The WIP Thread

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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

leileilol wrote:Isometric sprite game and someone going through succubus rehab iirc is quite stretching it
She does meet both your original criteria, so don't be a sore loser. :P
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

kodi wrote:Some of the TEXTURES frankenspriting/animation for doomshock:

grenade launcher
laser rapier and machinegun
bfg replacement

I cheated with a custom-made patch for the sword though.
those weapon sprites needs more improvements but gotta love that grenade launcher! it's just so flawless!
Last edited by Captain J on Mon Apr 25, 2016 9:30 pm, edited 1 time in total.
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Re: The WIP Thread

Post by Inchworm »

kodi wrote:Some of the TEXTURES frankenspriting/animation for doomshock:

grenade launcher
laser rapier and machinegun
bfg replacement

I cheated with a custom-made patch for the sword though.
That's seriously some of the neatest stuff I've never seen!
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Re: The WIP Thread

Post by wildweasel »

I greatly approve of these textures-weapons. You're putting even my hticstyle stuff to absolute shame.
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Re: The WIP Thread

Post by DoomRater »

That BFG replacement was something I envisioned trying to make a while ago but didn't have any good ideas on how to make it the way I wanted. Not the sprites, mind you, the functionality.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

Thanks for the kind words guys.
i'm more interested in the health display for the monsters, myself.
The health displaying code itself is very simple (lineattack with a script-executing puff), it's the magical math function from space cooked up by /vr/ that produces a world-space vector from the cursor position that does the heavy lifting for the entire mod.
those weapon sprites needs more improvements
Spriting in this way is many things (FUN being a big one!) but quick it is not. I'll make a final pass of color adjustment if I find the time though 8-)

@ww Thank you. It's really encouraging to hear that from a veteran such as yourself. This is essentially my first venture into spriting and gameplay modding so I'm quite insecure about what works and what doesn't.
@DoomRater The way mine works hadn't been possible until the "rail-spawned actors improvements" code submission was added recently.
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Re: The WIP Thread

Post by Zanieon »

Image
God damn kodi, that is awesome!

Btw:
Spoiler: Final Walk Cycle
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Always gotta love that big feetsies!
kodi wrote:Spriting in this way is many things (FUN being a big one!) but quick it is not. I'll make a final pass of color adjustment if I find the time though 8-)
i want to improve them if it's finished, through! Just saying!
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Re: The WIP Thread

Post by Nash »

leileilol wrote:(from what did you do thread)
Speaking of which, here's one now that i've just started on!
Spoiler:
Finally, something human from you! Look's good!!!
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Re: The WIP Thread

Post by leileilol »

Image
GENTEK
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Re: The WIP Thread

Post by GENTEK »

leileilol wrote:
Spoiler:
Nice JumpPad leilleiol! :P How have you made the animated skin for .MD3 in Doom ?
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Re: The WIP Thread

Post by Zanieon »

He don't made it for Doom, he made for Open Arena 3, actually it's possible to make such thing in GZDoom using hardware shaders, but a person must have knowledge of GLSL coding.
Last edited by Zanieon on Wed Apr 27, 2016 8:22 am, edited 1 time in total.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

Does modeldefs support changing skins between frames like you can do with angle and position offsets anyway?
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Re: The WIP Thread

Post by Zanieon »

Yes, Enjay used that in his Gene-Tech to make the last boss in a enraged mode where he glows in some parts. All you need do is just create another definitions for the same actor with this different skin pointing only the frames you want to change
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Re: The WIP Thread

Post by Captain J »

netronianchaosweapons.PNG
i never knew spriting is real fun!... also it takes much times, too.

and yes, these are for my doom mod! but might work very slowly!
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