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High-res weapon sprites...

Posted: Mon Jun 30, 2008 8:35 am
by Ghastly
Okay, I just started cropping the Doom 3 weapon mod sprites so it won't lag anymore, and I have a few problems:

1): I'm trying to figure out exactly how to crop, scale and offset these by using the first pistol sprite replacing the Doom pistol sprite, but it's not scaling:
Image
Here's the HiResTex lump:

Code: Select all

define PISGA0 83 96
The only lumps I have in the test wad are HiResTex, SS_Start and SS_End markers and the sprite itself (PISGA0).

2): Is there anything I need to know about offsets when using HiResTex to scale weapon sprites? Will a perfectly offset weapon sprite appear in the upper-left corner when scaled, for example?

3): If the sprites are supposed to be double resolution, why are the 640x480 sprites resized to 370x200, rather than 320x240? (That was mostly at Doomero)

Ugh, too bad I'm one of the only people here with the patience to do this, I'm not sure why some of this is how it is, lol.

Re: High-res weapon sprites...

Posted: Mon Jun 30, 2008 11:55 am
by DOOMERO-21
try this!

i redude 50% de resolution with photoshop, example the ssg

now have 320 x 240 , later with xwe add the frame and put this coordenade: 18 35

later use hires and put this definition:

define SSZZA0 360 200

SEE THIS SCREENSHOT :

the lag dissapear on gl, i mean is playable with gzdoom.

Re: High-res weapon sprites...

Posted: Mon Jun 30, 2008 12:55 pm
by Ghastly
If you didn't get rid of the empty transparency, then lower-end computers might still get slow-downs. I'm trying to crop the sprites so it can still be high-res and fluid, but without the lag, but it's not going well.

Re: High-res weapon sprites...

Posted: Mon Jun 30, 2008 1:37 pm
by DOOMERO-21
mm is very dificult, i dont know is possible stop the lag !

Re: High-res weapon sprites...

Posted: Tue Jul 01, 2008 7:12 pm
by MG_Man
No it's not. You just have to crop the image sizes to just around the weapon For example, if you have a black box with cyan space around it, it's the extra space around it that you don't use that makes it lag. So you crop the image down to just the box. I'm not sure how to put it, but post an image of one Hi-Res SSG frame and I'll show you.

Re: High-res weapon sprites...

Posted: Tue Jul 01, 2008 9:58 pm
by Ryan Cordell
Basicly; all the extra space around the graphics should be taken away, and nothing but the graphics and transparency should stay in there.

Re: High-res weapon sprites...

Posted: Wed Jul 02, 2008 7:50 am
by Ghastly
That's what I'm trying to do, but unfortunately it'll be really time consuming offsetting every weapon sprite after that (The shotgun alone has more sprites than most monsters). The sprites being hi-res doesn't make it any easier to offset, either, lol.

I'm also having a hard time getting the cropped sprites to actually scale.

Re: High-res weapon sprites...

Posted: Wed Jul 02, 2008 7:58 am
by Cutmanmike
Two awesome tools to help you out for this sort of task:

1) Photoshop. It's batching/recording tools are amazingly good. Learn to use them.
2) Latest version of SLumped. Can batch set offsets.

Re: High-res weapon sprites...

Posted: Thu Jul 03, 2008 10:20 am
by Apothem
Cutmanmike wrote:Two awesome tools to help you out for this sort of task:

1) Photoshop. It's batching/recording tools are amazingly good. Learn to use them.
2) Latest version of SLumped. Can batch set offsets.

Is slumped still being worked on or is an abandoned project?