I can do the sprite thing, but angling the grenades is going to be a bit hard, and it would need the player to always turn around a bit to shoot at the monster, which i doubt many people would like.Mike12 wrote:That's pretty awesome! But is it possible for it to be more to the side of the screen (just enough to the side so the strap appears to be going off-screen [the sprite being locked exactly at the very edge of the screen]), and the grenades coming from that angle?terranova wrote:Enjoy your chaingunade launcher!
Mike12's Resources - Blood-style Revolver, 12/4/2016
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
I decided to try and see if I could interpolate the "Walther P36" pistol, as it only had two sprites.
The result ended up being this.
Though it 'should' work fine for animations that aren't too jumpy. (Like this one.)
The result ended up being this.
Spoiler: This is the script I used (In AviSynth)I'll just go ahead and say that this probably won't work with complex and jumpy animations, like the shotgun, chaingun, SSG. Etc.
Though it 'should' work fine for animations that aren't too jumpy. (Like this one.)
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Last edited by Blox on Sun Aug 28, 2011 6:45 am, edited 3 times in total.
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
On the chain-launcher, the strap could be removed completely. I know that would affect its appearance somewhat but it would keep it compatible with 4:3 and widescreen resolutions.
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
Updated the Rotary Grenade Launcher with a tweaked drum and some color tweaks on the gun's firing-light things.
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
Enjay wrote:On the chain-launcher, the strap could be removed completely. I know that would affect its appearance somewhat but it would keep it compatible with 4:3 and widescreen resolutions.

How's that for an alternate, possibly wide-screen compatible version?
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
I can't put it in game ATM but the problem with the strap was that it just stopped before the edge of the screen.

This isn't a problem for the rest of the weapon because it is positioned in such a way that it goes off the bottom rather than the side. I don't know that the arm will be much better. Although, you see to have made it longer so maybe it will be OK.

This isn't a problem for the rest of the weapon because it is positioned in such a way that it goes off the bottom rather than the side. I don't know that the arm will be much better. Although, you see to have made it longer so maybe it will be OK.
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
Yeah, to be honest though, I don't like the fact that the arm blocks a good chunk of the weapon's details. I'll probably just do an extended strap and a strapless version.Enjay wrote:I can't put it in game ATM but the problem with the strap was that it just stopped before the edge of the screen.
This isn't a problem for the rest of the weapon because it is positioned in such a way that it goes off the bottom rather than the side. I don't know that the arm will be much better. Although, you see to have made it longer so maybe it will be OK.
Update: Alright, added a strapless version, widescreen-compatible version for those who wish it.
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
How about something like this?


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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
Well, it should fit on screen OK but if you think about where the elbow would be if the hand was in that position and then, by extension, the shoulder... Well, it wouldn't be a very natural way to position your arm. 

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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
Hmm, I don't know... if the buttstock would be short, the arm should land correctly.. I'll maybe make a photo tomorrow to show what I mean, since drawing that is out of my skills.
EDIT: I'll give it a try.
EDIT2: I guess I didn't make it show what I mean't, but at least I made some marine skin base, heh.

Bottom-right one shows that he holds the gun by the handle underneath the gun. The bottom-left on shows how he holds the handle - covers buttstock with his arm and holds handle at the same time. The fire trigger is on handle.
EDIT: I'll give it a try.
EDIT2: I guess I didn't make it show what I mean't, but at least I made some marine skin base, heh.


Bottom-right one shows that he holds the gun by the handle underneath the gun. The bottom-left on shows how he holds the handle - covers buttstock with his arm and holds handle at the same time. The fire trigger is on handle.
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
Hmm, I think the one without the strap is just fine. Looks good on or off, IMO. Neat how you've managed to make a frankensprite of three completely overused graphics and somehow make something awesome out of it. 
Now, I do sorta hate to ask, but I'm really fond of those angled Uzi graphics and would like to (with permission) use 'em in Hacx 2.0. The only thing is, there aren't any existing Hacx hands (that aren't based on Doomguy ones) that fit. Do you (Mike12) think you'd be able to add Hacx hands to it without making the hands derivative of Doomguy ones? Tall order, I know, but I've hit a bit of a brick wall trying to do it myself.
Just figured it'd be worth an ask. Thanks either way, and great stuff.

Now, I do sorta hate to ask, but I'm really fond of those angled Uzi graphics and would like to (with permission) use 'em in Hacx 2.0. The only thing is, there aren't any existing Hacx hands (that aren't based on Doomguy ones) that fit. Do you (Mike12) think you'd be able to add Hacx hands to it without making the hands derivative of Doomguy ones? Tall order, I know, but I've hit a bit of a brick wall trying to do it myself.
Just figured it'd be worth an ask. Thanks either way, and great stuff.

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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
Haha, thanks! And yeah, I'll see what I can do about making some convincing Hacx hands for the uzi.Xaser wrote:Hmm, I think the one without the strap is just fine. Looks good on or off, IMO. Neat how you've managed to make a frankensprite of three completely overused graphics and somehow make something awesome out of it.
Now, I do sorta hate to ask, but I'm really fond of those angled Uzi graphics and would like to (with permission) use 'em in Hacx 2.0. The only thing is, there aren't any existing Hacx hands (that aren't based on Doomguy ones) that fit. Do you (Mike12) think you'd be able to add Hacx hands to it without making the hands derivative of Doomguy ones? Tall order, I know, but I've hit a bit of a brick wall trying to do it myself.
Just figured it'd be worth an ask. Thanks either way, and great stuff.
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
I would suggest exchanging the barrels and arm position. (Put the barrels on the right side, and vice-versa).Magban724 wrote:How about something like this?
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Re: Mike12's Resources - UPDATE: Rotary GL, 27/8/11
Xaser wrote:Hmm, I think the one without the strap is just fine. Looks good on or off, IMO. Neat how you've managed to make a frankensprite of three completely overused graphics and somehow make something awesome out of it.
Now, I do sorta hate to ask, but I'm really fond of those angled Uzi graphics and would like to (with permission) use 'em in Hacx 2.0. The only thing is, there aren't any existing Hacx hands (that aren't based on Doomguy ones) that fit. Do you (Mike12) think you'd be able to add Hacx hands to it without making the hands derivative of Doomguy ones? Tall order, I know, but I've hit a bit of a brick wall trying to do it myself.
Just figured it'd be worth an ask. Thanks either way, and great stuff.

And there ya go.
I considered that, but I decided it would kinda mess with the movement and aesthetic that makes it look cool the way it is.Sergeant_Mark_IV wrote: I would suggest exchanging the barrels and arm position. (Put the barrels on the right side, and vice-versa).