Improving PerK's smooth animations mod

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Improving PerK's smooth animations mod

Postby NightFright » Fri Apr 20, 2012 6:36 am

Folks suggested I make a separate thread for this instead of posting into different projects which are only partially related to it, so well, there we go. :)

Time for some modding of Per Kristian's smooth weapon animations. There are two versions available, one with normal gloves color and another one with black color (to match the Doomguy's gloves on the game box cover art).

Image

Features:
- Fists: now also with gloves
- Chainsaw: has more idle frames
- Shotgun: improved muzzleflash, reload frames optimized
- Super Shotgun: missing hand for one frame added, minor tweaks for two frames
- Chaingun: rotation/firing behavior fixed
- Plasmagun: two additional frames while firing
- BFG 9000: now also has smooth animations

Recent changes (January 26, 2013):
> Jan 26: Cleaned brown pixels from super shotgun barrel (all editions); removed needless pixel from super shotgun edge and restored brownish barrel glow (Black Gloves Edition only)
> Jan 19: Remaining fist gloves (by Blox) replaced with improved versions
> Jan 18: Fixed shotgun/super shotgun muzzle flashes
> Jan 18: Zandronum compatibility (with plasma rifle code by Blox)
> Jan 15: Centered positions for shotgun, super shotgun, chaingun, rocket launcher, plasma rifle, BFG (compatibility to Doom 2 Minor Sprite Fixing Project)
> Jan 15: Replacement of three fist sprites (improved gloves by Blox)

Notes:
1) This is an edit of the "port release" (with more frames), not the Boom compatible conversion which has been uploaded over at Doomworld not so long ago. So this means it only works with ZDoom, GZDoom or Zandronum.
2) If anyone can provide the code for the Doomsday/Eternity files which are currently NOT included any more, please feel free to PM me so I can add it.
3) Many people are not satisfied with the BFG animation. Instead of the muzzle part moving "into" the weapon casing, the whole weapon should rather have a recoil. If anyone can help with this, just post your suggestion/solution here.

Credits:
Per Kristian (creator of the original animations mod)
IcyFreezy (black gloves from blakglov2.wad)
NeuralStunner (PerK HUD fists with gloves)
JoeyTD (pistol with arm)
Blox (improved gloved fists, shotgun/super shotgun frame tweaks, fixes for Z86 chaingun, extra plasma rifle frames & code)
Blue Shadow (plasma rifle tweaks)
Z86 (smoother chainsaw, super shotgun frame fix, chaingun rotation/animation fix, smooth BFG)
Minigunner ("Polished Skull" shotgun muzzleflash)
Attachments
pk_anim1.zip
PerK Enhanced (Standard Edition)
(225.37 KiB) Downloaded 1451 times
pk_anim2.zip
PerK Enhanced (Black Gloves Edition)
(221.27 KiB) Downloaded 953 times
Last edited by NightFright on Sat Jan 26, 2013 5:54 pm, edited 33 times in total.
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Re: Improving PerK's smooth animations mod

Postby Blox » Fri Apr 20, 2012 8:42 am

Have a smooth plasmarifle firing animation.
Image Edit: Alternatively, Image

After PLSFC0:
Image
Before (thus after above) PLSFD0:
Image

ohshitiseebug Edit: Fix'd, the first in-between didn't have any light on the very bottom green thingy in the center.
Last edited by Blox on Fri Apr 20, 2012 10:34 am, edited 1 time in total.
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Re: Improving PerK's smooth animations mod

Postby Xtyfe » Fri Apr 20, 2012 10:11 am

Thank you for the gloved smooth fist :D I had done one myself but this is way better
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Re: Improving PerK's smooth animations mod

Postby NightFright » Fri Apr 20, 2012 10:20 am

I see. Not bad! Will see if I can use those extra plasmagun frames. They have the same alignment offsets as one of the other firing sprites or do you have some custom ones for those already?
Last edited by NightFright on Fri Apr 20, 2012 10:44 am, edited 1 time in total.
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Re: Improving PerK's smooth animations mod

Postby Blox » Fri Apr 20, 2012 10:37 am

They don't have any offsets at all, though those should be about the easiest to set.

Oh, and the "alternative" one is like this: (E = First in-between, F = Second)
Code: Select allExpand view
PLSF A 1 //(Or C as it is in pk_wpns)
PLSF E 2
PLSF F 1
PLSF B 1 //(Or D ^)
PLSF F 1
loop
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Re: Improving PerK's smooth animations mod

Postby Z86 » Fri Apr 20, 2012 10:41 am

I have an alternate smooth bfg animation in my Particle Fire Enhancer mod, feel free to use it if it fits your fancy. It is modeled after the original BFG fire cycle which never uses BFGGC0, and has it's black part disappearing after fire (I assumed it to be a recoil, and thus animated it so). It has 11+9 frames.

