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I had decide to gather the monster sprites from Diablo games series in one place for the easy and comfortable placing them into Id-games mods for anyone who would wants do it. The main things in my work which positively distincts from other possible Di sprite sources are:
a) they already named accordingly to DECORATE naming and dimension layout rules;
b) damned shadows of Di1 sprites are also removed already;
c) Di2 cast\dying sprites of composite monsters now with real transparent effects without any colored borders! Aaand
e) .dc6 animation (Mehpisto\Diablo\Baal) also extracted now! Please give credits to Blizzard and Ogodei at least if you will use D1 sprites in your mod!
I will add the new monsters as soon as I can. In the end I might to gather that in a single pack probably.
Any suggestions\requests are welcomed.
Spoiler: Screenshots
D2 Achmel the Cursed (Greater Mummy boss)
D2 Reanimated
D2 Duriel
D2 Andariel
D2 Mephisto
D2 portals
D2 Cow King+Holy Shock
D2 Frenzytaurs vs Regurgitators
D1 Diablo
D2 Diablo
D1 Knights (Steel Lords\Heretic palette)
D1 Knights (Steel Lords\Heretic palette - common and Alpha 1.0 sprites)
Spoiler: Monster-ACTOR wads
A few actors with abilities which are similar to abilities of vanilla Diablo monsters (bosses mainly):
**AT*# - attack (main or melee) sprites
**AL*# - left hand attack sprites (for Overlords)
**AR*# - right hand attack sprites (for Overlords)
**DT*# - dying sprites
**DD*# - corpse sprites (aren't transfered since that's unnecessary)
**GH*# - pain state sprites
**IL*# - idle sprites
**WL*# - moving sprites
**SF*# - stone form sprites
**SI*# - stone form in state sprites (for Gargoyles)
**SO*# - stone form out state sprites (for Gargoyles)
**TI*# - teleport (invisibility) in state sprites (for the Hidden and Mages)
**TO*# - teleport (invisibility) out state sprites (for the Hidden and Mages)
**SC*# - skill\spell casting action sprites (for monsters with additional action type or the unique ranged attack)
**C_*# - sprites of specific spell cast with %SpecificLetterOfSpell% on the place of "_" (mostly for mages)
**SS*# - skill\spell sprites (sprites of skill\spell itself) OR additional set of skill\spell casting action sprites
**SD*0 - destruction of missile
IF - Inferno
AB - Acid Blast
MB - Magma Ball
LG - Lightning
TL - TrueLightning (mage)
FO - Fallen One
CR - Carver
DK - Devil Kin
DO - Dark One
ZB - Zombie
ZG - Ghoul
RC - Rotting Carcass
BE - Black Death
SK - Skeleton
SA - Skeleton Archer
SC - Skeleton Captain
CA - Corpse Axe
CB - Corpse Bow
CC - Corpse Captain
BD - Burning Dead
BA - Burning Dead Archer
BC - Burning Dead Captain
HO - Horror
HA - Horror Archer
HC - Horror Captain
SV - Scavenger
PE - Plague Eater
SB - Shadow Beast
BH - Bone Gasher
FI - Fiend
BI - Blink
GL - Gloom
FM - Familiar
HI - Hidden
SE - Stalker
UN - Unseen
IW - Illusion Weaver
EC - Flesh Clan
EA - Flesh Clan Archer
OC - Stone Clan
OA - Stone Clan Archer
FC - Fire Clan
FA - Fire Clan Archer
NC - Night Clan
NA - Night Clan Archer
OD - Overlord
MM - Mud Man
TD - Toad Demon
FY - Flayed One
WD - Winged Demon
GY - Gargoyle
BL - Blood Claw
DW - Death Wing
HD - Horned Demon
MR - Mud Runner
FG - Frost Charger
OL - Obsidian Lord
AB - Acid Beast
PS - Poison Spitter
PB - Pit Beast
LM - Lava Maw
MD - Magma Demon
BS - Blood Stone
HS - Hell Stone
LD - Lava Lord
CV - Cave Viper
FD - Fire Drake
GV - Gold Viper
AD - Azure Drake
RS - Red Storm
SR - Storm Rider
SL - Storm Lord
MS - Maelstorm
SY - Slayer
GU - Guardian
VL - Vortex Lord
BG - Balrog
SS - Succubus
SW - Snow Witch
HW - Hell Spawn
SN - Soul Burner
BK - Black Knight
DG - Doom Guard
ST - Steel Lord
OK - Blood Knight
CO - Counselor
MA - Magistrate
CL - Cabalist
AV - Advocate
BU - Butcher
LE - Leoric
DI - Diablo
Hive
HP - Hork Spawn
SI - Stinger
VT - Venomtail
FW - Felltwin
SD - Shredded
TA - Torchant
AR - Arachnon
IL - Spider Lord
LW - Lashworm
HR - Hellboar
PO - Psychorb
NO - Necromorb
HN - Hork Demon
DR - Defiler
Crypt
TR - Tomb Rat
GD - Gravedigger
DB - Devil Kin Brute
FB - Firebat
HB - Hellbat
YL - Satyr Lord
BP - Biclops
SG - Skullwing
BM - Bone Demon
FT - Flesh Thing
LC - Lich
AL - Arch Lich
CD - Crypt Demon
RR - Reaper
NK - Na-Krul
Notes:
a) format: .7z -> .gif (for easier further image manipulations);
b) D1 sprites are (5-15)% larger from their original size;
c) all DT*1 frames of "Magma Demons" are glitched out, and that's old Blizzard glitch.
