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Mosin-Nagant

  • Br0leg
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8 years 6 months ago #11 by Br0leg
Replied by Br0leg on topic [Submission] Mosin-Nagant
- Alright Im going to see what to do regarding the ammo sprite and actor.

- Yea I did look into DECORATE offset.

- Thanks for all the help, once again ^_^

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8 years 6 months ago #12 by Br0leg
Replied by Br0leg on topic [Submission] Mosin-Nagant
- I got rid of all empty space by using the default rifle ammo sprite, It now appears properly on alternative HUD.

- I also moved the Mosin from 4th weapon slot to 3rd, because it acts more like a shotgun than it does like a machine gun.

- I just wanted to thank you once again for all your patience and support. :) I am new to making weapons for DOOM and I really started to enjoy it. I know that historic weapons don't have much popularity here, that is why I only included Mosin and DP. Simply as there are no bolt action rifles what-so-ever and DP just simply looks badass, fitting in with DOOM. Thank you once again. :) I will now improve on my DP.

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  • BadMojo
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8 years 5 months ago #13 by BadMojo
Replied by BadMojo on topic [Submission] Mosin-Nagant
This looks pretty cool so far (looking at screenshots atm as I'm not near a PC to test) I just wanted to question your credits...

what add-on/game for gmod did you make the sprite from? Only saying this because this weapon isn't in plain ol gmod.

And secondly, you made a boo-boo on magicwazards crediting... it's wazard not wizard lol :)

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  • MagicWazard
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8 years 5 months ago #14 by MagicWazard
Replied by MagicWazard on topic [Submission] Mosin-Nagant

badmojo91 wrote: This looks pretty cool so far (looking at screenshots atm as I'm not near a PC to test) I just wanted to question your credits...

what add-on/game for gmod did you make the sprite from? Only saying this because this weapon isn't in plain ol gmod.

That's a good point. If we can find out where the weapon model was sourced from, that would be important to put into the credits. Odds are the model was ripped from a professional game (like the bulk of gmod content), so if that winds up being the case, then you can put the name of the company that produced the game in the "Sprites" credits section.

Also, in regards to the submission format in general, "Sprite Edit" doesn't refer to where artwork came from or which specific assets were used for what, but rather simply who performed the editing work. So you can just credit yourself for the "Sprite Edit" if you wish.

badmojo91 wrote: And secondly, you made a boo-boo on magicwazards crediting... it's wazard not wizard lol :)

That too. :)

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  • Dreadopp
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8 years 2 months ago #15 by Dreadopp
Replied by Dreadopp on topic [Submission] Mosin-Nagant
Any luck with updating the credits for this weapon, as mentioned above? The credits present in the wad seem to differ from the ones on the first post.

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  • Br0leg
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7 years 4 months ago #16 by Br0leg
Replied by Br0leg on topic [Submission] Mosin-Nagant
Hey sorry for not replying for a while, I was gone xD

Anyways, the model was from Red Orchestra 2. So you can credit Tripwire for it.

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  • MagicWazard
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7 years 4 months ago #17 by MagicWazard
Replied by MagicWazard on topic [Submission] Mosin-Nagant

Br0leg wrote: Hey sorry for not replying for a while, I was gone xD

Anyways, the model was from Red Orchestra 2. So you can credit Tripwire for it.


Acknowledged. Thanks for the follow-up!

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  • Gothic
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4 years 5 months ago - 4 years 5 months ago #18 by Gothic
Replied by Gothic on topic [Submission] Mosin-Nagant
There's something that bothers me about the muzzleflash, the gaussian blur on top of the weapon doesn't look very good to be honest. Have you considered using A_Overlay and render the flash under the weapon sprite instead?
Last edit: 4 years 5 months ago by Gothic.

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4 years 2 months ago #19 by Gothic
Replied by Gothic on topic Mosin-Nagant
Added, since people were mostly ok with this weapon. Some major changes were made: the animations are handled by A_WeaponOffsets functions, instead of the same sprite copied with different offsets, as suggested by MagicWazard, the muzzleflash was changed to something I think it's more appealing (if OP wants to change this, feel free to update this), the Flash state is called with A_Overlay instead to render behind the sprite, and both INFO and CREDITS were updated.

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