
(Warned. See my last post in this thread for details. -ww)
I think the point here is that nice rotating template, you gotta fit to the style of your mod, those are just examples. Nice work, Reactor.torridGristle wrote:Why isn't there a consistent style? Some don't even have a black background and are instead a dark grey with black pixels around the edge.
Rock solid proof that they were created individually, not copy-pastery, but then it'd ruin the "brilliant" flaming tactic of some mini Tim Langdell-idiot. The background was manually edited every time to make the weapon symbol fit in it. As for the blur, the animation pieces were made at huge sizes, the blurryness is due to the extreme resizing when the animation itself was complete.Why isn't there a consistent style? Some don't even have a black background and are instead a dark grey with black pixels around the edge.
And why are they all blurry?
Reactor wrote:
A pathetic attempt of trolling, but otherwise, nice try.
It doesn't really prove much, anyone could have just taken a pre-existing HUD element from another game and stretched it out. I mean if you made it yourself certainly you could just remake it bigger or even use a better resizing algorithm like one available from this program. And if you made it yourself you could have also made everything with a black background instead of leaving some with dark grey and you could have drawn the ammo types within the frames larger.Reactor wrote:Rock solid proof that they were created individually, not copy-pastery, but then it'd ruin the "brilliant" flaming tactic of some mini Tim Langdell-idiot.
To actually see the blur you're going to have a larger image than what you started with (14x14 or 16x16) so, knowing that, why didn't you just draw it at the size you were going to resize it to (47x47)?Reactor wrote:As I said before, the animation frames originally were MUCH MUCH bigger. And when all of them were ready, I made'em little. I don't use any extra programs which would just make things overcomplicated, I'm fine with Paint.NET.
The main reason is simple: every object in Doom/Doom 2 is tiny, really tiny. Thus, if you view'em closely , like a soul-sphere, they are incredibly pixeled, so to avoid this, I blurred the colours together as much as possible, this way the pixelatedness will be less disturbing. Plus, I had to stay within 256 colours limit.
I can remake the stuff in bigger resolution, without using blur and such, if someone needs it, but most likely it'll be become unpaletted. Increasing the resolution AND still sticking to the palette is like having sex while staying virgin...
It's honestly not that difficult--just draw it at the size you're resizing it to.Reactor wrote:Increasing the resolution AND still sticking to the palette is like having sex while staying virgin...
But blurring and smudging the image isn't going to save it from being stretched out in-game either, unless it was never supposed to look like a pixelled SNES hud but if it wasn't then why draw pixel art in that style only to blur it so it doesn't look... pixelated.Reactor wrote:OK, Sure I can draw at that size, but then it'll be overly pixelated (the smaller the image is, the more obvious the pixels are), so then that'll be the problem. But if it's not, then of course I can work straight with 47×47 as well. Being smudgy and blurry is still better than being overly too pixelated, but that's just my opinion.