**AT*# - attack (main or melee) sprites
**AL*# - attack (left sided or alt-melee) sprites
**AR*# - attack (right sided or alt-melee) sprites
**DT*# - dying sprites
**DD*# - corpse sprites (aren't transfered since that's unnecessary)
**GH*# - pain state sprites
**IL*# - idle sprites
**RN*# - RUN sprites
**WL*# - moving sprites
**TP*# - teleport in\out OR fade in\out moving sprites (willowisps forex.)
**SC*# - skill\spell casting action sprites (for monsters with additional action type or the unique ranged attack)
**C_*# - sprites of specific spell cast with %SpecificLetterOfSpell% on the place of "_" (mostly for bosses or casters)
**CE*# - sprites of corpse eating action (for Regurgitators)
**SS*# - skill\spell sprites (sprites of skill\spell itself) OR additional set of skill\spell casting action sprites
**SD*# - destruction of missile sprites
Notes:
a) format: .7z -> .gif (for easier further image manipulations) OR .png (in case of merged composite monsters);
b) D2 sprites blackness can be removed by adding
c) D2 non-transparent sprites of "non-ethereal" creatures with internal visual effects (like as Diablo casts) must be used only as truecolor .png.In opposite case effects transparency will be lost!
d) overlay sprites (Meph's Cloud, Frenzy buff, Rogues death animation, auras etc.) can be correctly attached to monster only via code.
Spoiler: Used tools
Ladik's MPQ Editor 3.6.0.834 by Ladislav Zezula CV 5.2 by TeLAMoN COFEDIT by Joel Falcou aka jfalcou Merge DCC 2.0 by Paul Siramy Merge DCC 1.8 by Paul Siramy Photoshop CS6 GIF Movie Gear 4.2.3 by Gamani Productions ReNamer 6.8 by den4b Team Slade 3.1.1.5 by Simon Judd
Blizzard - for their amazing Diablo series and its resources Ogodei - for his awesome de-shaded D1 mobpack AHeretic aka Alex - for inspiration by his project and his awesome step-by-step transferring guide for newbies MyNameIs - for his helpful Photoshop lessons. ^_^
And special thanks to: Thetis - for inspiration by his wonderful mod irontusk341 aka IronTusk - for inspiration by his wonderful mod
and to all developers, whose software was used during my work
Last edited by Void Weaver on Wed Sep 05, 2018 3:31 pm, edited 20 times in total.
Sorry for lack of new additions, was too busy. I'll try to upload new sprites in this month.
Btw, since the Di2 animation are bit comlicated and a some mobs (casters, bosses, suniques) have a more than one basic attack animation, aside from their abilities animanions AND the monsters himself have are composite sprite structure, so sprites of basic attacks will be often separated on **AR# and **AL# basic attack sprites.
Forex, the Duriel Di2 basic melee attack goes by two different separated animations for his each talon, so the left talon have a 15-frame animation (from A to O), meanwhile the right one have a 10-frame animation (from A to J). Ofc, there isn't necessary to use a whole set of frames animation in ID games (even moreover - it's harmful, since it will be too slooooow animation, I think), but anyway separate attack animation will be looks a more better and naturally than just single swinged attack.
Probably for the such mobs should be use code for paired basic melee attack, something like as:
Well, first of, as I have wrote before since I am nothing in modding and I have use an one actor template for testing. Therefore I think that are experienced modmakers can write a more correct actor and more faster than I can do it.
The second one is a fact that I use full set of frames in test wads, what is absolutely needless for ID games, again as I wrote above. So you should choose those frames which you want (ofc you can use all of them) and to edit offsets and actor accordingly.