PerkFixes.wad
(143.11 KiB) Downloaded 239 times


BTW I have just made this file with my modifications of the perkristian smooth anim mod:

contains:
- Smooth chainsaw (2 frame sawing anim, smoother idle anim from doom beta)
- PKS2P0 missing hand frame fixed (barely visible while animating, but anyway better to have it)
- Fixed PerkChaingun. In the original it works nothing like the Doom chaingun (fires 1 per cycle, and has a 1 frame A_REFIRE). Now it fires 2 per cycle, 0 frame A_REFIRE, and spindown animation is split up into 1 frame A_WeaponReady commands, to mimic the original behaviour as close as possible.
- PerkChaingun lower part also smooth animated
- The aforementioned BFG. Works like the original with the same amount of tic delays, and is also highly reminiscent of the original fire cycle.


Also, that plasma fire cycle looks very good. Does it fire 2 per that animation? Because whenever I tried to animate it like that I always found it too jerky when firing per 3 tics. 4 tic anim is ok actually, but that needs a custom plasmagun.
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Re: Improving PerK's smooth animations mod

Postby Blox » Fri Apr 20, 2012 11:05 am

That animation is 6 tics in total, so heh. :P

Also fixed a omfg bug. Missed the grating being either not lightened or totally lightened. Now there's a slight in between.
Edit: Also added a grate-ish thingy at the start of the tip. o_O
Man this animation is pretty messed up.
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Re: Improving PerK's smooth animations mod

Postby Zombieguy » Fri Apr 20, 2012 11:49 am

Oh yes!
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Re: Improving PerK's smooth animations mod

Postby NeuralStunner » Fri Apr 20, 2012 1:51 pm

Blox wrote:Have a smooth plasmarifle firing animation.
Those are great! :D
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Re: Improving PerK's smooth animations mod

Postby Xtyfe » Fri Apr 20, 2012 3:05 pm

Just a thought, using the offset property in decorate would make them even more smooth than they are now, would you consider doing something like that?

Though keep in mind that this would not be supported by any other port
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Re: Improving PerK's smooth animations mod

Postby Xaser » Fri Apr 20, 2012 3:57 pm

What he's posted is a 6-tic animation, which (given 3 tics per shot) is exactly as smooth as you can possibly make it. No need to mess with "offset" since the frames themselves can handle that.
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Re: Improving PerK's smooth animations mod

Postby NightFright » Fri Apr 20, 2012 4:38 pm

Here is a first test version. Right now only for the normal glove color. It includes everything besides the alternate BFG by Z86 (I still don't know whether to use it or not).

I am not very experienced with DECORATE, so I dunno whether I added the two Plasmagun frames correctly. What I did was to rename existing PLSFD0 frame to PLSFF0 and add the new ones as PLSFD0 and PLSFE0 (just in order to maintain the proper letter sequence). I cannot exactly tell whether it makes a difference ingame at all, though.

Code: Select allExpand view
ACTOR PerkPlasmaRifle : PlasmaRifle replaces PlasmaRifle
{
   States
   {
   Fire:
      PKPL A 3 A_FirePlasma
      PKPL B 1 A_ReFire
      PKPL DEF 1
      PKPL GF 3
      PKPL EDCBA 2
      Goto Ready
   Flash:
      PLSF B 2 Bright A_Light1
      PLSF A 1 Bright A_Light1
      TNT1 A 1 Bright A_Light1
      Goto LightDone
      PLSF C 1 Bright A_Light1
      PLSF D 2 Bright A_Light1 // new frame #1
      PLSF E 1 Bright A_Light1 // new frame #2
      PLSF F 1 Bright A_Light1 // previous PerK frame PLSFD
      PLSF E 1 Bright A_Light1 // new frame #2
      TNT1 A 1 Bright A_Light1
                Loop
   }
}


Download test version (with improved chainsaw, super shotgun frame fix, chaingun fix, added plasmagun fire frames)
Last edited by NightFright on Fri Apr 20, 2012 5:17 pm, edited 4 times in total.
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Re: Improving PerK's smooth animations mod

Postby Xtyfe » Fri Apr 20, 2012 5:09 pm

Xaser wrote:What he's posted is a 6-tic animation, which (given 3 tics per shot) is exactly as smooth as you can possibly make it. No need to mess with "offset" since the frames themselves can handle that.


I meant for all weapons that would benefit from it
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Re: Improving PerK's smooth animations mod

Postby Xtyfe » Fri Apr 20, 2012 11:00 pm

Does anyone else notice the bright green pixels around the muzzle flash of BFGFD0 and BFGFF0?
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Re: Improving PerK's smooth animations mod

Postby Blox » Sat Apr 21, 2012 2:45 am

Actually, this would be the correct animation (took some time to get it right):
Code: Select allExpand view
ACTOR PerkPlasmaRifle : PlasmaRifle replaces PlasmaRifle
{
   States
   {
   Fire:
      PLSF C 1 Bright A_FirePlasma
      PLSF D 2 Bright
      PLSF E 1 Bright A_FirePlasma
      PLSF F 1 Bright
      PLSF E 1 Bright
      PKPL B 1 A_ReFire
      PKPL DEF 1
      PKPL GF 3
      PKPL EDCBA 2
      Goto Ready
   Flash:
      TNT1 A 1 A_Light1
      Goto LightDone
   }
}

Now it fires two projectiles per burst though, not a big loss though.
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