[RES][G]Duke Nukem 64 resource thread

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Chronoteeth
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[RES][G]Duke Nukem 64 resource thread

Post by Chronoteeth »

While it may not be the whole gun, there's just enough of the gun to be useable/editable (the rest of the gun was just the hand.) Couldn't get all of the frames due to obvious reasons. I also included a sightless version, for kicks.
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Gunb.PNG
Gunb.PNG (10.29 KiB) Viewed 9657 times
Guna.PNG
Guna.PNG (11.37 KiB) Viewed 9676 times
Last edited by Chronoteeth on Sat Jan 21, 2006 10:48, edited 1 time in total.
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wildweasel
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Post by wildweasel »

Heh, awesome! I might end up sizing it down though, if I ever use it (and I might just replace the Doom64 pistol with this one for Agent Zero, since it fits better with the rest of my angled weapons).
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Chronoteeth
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Post by Chronoteeth »

Heh, thanks. Also smg:
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Smg.PNG
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Chronoteeth
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Post by Chronoteeth »

Pick up stuffs. Clip, Gun A pick up, and gun B pick up. SMG pickup stuff comin soon.
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GunaP.PNG
GunaP.PNG (1.24 KiB) Viewed 9656 times
GunbP.PNG
GunbP.PNG (1.14 KiB) Viewed 9658 times
Clip.PNG
Clip.PNG (651 Bytes) Viewed 9658 times
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Chronoteeth
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Post by Chronoteeth »

EDIT: nevermind
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DuduKrazy
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Post by DuduKrazy »

cool weapons! could you rip the rest of the frames for these weapons please?
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Post by Paul »

I remember ripping that smg myself 2 years ago for Haze. Nice job Chronoteeth.
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Chronoteeth
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Post by Chronoteeth »

Haze? The hell?

EDIT: oh yeah, now I remember. If it's not too much to bother, can you post those weapon sprites from haze please? I'd like to use them as a better base.

EDIT 2: unless, of course, you're still making haze, or something.
Last edited by Chronoteeth on Sat Jan 21, 2006 18:14, edited 2 times in total.
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Post by Chronoteeth »

Alright I actually handed the sightless pistol, abeit a bit crappy. No arm though. It was pretty hard, since damn psp9 left a damn aura around the selected magic wand selection. Anyone know how I can make it so there's no damn AA aura around the selected area? (Even with the AA option on, still did it), and I think it left a bad conversion into the doom palette for the whole image itself. Nevertheless, it's a hand. Wish I knew how I could fix the AA problem though.
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DNPTA0.PNG
DNPTA0.PNG (3.18 KiB) Viewed 9627 times
The HavoX
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Post by The HavoX »

I ripped that same pistol years ago with a utility the Doom64 team used on their project.

And here it is.
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here's another.
here's another.
colt1911 2.png (5.91 KiB) Viewed 9608 times
You're welcome.
You're welcome.
colt1911.png (5.81 KiB) Viewed 9608 times
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Chronoteeth
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Post by Chronoteeth »

Yay! What utility?
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Post by The HavoX »

I forgot what it was (sorry), but when used, it rips any graphic from a sprite-based game that appears in play while the emulator is running.

HOWEVER...

The ripped graphics/sprites come in pieces like a jigsaw puzzle, so it was a bitch for me to figure out which one of them goes where. I was going to do a SPAS-12 too, but it took me FOREVER and I eventually gave up... :cry:
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Post by Chronoteeth »

Was it some program called TR64_ogl, or rice video plug in?
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Post by Snarboo »

I would like to know what utility was used for this, as I'm definitely interested in the Duke 64 graphics. I'm not going to use them in my current project, but I might use them in the future. I can deal with having to sort out a jigsaw puzzle of graphics, too.
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Post by The HavoX »

nm
Last edited by The HavoX on Thu Jan 26, 2006 1:10, edited 2 times in total.
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