Resource Request thread *Read 1st post*

Requests go in THIS forum!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: Resource Request thread *Read 1st post*

Post by TheRailgunner »

Are there any angled variants of the Doom 64 shotgun? Hell, while I'm at it, any angled variants of the classic Doom shotgun too?
Last edited by TheRailgunner on Sun Aug 18, 2013 6:40 pm, edited 1 time in total.
User avatar
rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: Resource Request thread *Read 1st post*

Post by rollingcrow »

QuickShotGunman wrote:Does anybody know where I could find the sprites for this weapon on this forum?
Base pistol (Cage, rehanded by SladeEXE) - http://forum.zdoom.org/viewtopic.php?f= ... 15#p509632
Suppressor (wildweasel) - http://forum.zdoom.org/viewtopic.php?f=19&t=33330
Combined (but with MidoriMan's Agent Zero hand edits) - http://forum.zdoom.org/viewtopic.php?f=19&t=36667
Last edited by rollingcrow on Sun Aug 18, 2013 5:53 pm, edited 2 times in total.
User avatar
QuickShotGunman
Posts: 379
Joined: Tue Jul 17, 2012 11:41 am
Location: Roscoe Street Station

Re: Resource Request thread *Read 1st post*

Post by QuickShotGunman »

Thanks, been looking for these for a while.
User avatar
IMX
Posts: 791
Joined: Sat May 11, 2013 9:20 am
Location: Frogland, Mexico

Re: Resource Request thread *Read 1st post*

Post by IMX »

(You can blame Terry Bogard for making me ask for this)

Does anyone have a set of hands doing the "come on" gesture, in the style shown in those classic asian action movies?
osjclatchford
Posts: 2059
Joined: Mon Feb 07, 2011 5:02 am

Re: Resource Request thread *Read 1st post*

Post by osjclatchford »

TheRailgunner wrote:Are there any angled variants of the Doom 64 shotgun? Hell, while I'm at it, any angled variants of the classic Doom shotgun too?
I did this a while back now:
megashotty.PNG
of any use?
You do not have the required permissions to view the files attached to this post.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Kronos

Post by Silentdarkness12 »

I've been working on a custom boss. Essentially, it's bringing Kronos from the Doom RPG for frigging mobile phones, into the pc version of Doom. Problem is, there's only one sprite for the guy. I already have about 75% of the code worked out, I need the sprites to make this guy not be a superduper OP'd Cacodemon.
KRONA1.png
And to prove it, here's what I have for the code:
Spoiler:
What is needed is a sprite for every idle and walking(floating) animation minus the one shown above, and two sets of attack animations. And special projectile FX. You don't need to make death animations, i've got something far different in mind.

The first attack animation should be Kronos charging up red demon plasma in his hands. The second animation is a four-armed diagonal slash attack.....*sigh* Full of ideas, and no talent. I'd do it myself if I could. And I did try. It looked like utter shite. fo real'. It made my eyes want to throw up a little.
You do not have the required permissions to view the files attached to this post.
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: Resource Request thread *Read 1st post*

Post by Ghostbreed »

Looks like the Tchernobog, cool.
User avatar
scalliano
Posts: 2856
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Resource Request thread *Read 1st post*

Post by scalliano »

I've wanted to do this guy for the longest time. I tried using the Death Incarnate as a base for the extra frames, but it was an unmitigated disaster :P
User avatar
IMX
Posts: 791
Joined: Sat May 11, 2013 9:20 am
Location: Frogland, Mexico

Re: Resource Request thread *Read 1st post*

Post by IMX »

scalliano wrote:I've wanted to do this guy for the longest time. I tried using the Death Incarnate as a base for the extra frames, but it was an unmitigated disaster :P
Spriting a monster taking into account that there's only TWO (not just one, every monster in the game has, at least, the normal and attack) sprites ever made of him in the mobile game is a hard thing to do, not considering that we're not talking about a regular demon, it's a satanical being hidden inside a pale-skinned scientist that gifted the Cyberdemon the rematch he wanted against the Blazkowicz lineage (please refer to this for more info). We've only seen the front side of him, there's no concept art of him (as far as we know) on the internet and no-one has contacted the developers of the first game of the Doom RPG saga to ask him about Kronos. So whoever wants to deal with the spriting process of him should take into account that, while he may want to take "creative liberties" in certain things, he must stay restricted to what we know so far of him, and I would (personally) put him in a higher tier from the Cyber and the Mastermind based on the story of Doom RPG.

