan780 »

Cage wrote:I've posted versions with standard hands on page 3, here they are again:
Image
Hate to bump an old thread, but could these be re-done with Doom 64 gloves? (Also, with hands on the frames for the Shotgun/SSG Recoils)
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Gez »

Look in this thread's very first post.
User avatar
StrikerMan780
Posts: 486
Joined: Tue Nov 29, 2005 2:15 pm
Graphics Processor: nVidia with Vulkan support

Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by StrikerMan780 »

Gez wrote:Look in this thread's very first post.
I'm referring to the shotgun idle frame & recoil, and the SSG(if one could be made).
User avatar
southpark2010
Posts: 215
Joined: Mon Jul 04, 2011 1:24 pm
Location: Hell.

Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by southpark2010 »

I've tried to make the idle frame for the Shotgun, but it looked terrible at the end, could never get the glove's colour to match. It'll be cool if someone could make it though.
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by insightguy »

User avatar
Kaal979
Posts: 285
Joined: Thu Oct 04, 2012 3:40 am

Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Kaal979 »

Heres a single wad with working reloadable d64 shotgun in the pack!
http://www.mediafire.com/download.php?qgtty202sp5r1ld
User avatar
StrikerMan780
Posts: 486
Joined: Tue Nov 29, 2005 2:15 pm
Graphics Processor: nVidia with Vulkan support

Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by StrikerMan780 »

Thanks, that should be enough for me to splice together the rest of the frames.
Kaal979 wrote:Heres a single wad with working reloadable d64 shotgun in the pack!
http://www.mediafire.com/download.php?qgtty202sp5r1ld
Checked that one out, but, it was palette raped.

Return to “Resources”