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March 4th, 2010, 10:26 PM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
Posts: 434
Thanks: 7
Thanked 3 Times in 3 Posts
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Re: Community Sprites Update Mod v1.01 (2 so far, contributions welcome)
The Mammoth is beautiful. It might be challenging to rotate the head to make it look really professional, plus it only attacks something that's it own size.
That said, it does look really great, and it is more than worthy any for any mod.
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March 5th, 2010, 05:16 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
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Re: Community Sprites Update Mod v1.01 (2 so far, contributions welcome)
Thanks, BigDaddy. I may give a whirl at rotating the head when I get a bit better.
I might also throw a howdah and some Caelians on it and see how it goes over.
Oh, and, MadGiraffe: ironic that I didn't see it when I read your post the first time, but I actually was working on a Siberian tiger when you wrote that. Too big (by intent) to replace the vanilla tiger (which I really like, actually), but here's a shot of the provisionally-complete WIP:
Strange Sighting
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April 22nd, 2010, 06:18 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
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Re: Community Sprites Update Mod v1.04
Alright. Dovetailing off of work I've already done, I decided to make a replacement for that vampire queen using the sorceress as a template. Attached.
Look, guys, vampire queens are supposed to be hawt. Dead, cold flesh notwithstanding.
I couldn't figure out how to do a good brooch for the cloak at that scale -- if anyone wants demonstrate for me how to pull that off, have at it. As it stands, the cloak clasp ends up looking more like a choker. Which, I suppose, goes toward the theme one way or the other.
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March 5th, 2010, 05:58 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Community Sprites Update Mod v1.01 (2 so far, contributions welcome)
Yes, that'd definitely be nice.
In fact, for MP you could just C&P any appropriate sprite changes into the end of any .dm file the game was using.
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March 5th, 2010, 07:49 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
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Re: Community Sprites Update Mod v1.01 (2 so far, contributions welcome)
That's the route that makes sense to me as well. I'm putting up version 1.02 right now, which includes the following enabled by default:
Great Enchantress
Succubus (may change this)
Arch Druid
Arch Mage
Freak Lord
All the rest of Zepath's replacement pretenders are included but commented out.
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March 6th, 2010, 05:56 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Community Sprites Update Mod v1.02
Thanks, please expand it !!!!
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March 6th, 2010, 12:58 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Community Sprites Update Mod v1.02
Awesome
More please.
If this mod were to be bundled in CBM. Oh man, that would be so nice 
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April 14th, 2010, 02:05 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
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Re: Community Sprites Update Mod v1.02
Opinions: Very minor tweak to Palankasha sprite's head, as an upgrade/replacement to be included. Good? Bad? Original is just fine?
Explanation: The vanilla Palankasha sprite is missing something. It may be just me, but the head comes off as an orange snake head more than a tiger head, even with the ears. Trying to figure out what was missing, it finally clicked. Head is too wedge-ish. Whiskers added in front gives more weight to the front of the head (as is characteristic of tigers), giving the impression of a more tiger-ish face.
Nothing else modified. See attached image.
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April 14th, 2010, 02:41 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Community Sprites Update Mod v1.03
It's certainly a small tweak, bit I really see no harm in including it. It definately looks more "tigery" now.
I'll make and contribute the new Vanheim human infantry sprites once I've managed to update rest of my mods.
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April 14th, 2010, 07:26 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Community Sprites Update Mod v1.03
I think the focus should be on the sprites which really suck, personally.
The lanka ones are all fine, but there are many sprites in the game left over from dom1 and 2. See the roman banner guys.
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