And (eh :roll: ) what a small world, because one of my long-term projects was to actually turn Kronos into a monster too, with full sprites, complex behaviour and all that buzz (as a matter of fact, I'm planning on making the whole mobile game into a WAD as soon as I collect enough modding knowledge)

What I'm about to say may sound ridiculous, but my approach at spriting Kronos was directed into going old-school and creating the sprites based on a clay model (just like the Spider Mastermind, Mancubus, Revenant, and the Barons). In my childhood I used to make tons of clay figurines and stuff like that, so it should't be hard for me to go back at it again. I spent a fair good time picking some pictures of spinal cords, fangs, skulls and whatnot, all directed into creating a good reference to base my clay model :lol:

The problem here is, I got other Doom-related things in my mind too (like personal projects and all that stuff) which have restrained me from getting my hands to work. But now after watching silentdarkness' post my mind is now focused on working on Kronos again. :?
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Resource Request thread *Read 1st post*

Post by Silentdarkness12 »

IMX wrote:
scalliano wrote:I've wanted to do this guy for the longest time. I tried using the Death Incarnate as a base for the extra frames, but it was an unmitigated disaster :P
Spriting a monster taking into account that there's only TWO (not just one, every monster in the game has, at least, the normal and attack) sprites ever made of him in the mobile game is a hard thing to do, not considering that we're not talking about a regular demon, it's a satanical being hidden inside a pale-skinned scientist that gifted the Cyberdemon the rematch he wanted against the Blazkowicz lineage (please refer to this for more info). We've only seen the front side of him, there's no concept art of him (as far as we know) on the internet and no-one has contacted the developers of the first game of the Doom RPG saga to ask him about Kronos. So whoever wants to deal with the spriting process of him should take into account that, while he may want to take "creative liberties" in certain things, he must stay restricted to what we know so far of him, and I would (personally) put him in a higher tier from the Cyber and the Mastermind based on the story of Doom RPG.

And (eh :roll: ) what a small world, because one of my long-term projects was to actually turn Kronos into a monster too, with full sprites, complex behaviour and all that buzz (as a matter of fact, I'm planning on making the whole mobile game into a WAD as soon as I collect enough modding knowledge)

What I'm about to say may sound ridiculous, but my approach at spriting Kronos was directed into going old-school and creating the sprites based on a clay model (just like the Spider Mastermind, Mancubus, Revenant, and the Barons). In my childhood I used to make tons of clay figurines and stuff like that, so it should't be hard for me to go back at it again. I spent a fair good time picking some pictures of spinal cords, fangs, skulls and whatnot, all directed into creating a good reference to base my clay model :lol:

The problem here is, I got other Doom-related things in my mind too (like personal projects and all that stuff) which have restrained me from getting my hands to work. But now after watching silentdarkness' post my mind is now focused on working on Kronos again. :?
I know what you mean. I do have a big fat load of epic win in mind involving Kronos. And yes, he will be in a tier far above Cyber and Mastermind.

I can turn him into a powerful boss, I just need the graphics. I don't even need the projectile FX, really. Or the attack animations. I can GIMP that myself. Just a full set of even idle sprites, and I could tie it all together from there.

And i'm glad to see that people like my idea :3: The code I showed you, that's not all I have planned. If only i could get at the proper spritez XD

Edit: I could probably get a good base for the head by editing the Revenant sprites. And Brutal Doom v19 has revenant halves that will continue to live and attack you afterwards. Could be helpful?
User avatar
scalliano
Posts: 2856
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Resource Request thread *Read 1st post*

Post by scalliano »

Kronos literally has ONE frame - the attack frame is simply the frame above mirrored.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Resource Request thread *Read 1st post*

Post by Silentdarkness12 »

Yea, I know, I know. If I wasn't busy trying to get some work done on Hexen: Bane of the Serpent Riders, i'd destroy my feeble brain trying to custom some sprites.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: Resource Request thread *Read 1st post*

Post by Sgt. Shivers »

Does anyone have Bio Menace Midis?
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: Resource Request thread *Read 1st post*

Post by Ghostbreed »

Sgt. Shivers wrote:Does anyone have Bio Menace Midis?
Scroll down a bit and voila!
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: Resource Request thread *Read 1st post*

Post by Sgt. Shivers »

Thanks, didn't notice the midi download.

EDIT: Does anyone have a human version of the Zombieman?

Return to “Requests”