Rachael wrote:That's probably one of your better screenshots for the effect I was talking about - but I'll be honest - it *almost* works. [..] the colour of the food is so vibrant and pretty and the rest of the area is brown and drab.
You definitely made a good point here and it proofs that someteims you are simply blind when you work on your mod for a too long time with these assets. I tried to improve both of the meals now by reducing the brightness and vibrancy and making them look more realistic and fitting into their respective surroundings. Btw, I noticed that the screenshot shows the old 1x-size pixel objects. We improved them also in a real manual upscaling to reduce the "sprite filter" issue as well,
@Graf Zahl. So, if there are other objects that stand out too much, let us know, its definitely something we can improve
Kinsie wrote:Graf Zahl wrote:What bothers me about that screenshot is not the guards - it's the food lying on the table. These items are so at odds with the rest of the graphics it almost hurts. And of course, using an upscale filter to smooth their edges...
Yeah, when I last played BoA a while back, there was a lot of issues with sprite resolution inconsistency between the guards and pretty all the environment prop sprites. I dunno if it's been manually applied or if it's just Torm's GZDoom settings, but trying to alleviate that with a quick-n-dirty sprite filter almost makes things worse.
You are definitely right. For the release of Chapter 2 we weren't finished yet with converting all props and items to the double-scale look that we had for the enemies (guards, bosses, etc). Our spriter
DoomJedi did catch up with most of it now, having almost every sprite in a higher resolution if it makes sense and the looks benefit.
Enjay wrote:You said that Nash is on the team. I don't know if you've discussed it with him (and he could have reasons for not wanting to do it) but he certainly can model.
Disregarding what Nash stated already, I wasn't even aware that he is capable of modeling
Enjay wrote:That's very close to the philosophy I adopted for my BGPA Burghead mod. I didn't have, and couldn't create, models for the enemies but I did want to include models and I feel that models work much better than sprites for bigger objects such as vehicles. So, my basic rule was "if it's an animal (soldiers, dogs, NPCs, etc) or comes from one/can be picked up by one (dropped items, med packs etc) it's a sprite but if it is 'solid' and/or 'part of the world' (vehicles, machines, trees, scenery items) then it's a model. It's not perfect. It's a compromise but it's the best that I could do and I tried to adopt those rules consistently within the mod.
Exactly, and I think that this compromise works pretty well. Sure, it's a "mish-mash"-style of resources but we try to make it feel as good as possible and it's simply the only way we can realize our visions. Fortunately the feedback has been very good so far, even on more official gaming review sites and despite the fact that I can understand Rachael's gripes it has been received quite well outside the Doom community - and also inside
ravage wrote:When working on hocusdoom I made it a point that any models I made/used had to fit the same style as the sprites and textures as well, which is why they tend to be fairly low poly and cleanish textures. Just something to think about.
Absolutely true and I have to say that the art-design in Hocus Doom is simply perfect, really. The aesthetics feel like this is an official game from Apogee, coming directly from the 90's, delivered by a DeLorean
Still the problem stays - we simply don't have a person on our team who is able to create such models from scratch