But if you interested, here the code which I had use for Duriel wad (full frame set):
Actor Duriel
{
Monster
+FLOORCLIP
Health 280
Radius 30
Height 100
Mass 150
Speed 8
PainChance 128
AttackSound "Duriel/Attack"
PainSound "Duriel/GetHit"
DeathSound "Duriel/Die"
//RenderStyle "Add"
//Alpha 1.0
States
{
Spawn:
DUWL A 10 A_Look
Loop
See:
DUWL ABCDEFGHIJKLMNOP 2 A_Chase
Loop
Melee: TNT1 A 0 A_Jump (256, "Melee1", "Melee2") //random choosable melee attack for the animation of right talon (AR) and for a bit longer animation of left one (AL)
"Melee1":
DUAR ABCDE 2 A_FaceTarget
DUAR G 2 A_CustomMeleeAttack(random(1,8)*2)
DUAR FGHIJ 2
Goto See
"Melee2":
DUAL ABCDEFG 2 A_FaceTarget
DUAL I 2 A_CustomMeleeAttack(random(1,8)*2)
DUAL HIJKLMNO 2
Goto See
Pain:
DUGH ABCDEF 2
DUGH A 2 A_Pain
Goto See
Death:
DUDT A 2
DUDT B 2 A_Scream
DUDT ABCDEFGHIJKL 2
DUDT J 2 A_NoBlocking
DUDT MNOPQRSTUVWXY 2
DUDT W -1
Stop
Ice:
"----" A 5 A_GenericFreezeDeath
"----" A 1 A_FreezeDeathChunks
Wait
}
}
EDIT:
State bugs fixed.
Last edited by Void Weaver on Sun May 27, 2018 12:44 am, edited 1 time in total.
Sanctions wrote:Actually it all has quite an interesting potential of makings sorta Diablo-themed FPS/RPG mix.
Have you seen the Diablo 3D project yet? Diablo 1 was made into episode 1, and Diablo 2's Acts 2-4 are episodes 2-5 respectively. Its nearly completed. Theres a new beta version out 0.8.
a) naming structure of D1 monster type folders was optimised for easier sorting: _D1_%MonClass%_%MonSubClass% b) D1-2 Naming Legend has been updated c) D1 MonType Legend updated - sprites of a some spells was added
IF - Inferno
AB - Acid Blast
MB - Magma Ball
LG - Lightning
TL - TrueLightning (mage)
d) D1-2 sfx updated
Added SEE speech to Leoric sfx.
"The warmth of life has entered my tomb. Prepare yourself, mortal, to serve my Master for eternity! (laughs)"
Butcher sfx splitted up from Overlords, also added new attack sfx and his famous SEE speech.
"Ah... Fresh meat!"
Added SEE speeches to Duriel sfx.
"Looking for Baal!?"
"I am your doom!!" (not used in game) e) Spider Lord sprites fixed
==================== NEW ENTERIES:
MONSTERS
all Magma Demons w sfx
all Vipers w sfx
all Lightning Demons w sfx
all Balrogs w sfx
all Succubi w sfx sfx only:
Diablo sfx
Diablo 2
Blood Raven w sfx
Griswold w sfx
Spectre w sfx
Willowisp aka Gloam w sfx
Fingermage w sfx
Frozen Horror w sfx
Andariel w sfx sfx only:
Zombies sfx
Countess sfx
Mephisto sfx
Diablo sfx
=================
_Ethereal_Party_0.JPG
_Demonic_Party.JPG
_Sluty_Party_1.JPG
2irontusk341:
Actually I read forum threads almost everyday and you can always leave specific request here or PM to me about.
Btw, give credits to signor Ogodei please, because without his work we are hasn't got de-shaded D1 sprites in close times.
irontusk341 wrote:Curious, Were you able to convert Mephisto and Diablo into sprites?
Unfortunately I have a bad news about it. Since the Mephisto, Baal and D2_Diablo sprites are consist from 2 types of graphic format files (.dc6 AND .dcc) simultaneously, I can't transfer its sprites now, sorry.
If say precisely, I can do all D2_Diablo and Baal sprites actually with except of dying (DT) animation (due its files are .dc6), but can add a temporary (?) corpse (DD) sprites instead, if you want it. Meanwhile the Mephisto sprites constructed from .dc6 up to 90% of files; I have spent almost two weeks in seeking solution to extracting of Meph sprites and here are all (and the most useful) of I could to find about it:
Damn. But I'll try to get Di\Baal DT and Meph sprites.
A second bad news that the Di2 bestiary is incredibly rich and since DECORATE have 4-letter naming limitation, so I can't imagine how to place all of them with their unique names in a 1 wad file.
For example in the Diablo 2 the Fallen might be generated with a 3 types of weapon and 3 types of off-hand, so as you can see there are 9 types of possible basic sprites for the Fallen, and it even without counting of paletted types (Carver, Devilkin, Dark One, Warped One), so maximum of possible basic sprites for Fallen class are 45... what strightly mean what you should use 45 unique names! And they aren't most complicated mobs - Corrupt Rogues takes hundreds of!!!
