Search found 155 matches
- Sat Jun 15, 2013 12:40 pm
- Forum: Abandoned/Dead Projects
- Topic: High Quality Animations Project
- Replies: 182
- Views: 36131
Re: High Quality Animations Project
Right, I tested it in that long corridor (level 3-1) and there is problem with attacking every animation cycle even if far from me. But smooth animation is an improvement IMO even thoug I left plenty of artifacts (sprites were antialiased to black background and contour had to be selected manuall to ...
- Tue Jun 11, 2013 8:21 pm
- Forum: Abandoned/Dead Projects
- Topic: High Quality Animations Project
- Replies: 182
- Views: 36131
Re: High Quality Animations Project
@The Zombie Killer 1) artifacts: I know I did all frames "roughly" - 2) angles - I guess episode 3 lev 1 - long narrow corridor - would be best place for testing 3> UGGH! I am getting : Script error, "asmoothpinky.pk3:decorate.txt" line 8: Invalid state parameter fast when trying to test your thing ...
- Mon Jun 10, 2013 9:53 pm
- Forum: Abandoned/Dead Projects
- Topic: High Quality Animations Project
- Replies: 182
- Views: 36131
Re: High Quality Animations Project
HI, So I just very quickly (lots of artifact only for testing purpose) processed all pinky frames this one http://www.majhost.com/gallery/gibbospazz/Stuff/apathy2.gif (to remove background) so they can be used for animation. Maybe someone (ZOMBIEMAN???) could put it into game? Its front pinky ...
- Tue May 14, 2013 10:12 pm
- Forum: Abandoned/Dead Projects
- Topic: High Quality Animations Project
- Replies: 182
- Views: 36131
Re: High Quality Animations Project
Clearly I still have problems with Squirlz morph (example below). But working on that. I absolutely love pinky animation I wil make it "transparent" so someone can put it into game. with squirlz morph I am gettin this "warping green fireball effect"" http://i.imgur.com/9d36rKu.gif
- Sun May 05, 2013 10:50 am
- Forum: Abandoned/Dead Projects
- Topic: High Quality Animations Project
- Replies: 182
- Views: 36131
Re: High Quality Animations Project
I tested your this smooth baron death animation in-game . IT IS ABSOLUTELY AWESOME. Check it out guys, this project like no other before can WASTLY imporove Doom experience while it will not altering any vanilla content . That project should get all priorities IMO:) It would be awesome if Blox could ...
- Sat May 04, 2013 7:54 am
- Forum: Abandoned/Dead Projects
- Topic: High Quality Animations Project
- Replies: 182
- Views: 36131
Re: High Quality Animations Project
Hi again, this seems to be extremely interesing project. I am dying to know if its feasible actually so: 1) Is here anyone with enough knowledge of Doom/decorate code to tell me if it is feasible to implement this 16 frames of animations? (Blox morphed demon run anim)? 2) Can someone add this Blox ...
- Tue Oct 02, 2012 8:07 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom sprites HD (8x) version v03 released
- Replies: 1046
- Views: 246201
Re: Doom sprites HD (8x) version v03 released
Heh SalmonGod, It seems that I have similar problem here. I dont have 2 jobs like you but more like 1.5 While I am still trying to do something is more crawling than really moving forward. I am still doing things but cannot contribute as much as in the past. On the other hand, this project is not ...
- Sun Sep 09, 2012 7:42 pm
- Forum: Abandoned/Dead Projects
- Topic: Reinchard's wip textures demo available
- Replies: 125
- Views: 14047
Re: Reinchard's wip textures
hey Reinchard, screenshot of your exit doors looks like its using parallax mapping. It this in-games screen? does any of Doom port support it? I did few Doom textures with normal maps and specular maps and they really look 3D in-game, but I am using them in my port of Doom to BUILD engine (the one ...
- Fri Sep 07, 2012 11:02 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom sprites HD (8x) version v03 released
- Replies: 1046
- Views: 246201
Re: Doom sprites HD (8x) version v03 released
I was looking for another motivation for fininshing HI res sprites and I found that then can be efortlessly plugged into my old project (porting Doom to another engine, guess which :) ) since part of porting was done before (enemy AI, some textures) its no extra work (just renaming hi res sprites) i ...
- Wed Sep 05, 2012 8:32 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom sprites HD (8x) version v03 released
- Replies: 1046
- Views: 246201
Re: Doom sprites HD (8x) version v03 released
Doom Juan - are you sure that computer is frozen? give it another chance - do not use more than 400% first time and give t about 5 minutes (depending on processing power you have) in my case 400% sprite resizing takes few minutes and it apperas as computer is frozen but after is done everything ...
- Mon Sep 03, 2012 10:11 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom sprites HD (8x) version v03 released
- Replies: 1046
- Views: 246201
Re: Doom sprites HD (8x) version v03 released
hi I am back (left countr for entire month). first thing first, someone asked for link to spritebomb , here it is (it seem that I may be only person left with file after original file expired): SpriteBomb1.1_demo.exe: http://www.bigupload.com/skin/stylish/thumb/thumb_software.png (download button ...
- Sat Aug 11, 2012 12:24 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom sprites HD (8x) version v03 released
- Replies: 1046
- Views: 246201
Re: Doom sprites HD (8x) version v03 released
Hi just for update : i am alomst done with IMP - doing back frames now. @ this Doom miniatures - good idea - I found multiple EXCELLENT ones- only problem - "copyrights: -it will require finding authors and asking here is expamples of what I found- most of this monsters have also angled frames ...
- Sat Jul 21, 2012 8:56 am
- Forum: Abandoned/Dead Projects
- Topic: Doom sprites HD (8x) version v03 released
- Replies: 1046
- Views: 246201
Re: Doom sprites HD (8x) version v03 released
heh Enjay is right :) Jaw should be retracted a bit :) after we done with angled frames thare will be shooting frames to add and we can try it in the game (front/fron-angle and shooting are the most commonly appearing frames in-game , unless you shoot the imp, which whould be a bad thing since its ...
- Thu Jul 19, 2012 11:12 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom sprites HD (8x) version v03 released
- Replies: 1046
- Views: 246201
Re: Doom sprites HD (8x) version v03 released
hey, TheMorden, so its really early stage basically EVERYTHING needs corrections (perspective, colors, blending, lightning) but if you thin you can start doing heads your way from this stage then go ahead:) Maybe judge could help to fix chest a bit? In meant ime I can go back to front frames and do ...
- Sun Jul 15, 2012 12:42 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom sprites HD (8x) version v03 released
- Replies: 1046
- Views: 246201
Re: Doom sprites HD (8x) version v03 released
OH, I forgot. The sprite dimensions should exactly match orinal proportionally scaled. It means that you can modify my sprites but dont mke them any wider, taller or smaller . otherwise sprite will be shrinked or stretched in-game. ***TRick that can be used is if you want to make it shorter than ...