[WIP] Wolfenstein 3D HQ Sprites

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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby SomeOtherDoomGuy » Mon Oct 16, 2017 9:17 am

These look awesome! I don't care what anyone says about it not being worth it to do higher res sprites and them never being completed. No one will finish one unless someone starts it. Keep it up! I have some experience with blender and texturing and rendering sprites. So if you need some help in that arena feel free to message me and tell me more about your process. Cheers!
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby Alex238 » Mon Oct 16, 2017 4:11 pm

Thanks :thumb:
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby Gamma64 » Wed Oct 18, 2017 2:15 pm

Thanks from all of us!
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby LkMax » Sat Dec 23, 2017 7:51 am

Hi.
I said somewhere that I planned to release something by the end of septemper IIRC... well, that obviously didn't happen, for a few reasons.
Since I'm not sure I'll ever get back to this project, I decided to release the mod with whatever I've already done at this point.

You can find more details here:
viewtopic.php?f=4&t=51005

I know a lot of areas could have improvements but it'll have to do (still much better than the vanilla games IMO).
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby LkMax » Sat Dec 23, 2017 12:12 pm

Some sprites made for the mods (except for the MP40, Chaingun, non-throwed knife and flamethrower, everything else is new since my last sprite releases, including the thinner "luger").
More can be found on the link from my previous post, you'll just have to open the PK3 files.

Image

OBS: The kar98 sprite was based on [this] image by DennisBelmondo.
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby Gamma64 » Sun Dec 24, 2017 10:35 am

Great Coffee Break sprites! You might want to increase the border size on the KAR98 sprite, or lower the arm, as the corner of the border cuts off the arm a bit. Other than, that, awesome!
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby Captain J » Sun Dec 24, 2017 11:57 am

Hooooly crud those are excellent improvements!! Excellent work!... Although that MG34's drum magazine looks way too bright!

EDIT: Darn it, darn it. I mean MG34.
Last edited by Captain J on Tue Dec 26, 2017 5:06 am, edited 1 time in total.
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby LkMax » Mon Dec 25, 2017 7:44 pm

Gamma64 wrote:Great Coffee Break sprites! You might want to increase the border size on the KAR98 sprite, or lower the arm, as the corner of the border cuts off the arm a bit. Other than, that, awesome!

Yes, I'm aware of that. Problem is, it was starting to get too wide and I animated it manually with code on ECWolf, thus, if I changed the sprite width I would have to align all the animation again for the Kar, so I went the lazy way and just lowered the sprite y-axis in-game. :-p

Captain J wrote:Hooooly crud those are excellent improvements!! Excellent work!...

Thanks, these frankensprites were hard to do right, but I'm mostly happy with them.
I didn't like how the MG34-like gun ended looking a bit small, similar to a M249, but eh, it's not supposed to look realistic anyway. ¯\_(ツ)_/¯

Captain J wrote:Although that MG40's drum magazine looks way too bright!

Ummm... ye, Maybe...
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby jazzmaster9 » Tue Dec 26, 2017 1:43 am

Thats a great looking MG 34 you have there :)
Nice Work
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby CeeJay » Tue May 08, 2018 11:01 pm

Any chance of seeing a proper green version of Trans and the Death Knight with his eye scope thingy in glorious 128x128 resolution.
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby Wiw » Thu May 17, 2018 3:53 pm

Like this?
ImageImage
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby Reactor » Thu May 17, 2018 8:36 pm

I never understood why the targeting scout was left out of the Death Knight's hi-res Mac sprite. Sure it's not a must-have, but nevertheless, it made the Death Knight look even mode badass.

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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby CeeJay » Thu May 17, 2018 10:16 pm

Yea, but Trans looks a little "palette-raped".

Image
Something like this. Though it still don't look quite right to me.

Reactor wrote:I never understood why the targeting scout was left out of the Death Knight's hi-res Mac sprite. Sure it's not a must-have, but nevertheless, it made the Death Knight look even mode badass.

"TOD IST MEIN LEBEN!!!"


Probably 'cos the original port that came with the hi-res sprites was a rushed product (Atari Jaguar) put together over a weekend, hence why a lot of stuff was missing and the enemies had reduced amount of frames.
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby Captain J » Fri May 18, 2018 12:54 am

Well, at least it's kinda faithful to the original DOS Wolf3d now. And gotta be honest, the original Mac sprite of trans looks poorly improved than i thought.
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Re: [WIP] Wolfenstein 3D HQ Sprites

Postby DenisBelmondo » Fri May 18, 2018 8:50 pm

Image

Did a little work on the guard again. Here's a comparison gif:

Image

I took a few artistic liberties with regards to the collar out of personal preference, but before I do any more work, I'm wondering if some of the changes I've made are worth incorporating into the main project.
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