Well, for now I have only are two ways to solve it:
Spoiler:
1. Make only one set sprites (randomly choosed by my wish) WITH a specific name for each class of Di2 monsters, and make other sets by requests.
Forex: (sabre\round shield) + (FAAT*#, FADT*#, FAGH*#...) default paletted for whole Fallen class. Now I planned to work at this way.
2. Make a few\all set sprites WITHOUT a specific name for each class of Di2 monsters.
Forex:
in folder "Fallen" will be placed folders:
"fallen_axe_rShield" - inside: (**AT*#, **DT*#, **GH*#...) default paletted
"fallen_axe_tShield" - inside: (**AT*#, **DT*#, **GH*#...) default paletted
"fallen_axe_torch" - inside: (**AT*#, **DT*#, **GH*#...) default paletted
"fallen_sabre_rShield"
"fallen_sabre_tShield"
"fallen_axe_torch"
...
and so on...
in folder "Carver" will be placed folders:
"carver_axe_rShield" - inside: (**AT*#, **DT*#, **GH*#...) carver paletted
"carver_axe_tShield" - inside: (**AT*#, **DT*#, **GH*#...) carver paletted
"carver_axe_torch" - inside: (**AT*#, **DT*#, **GH*#...) carver paletted
"carver_sabre_rShield"
"carver_sabre_tShield"
"carver_axe_torch"
...
and so on...
Ofc, in this case you must be to add custom prefixes to all files.
Any thoughts, suggestions about Di2?
Oh. What about D1_Diablo sprites - they are already done with exception of DT sprites. Each direction of DT sprite have consist from 65(!) frames in totall of 520, and since frames naming limited by 26 letters I must remove 39 frames at least. Stay tuned.
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ill have to add Ogodei to the credits on the coming patch, 0.9 should be released by april 7th... Ill introduce those sprites to the mod. thanks again!
1. I did solve a few troubles with sprites:
a) I has found at last a way how to extract .dc6 Di2 sprites (Diablo\Meph\Baal). ^_^
b) With help of one dude from RDC, whose knowed as MyNameIs, I finally solve my old trouble with transparency of sprites effects.
2. In the same time I had spent a some time on DECORATE practice and as result did made a three boss-actors with vanilla Diablo abilities (it's a more tricky and deadly than vanilla Diablo bosses actually, he-he-he):
D1 Butcher
D1 Diablo
D2 Diablo
You can grab it from the "Monster-ACTOR wads" spoiler section of the first post.
3. And finally a new sprites:
================= UPDATES:
Fingermage missile sprites (SS) added
Apocalypse cast sound (DiabSS) was added
D1 Naming Legend\Used tools\Credits sections was updated
================= NEW ENTERIES:
Diablo 1
MONSTERS
all Zombies w sfx
all Hidden w sfx
all Gargoyles w sfx
all Horned Demons w sfx
all Spitting Terrors w sfx sprites only:
all Overlords
DIABLO himself
Diablo 2
Regurgitator aka Maw Fiend w sfx
The Smith\Hephasto w sfx sprites only:
DIABLO himself
1. I did solve a few troubles with sprites:
a) I has found at last a way how to extract .dc6 Di2 sprites (Diablo\Meph\Baal). ^_^
b) With help of one dude from RDC, whose knowed as MyNameIs, I finally solve my old trouble with transparency of sprites effects.
2. In the same time I had spent a some time on DECORATE practice and as result did made a three boss-actors with vanilla Diablo abilities (it's a more tricky and deadly than vanilla Diablo bosses actually, he-he-he):
D1 Butcher
D1 Diablo
D2 Diablo
You can grab it from the "Monster-ACTOR wads" spoiler section of the first post.
3. And finally a new sprites:
================= UPDATES:
Fingermage missile sprites (SS) added
Apocalypse cast sound (DiabSS) was added
D1 Naming Legend\Used tools\Credits sections was updated
================= NEW ENTERIES:
Diablo 1
MONSTERS
all Zombies w sfx
all Hidden w sfx
all Gargoyles w sfx
all Horned Demons w sfx
all Spitting Terrors w sfx sprites only:
all Overlords
DIABLO himself
Diablo 2
Regurgitator aka Maw Fiend w sfx
The Smith\Hephasto w sfx sprites only:
DIABLO himself
Thanks for all the hard work.. i did turn down the attack speed and custom melee attacks on the Butcher since he is a early miniboss, for balancing.
Will published on current week probably, just want to a bit polish visual part and make them a more destructive. Also by request can be extracted sprites with 2-axes\2-flails and\or with(out) different armour parts.