Search found 155 matches

by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...
by thief666
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 ...

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