#asset 1080
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smilingfr3ak · 5 months ago
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let me just drop this real quick for you Nobodies fans
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dashflashy-arts · 5 months ago
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1080's so good at cleaning up after people that other governments want him to do it for them 🤦‍♀️
Aftermath (if ever they'd meet):
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Uncensored version of the crime scene under the cut
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gracestellaerie · 5 months ago
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You guys aren't prepared for the shit I'm gonna post
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arsonistsarsenic · 6 months ago
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Drawing dump of some Nobodies : murder cleaner fanart!!
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purplemys · 6 months ago
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stim-shop · 2 years ago
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🩸- Asset #1080 Stimboard ~
Requested by: Anon
🖤 X ❤️ X 🖤
🖤 X 🩸 X 🖤
🖤 X ❤️ X 🖤
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wheredoesonegetnameideas · 11 days ago
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Forgive my language but.
WHO THE FUCK IS JEREMY GONZALEZ (?) ?????
Like i just finished the entire Nobodies trilogy, thought he would appear in the epilogue but no??
Is he like one of those ocs that are just accepted as canon or what??
Pls answer i am confusion
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cbryyace · 2 years ago
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Me when the tiniest portion of this fandom does literally anything
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cringe culture is dead embrace making fan art for a deader game
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interact-if · 1 year ago
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Hollow Victory is a short visual novel about visiting your ex in jail after he tried taking over the world. This game was made in 10 days for the O2A2 VN Jam 2023, a micro Visual Novel Jam with strict asset limitations and a 1,000 word limit by Ekkoberry.
Features:
✿ Exactly 1,000 words / approx 10 minutes of gameplay.
✿ 3 endings.
✿ 1920 x 1080 resolution.
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skyboxeye · 11 days ago
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Creating a runtime texture mod for Earthworm Jim 3D
In this post I'll share my struggles and successes with Special K and other wrapper tools in my attempts to prevent Jim's shadow from rendering. I'm running the GOG version of the game on Windows 10 with an Nvidia GeForce GTX 1070.
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Running EWJ 3D with Special K
Special K is the self-appointed "Swiss Army Knife" of PC gaming in that it does "a bit of everything". In our case, this means texture modding and windowing fixes for EWJ 3D. Special K also offers upconversion of EWJ's DirectX 7 rendering calls via a DgVoodoo plugin.
Local versus global installation
We'll be using version 25.1.3.1, since (at the time of writing) subsequent releases contain input bugs impacting EWJ 3D.
Although the docs promote purely "local" Special K installations as an alternative to "global" injection performed through the Special K frontend UI, I couldn't get this working for EWJ.
I did however manage it by "converting" (a misnomer since installations created this way are actually partially global, and partially local) a global install to a local one - achieveable by holding Ctrl and Shift while click the Play button inside Special K's frontend.
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This approach allows you to maintain per-game DLL and CONF files; you may prefer it if you're running other games with Special K. However I'll use a global installation throughout this guide, for simplicity.
Issues when customizing EWJ 3D's resolution via its menus
The game boots to an options menu which allows you to, among other things, change your display options: 1.) Color depth and 2.) Resolution. These settings will not persist unless we run the game in compatibility mode for Windows XP*, or thereabouts.
Oddly this menu wants to display at 640x480 no matter what resolution is selected. That is, EWJ only transitions to that resolution once it properly starts. This is typically harmless but seems to break Special K's injection of the game's process, resulting in the loss of Special K's on-screen display and possibly other things.
*This has the downside of requiring EWJ to be run as an administrator - which doesn't cooperate well with Special K, unless of course Special K frontend is also run as administrator (I don't recommend this). This is a possible motivation for running a "converted" local install, as that approach (along with purely local installs) does not require the Special K frontend.
Solution: Forcing EWJ 3D's resolution via DgVoodoo
To avoid this confounding resolution change, we can force EWJ to always run at our chosen resolution (example: 1920x1080) via DgVoodoo. First, set up DgVoodoo as a Special K plugin. Then, modify your CONF file in a text editor or via the control panel:
[DirectX] Resolution = h:1920, v:1080
This means we don't need to rely on Windows XP compability mode to both run the game in our desired resolution and reliably inject Special K. That's good news, as I (anecdotally) found EWJ crashes more often when in compability mode.
Other mandatory DgVoodoo configurations
Be sure to set the following options as well:
[GeneralExt] PresentationModel = flip_discard FullscreenAttributes = Fake
Dumping textures
Launch the game via Special K's frontend. Don't forget to insert an EWJ 3D disc before starting the game!
Thanks to our DgVoodoo setup, you should be able to edit the resolution and color depth in the options menu without losing Special K's injection. Once the game starts, open the overlay and click into Render Mod Tools.
You'll notice that for some reason, no assets are listed under Used Textures. This can apparently result from intrusive overlays, but I have a feeling that something else is going on. Highlight Selected Texture doesn't work either - presumably for the same reason.
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Anyway, you'll find that you're still able to switch over to All Textures, and click Refresh, to see what the game has loaded. Find the texture you're looking to modify, make note of its format details, and click Dump Texture to Disk.
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Editing textures
If you've been following this guide you'll find the DDS files inside a directory like <Special K path>\Profiles\Earthworm Jim 3D\SK_Res\dump\textures\EarthwormJim3D.exe. I tried two editing tools: Intel Texture Works (ITW) and Paint.NET. ITW doesn't Paint.NET offers support for a wide variety of formats but sadly doesn't seem to understand mipmaps.
