[Resource] Animated ammo box/sub-weapon

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Reactor
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[Resource] Animated ammo box/sub-weapon

Post by Reactor »

I just finished this little puppy today - a rotating, very easily customizable object, which can serve as a new weapon or subweapon for your hero (Quake- or Gods-style), an ammunition box, or things like this. I pre-made several animations of it for many weapons, the size remained the same (47×47, so quite tiny indeed). Also, the item-box - including the weapon symbols - uses less than 256 colours, so it can be easily paletted to Doom, Hexen, Heretic, or whatever you want.

Image

(Warned. See my last post in this thread for details. -ww)
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Animated ammobox/weapon template
Animated ammobox/weapon template
AmmoBox_rotationz_concept.gif (10.6 KiB) Viewed 2276 times
Last edited by wildweasel on Sat Nov 23, 2013 10:46 am, edited 2 times in total.
Reason: post locked
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leileilol
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Re: [Resource] Animated ammo box/sub-weapon

Post by leileilol »

I wonder where all this "finished" creditless blatant copyandpastery came from. The Tyrian weapon names and Megamissile graphics are obvious...

At this rate you'll fit right in working with the Limbo of the Lost guys.
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Reactor
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Re: [Resource] Animated ammo box/sub-weapon

Post by Reactor »

How predictable...

This "copypastery" isn't coming from anywhere else than my machine. Go ahead and Google-image-search a trillion times. The MegaMissile graphics are temporary until I fix up something more suitable for that weapon. As for the names....is there a licence for weapon names???

I think I found the next Tim Langdell. Gee,where do these clowns coming from...?

A pathetic attempt of trolling, but otherwise, nice try.
Last edited by Reactor on Thu Nov 21, 2013 3:58 am, edited 1 time in total.
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torridgristle
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Re: [Resource] Animated ammo box/sub-weapon

Post by torridgristle »

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?
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Arch
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Re: [Resource] Animated ammo box/sub-weapon

Post by Arch »

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.
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.
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Sgt. Shivers
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Re: [Resource] Animated ammo box/sub-weapon

Post by Sgt. Shivers »

I tried making the border a little less pixelated:
PowerupBox.PNG
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Reactor
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Re: [Resource] Animated ammo box/sub-weapon

Post by Reactor »

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?
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.

I tried to stick within a palette, and of course, it goes over quality sometimes. I might fix up a high-quality version, but then it'll be unpaletted and unusable for most people. And thank you Sgt, that looks much better indeed!
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TheMightyHeracross
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Re: [Resource] Animated ammo box/sub-weapon

Post by TheMightyHeracross »

Reactor wrote:
A pathetic attempt of trolling, but otherwise, nice try.

Trolling? Really? He's a troll for pointing out that you literally have no credits? Pathetic...
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Reactor
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Re: [Resource] Animated ammo box/sub-weapon

Post by Reactor »

Yes, really. I'm still eagerly waiting for where did I rip this ammo box template from....
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torridgristle
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Re: [Resource] Animated ammo box/sub-weapon

Post by torridgristle »

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.
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.

Just raises the question: If you drew it yourself, why didn't you draw it bigger? :?
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Reactor
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Re: [Resource] Animated ammo box/sub-weapon

Post by Reactor »

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...
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torridgristle
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Re: [Resource] Animated ammo box/sub-weapon

Post by torridgristle »

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...
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: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.

If you drew it in the first place, why is this such a problem?
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Reactor
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Re: [Resource] Animated ammo box/sub-weapon

Post by Reactor »

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.
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Kinsie
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Re: [Resource] Animated ammo box/sub-weapon

Post by Kinsie »

Why is every graphic mixed-up resolutions? Never, ever, ever cross the streams.
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torridgristle
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Re: [Resource] Animated ammo box/sub-weapon

Post by torridgristle »

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.
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.

What style were you going for?
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