Author |
Message |
ClockworkIndustries
Joined: Sat Oct 03, 2009 9:02 pm Posts: 29 Location: England-ish.
|
Re: District 9
The Decaying Soldat wrote: Infinite ammo would fook up the AI, make sure the modder do it the other way.
Aside from that, sprite looks good. If you need a magazine, use a cylinder that hangs below the gun at an angle. I find the prawn guns usually have those on, could be the battery.
Thanks for the comments. Perhaps that cylinder on top of the stock is the magazine/battery - I dunno. I based on this here image, so draw what conclusions you will. Quote: And finally in this thread, when using the f-word, only 'fook' is allowed, to commemorate our lovable protagonist. Fook yeah! EDIT: Right, I'm in a pickle. The weapon in the middle is the Tesla Rifle, probably the vanilla weapon of the Prawns, and I have abosltely no idea how to sprite it. I can't find a decent reference image or it at all. Anyone help?
|
Sun Oct 04, 2009 1:49 pm |
|
|
MatroK
Joined: Sun Oct 04, 2009 7:51 pm Posts: 7
|
Re: District 9
For anyone working on the rifle, here's a good source to work off:
|
Sun Oct 04, 2009 8:03 pm |
|
|
ClockworkIndustries
Joined: Sat Oct 03, 2009 9:02 pm Posts: 29 Location: England-ish.
|
Re: District 9
MatroK wrote: For anyone working on the rifle, here's a good source to work off: *badass image* I love you. You may have any possesion from my house as a gift. Edit: New sprites! An alternate Arc Cannon, the Tesla Rifle, and magazines for both. Sonic Boom Gun next.
|
Sun Oct 04, 2009 9:04 pm |
|
|
ClockworkIndustries
Joined: Sat Oct 03, 2009 9:02 pm Posts: 29 Location: England-ish.
|
Re: District 9
Aplologies for double posting, but I felt this topic needed bumping up, as I'm reluctant to let a topic with so much potential slide away. First, I feel like a one-man army here. Is anyone doing anything else for this mod? Anyone coding, spriting, what have you? Secondly, I have finished the sprites for Sonic Boom Gun and it's magazine, though I don't think it's my best work. In addition, I also have updated the other guns with new colours, so I'm including them all in one big .zip file.
Attachments:
File comment: All weapon sprites for the pwarn Guns are in here.
Cortex Command.zip [1.52 KiB]
Downloaded 243 times
|
Tue Oct 06, 2009 8:08 pm |
|
|
Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
|
Re: District 9
Eh, well most people make mods by themselves. Don't get too broken up about it. Here:
|
Wed Oct 07, 2009 5:38 pm |
|
|
MatroK
Joined: Sun Oct 04, 2009 7:51 pm Posts: 7
|
Re: District 9
I've managed to get a basic blueprint going for the tesla rifle, but I've no idea how to boost the damage or add the smoke trails to the tracers.
|
Wed Oct 07, 2009 8:42 pm |
|
|
Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
|
Re: District 9
MatroK wrote: I've managed to get a basic blueprint going for the tesla rifle, but I've no idea how to boost the damage or add the smoke trails to the tracers.
Look at the vanilla rocket launcher code, the rocket is an AEmitter which might help you with the smoke.
|
Wed Oct 07, 2009 9:06 pm |
|
|
Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
|
Re: District 9
Metal Meltdown wrote: MatroK wrote: I've managed to get a basic blueprint going for the tesla rifle, but I've no idea how to boost the damage or add the smoke trails to the tracers.
Look at the vanilla rocket launcher code, the rocket is an AEmitter which might help you with the smoke. I thought the Heavy Sniper Rifle would be of a bit more help with smoking tracers?
|
Wed Oct 07, 2009 10:37 pm |
|
|
Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
|
Re: District 9
Same thing, they're both AEmitters.
|
Thu Oct 08, 2009 7:36 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: District 9
Your sprites are too thin. Don't be afraid to make them slightly bulkier; more detail on a slightly off-scale sprite looks better than less on a tiny one.
|
Thu Oct 08, 2009 2:54 pm |
|
|
p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
|
Re: District 9
Meh
|
Thu Oct 08, 2009 4:18 pm |
|
|
gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
|
Re: District 9
http://gregbroadmore.blogspot.com/ watch this site if you want more concept art (He was the artist for the movie and weta workshop in general)
|
Thu Oct 08, 2009 7:16 pm |
|
|
ClockworkIndustries
Joined: Sat Oct 03, 2009 9:02 pm Posts: 29 Location: England-ish.
|
Re: District 9
MatroK wrote: I've no idea how to boost the damage
I think that's the Sharpness value in the Magazine part of the coding. Just turn that up until the desired level of meat-mulching is reached. Grif wrote: Your sprites are too thin. Don't be afraid to make them slightly bulkier; more detail on a slightly off-scale sprite looks better than less on a tiny one. Thanks for the advice. Edit: Will this do?
Attachments:
File comment: Tesla Rifle
TeslaRifle.bmp [2.25 KiB]
Not downloaded yet
File comment: Tesla Rifle Magazine
TeslaRifleMag.bmp [452 Bytes]
Not downloaded yet
|
Fri Oct 09, 2009 6:59 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: District 9
if you don't mind your gun being as big as your actor
Attachments:
blargh(2).PNG [ 13.17 KiB | Viewed 4822 times ]
|
Sat Oct 10, 2009 12:08 am |
|
|
ClockworkIndustries
Joined: Sat Oct 03, 2009 9:02 pm Posts: 29 Location: England-ish.
|
Re: District 9
Grif wrote: if you don't mind your gun being as big as your actor Pff, I'll never get it right, will I? Let me try one more time.
|
Sat Oct 10, 2009 9:05 am |
|
|
|