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There is also Nvidia Texture Tools Exporter (NTTE) for saving/compressing, but not editing.
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If no single tool offers all of the features you need, you can combine them - for example we can edit a BC2 texture in ITW, export it to BC3, and then re-encode it as a BC2 using NTTE.
Injecting textures
Move your edited textures into <Special K path>\Profiles\Earthworm Jim 3D\SK_Res\inject\textures\EarthwormJim3D.exe and click Reload All Injected Textures. Or, restart the game.
Appendix 1: Other texture injectors?
See if we can use another texture modding tool, such as uMod or TexMod, alongside standalone DgVoodoo* upconversion of DirectX 7 -> DirectX 11 (I couldn't find any that did DirectX 7 -> DirectX 9). Other API wrappers, namely DXWrapper and WineD3D, did not perform well:
DXWrapper boots but there are severe graphical issues. I tried customizing every available option for D7->D9 in dxwrapper.ini. All did nothing or crashed the game.
WineD3D crashed unless I combined with DxWnd. After which it was very slow, and did not work besides.
Appendix 2: Modifying game data?
Instead of injecting altered textures at runtime, we can try to modify the textures.dat archive which EWJ loads from.
Appendix 3: Other Stuff
We might also need DxWnd to improve windowing - we'll see. Might be able to set hotkeys via uMod templates s.t. we don't need to visit its window at all.
There is a successor for uMod build for Guild Wars call gMod. Presumably it would have the same problem of requiring D9.
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dashflashy-arts · 5 months ago
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NOBODIES DOODLE DUMP!!!!!!!!
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I enjoyed playing the 3rd game so much that I finished it in days. Huaw. I also found out that the majority of the game's fandom resides in discord. Guess whom I've been talking to the most nowadays 👁 👁
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sarnie-for-varney · 2 years ago
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OPERATION CALDERA
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OPERATION MIDNIGHT
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OPERATION DEAD DROP
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OPERATION WONDERLAND
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OPERATION COUNTDOWN
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OPERATION OVERDRAFT
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OPERATION DEAD SEA
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Nobodies: After Death (Nobodies 2)
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OPERATION DRILL BIT
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OPERATION QUAGMIRE
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OPERATION ROADKILL
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OPERATION UNDERTAKER
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OPERATION STOWAWAY
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OPERATION CANARY
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astr0squared · 10 months ago
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This man keeps giving me drawing ideas
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Motorcyclist Asset 1080....
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purplemys · 6 months ago
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Quick sketch for the Nobodies game.
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fuka-petals · 8 months ago
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Psychopomp pc backgrounds (1920 x 1080)
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Edited together by yours truly, assets from the starting cutseen of the game
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foileadeux · 2 years ago
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im obsessed with your art and animatics... do you have any tutorials or process posts about some techniques you use? like how you move characters separate of the backgrounds (is it just some clever tweening in vegas??) ty in advance... ;; v ;;
sure! umm this is gonna be messy sorry if anythings incoherent. ill walk u thru this segment of the pkradi hollow fight bc theres a lotta layers. heres the shot for reference
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aaand heres a breakdown of the layers (called tracks in sony vegas but im just gonna keep calling them layers) from top to bottom
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heres the foreground! where i wanna place shit that goes in front of the characters and background
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heres where the characters will be placed! sandwiched between the foreground and background, they get more frames (as shown by the smaller segmented images on the timeline) opposed to set pieces which is usually just 1 image, which means we gotta approach tweening w the characters differently since there are a lot more images! ill explain that after this initial breakdown
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and heeeres all the background shenanigans. not much to add here. those sure are background frames
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RIGHT now to the tweening. when tweening 1 image/frame whateva you're gonna wanna use pan/crop (located on the image, that lil box with a crop around it icon), use this for stuff that only really needs 1 image, like a background. because its easier. like you could use track motion for everything i guess but pan/crops nice and easy and doesnt give me a headache she treats me nice and good
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but uh yea so youll start with a little keyframe at the beginning, drag the pan/crop timeline to the end and click the little + sign to create a keyframe! then from there move the pan/crop box (the one with an F on it lmao) around and kablammo. Movement. usually with backgrounds its just a simple panning to the left or right, like how i did it for this shot! but you can do lots more like zoom and angle it etc
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aand when you wanna tween across multiple images in a layer/track you're gonna head on over to your layer/track and hit that funny little track motion button aand youll be greeted with a pan/crop lookin thing except its like. for the whole layer/track instead. so the timeline is waaay bigger since it covers the whole thing. but umm yes same principle as pan/crop basically, except youll now need to insert "hold" keyframes right after your final keyframe, copy and paste a keyframe with all the positions defaulted (im gonna assume youre using 1920 x 1080 since its the standard)
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like so and then right click a grey keyframe and choose "hold". this stops everything from fucking up and flying between each keyframe basically LMAOO the Hold is it waiting for your next keyframe that is Not a hold. if that makes sense. anyways yea only worry about that for track motion JUST because it works with the entire track/layer, with pan/crop you can ignore this
BUT YEAH thats my silly little sony vegas tweening guide i hope that helps!! umm i have another tutorial also so u can check that out too if youd like :D
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