Mike12's Resources - Cleavers, Chainsaws and Revolvers 9/2/2025

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Blox
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by Blox »

For widescreen, try 420x240?

And oh, you guessed it.
Image
heybrah
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PillowBlaster
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by PillowBlaster »

Looks pretty cool!

And about blowing off dust from thread... I wonder if you or anyone could make two extra frames for that rotary GL you made? I always thought it could have some smoother animation. (Especially that I already use it. :P)
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Mike12
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by Mike12 »

Blox wrote:For widescreen, try 420x240?

And oh, you guessed it.
Image
heybrah
Ah, nice, will try that out.

Image
Also, put a hand on that improved version and evened out the shading on the blade and the handle (also made the blade less square and more axe-like)
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by NeuralStunner »

OMGHOLYSHITDOWANT.

Make sure to keep a handless version, too. ;)

You guys did a great job with the shiny metal look, but I think axes are typically more matte. Or at least a bit more "brushed steel" than "chrome". :P

For best widescreen support, assume a 400x200 area. That's a little wider than required, but gives you some room to play with offsets (and get a super-smooth animation).
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Mike12
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by Mike12 »

NeuralStunner wrote:OMGHOLYSHITDOWANT.

Make sure to keep a handless version, too. ;)

You guys did a great job with the shiny metal look, but I think axes are typically more matte. Or at least a bit more "brushed steel" than "chrome". :P

For best widescreen support, assume a 400x200 area. That's a little wider than required, but gives you some room to play with offsets (and get a super-smooth animation).
Yeah, no worries, I updated the handless one too. And yeah, might tinker with the axe blade's texture a little bit more, it looks a tad plasticky at the moment.
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Enjay
 
 
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by Enjay »

The hand looks a little close to the axehead for normal axe use. Than again, I don't suppose that chopping up bad guys is particularly normal axe use.
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by amv2k9 »

Enjay wrote:The hand looks a little close to the axehead for normal axe use. Than again, I don't suppose that chopping up bad guys is particularly normal axe use.
Yeah, the hand being that close means you wouldn't do much damage. I ought to be able to give a proper sciency explanation... something to do with weight and centrifugal force, or leverage? :lol:
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Mike12
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by Mike12 »

amv2k9 wrote:
Enjay wrote:The hand looks a little close to the axehead for normal axe use. Than again, I don't suppose that chopping up bad guys is particularly normal axe use.
Yeah, the hand being that close means you wouldn't do much damage. I ought to be able to give a proper sciency explanation... something to do with weight and centrifugal force, or leverage? :lol:
Well, shit. I kinda just finished it before getting the chance to read this.
http://www.mediafire.com/?1axl6esgz54jb3b

Does come with the necessarry files to make a handless version though
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Re: Mike12's Resources - UPDATE: Axe, 30/4/12

Post by ChronoSeth »

Well, the hand being there makes perfect sense for an idle frame.

Hm... that handle and shading on the metal would be great for a scythe/sickle...
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Blox
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by Blox »

Mike12 wrote:Well, shit. I kinda just finished it before getting the chance to read this.
Actually, I'm pretty sure you can slide the hand downwards in the middle of a pull-back animation. :p (In fact, just tried it - kind of works.)

Also, ohahaha - I see my monstro hand in there.
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HellCattX
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Re: Mike12's Resources - UPDATE: Axe, 30/4/12

Post by HellCattX »

almost makes me wanna attemp a Firemans axe, unless there is one out there already.
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Mike12
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11

Post by Mike12 »

Blox wrote:
Mike12 wrote:Well, shit. I kinda just finished it before getting the chance to read this.
Actually, I'm pretty sure you can slide the hand downwards in the middle of a pull-back animation. :p (In fact, just tried it - kind of works.)

Also, ohahaha - I see my monstro hand in there.
Haha indeed, I thought that arm looked like your style! Also, if you can post the slid-downward hand frames, I can put it in later when I get back from school.
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Blox
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Re: Mike12's Resources - UPDATE: Axe, 30/4/12

Post by Blox »

I would, but I'm afraid they're a bit too messed up for me to really want to work with. (Boy do I have a sleepy+lazy day today.)

But as far as I can see, you're applying transformations to them. (Rotating, etc.)
In which case you might want to try this.
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Enjay
 
 
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Re: Mike12's Resources - UPDATE: Axe, 30/4/12

Post by Enjay »

Blox wrote: try this.
:shock:
I've been looking for a program that can do that for ages. Thank you.
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Blox
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Re: Mike12's Resources - UPDATE: Axe, 30/4/12

Post by Blox »

Oh yeah, forgot to mention that "Scale3xHQ" & "Best Fit Wide" usually performs pretty good in that.

Though personally I find that "No Scaling" & "Best Fit Wide" provides the best results.

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