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Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 5:44 am
by chronoteeth
heh trust me the iron man series is different from akira

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 12:38 pm
by Evilfish6666
I'd say it looks more like the arm of a Borg from Star Trek...

Resistance is futile and such lol

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 12:43 pm
by VriskaSerket
Here are two templates, in case anyone wants to try out their own texture and effect combinations.

Image
Image
chronoteeth wrote:heh trust me the iron man series is different from akira
I am aware, but it reminded me of Tetsuo's mecha arm he assembles in Akira, and then I thought it would make a neat mod. Laser cannon, psychic powers, and of course the huge mutant arm, which could probably utterly gib non-boss enemies.
Think about it, smash your enemies around into literal pieces (like the Sans mod) or catch projectiles in mid-air and return 'em to sender.

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 5:50 pm
by raymoohawk
attempt to make nukeptyle's design more renderer friendly

Image

i probably have to make the skin shadows less dark

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 6:12 pm
by Ravick
raymoohawk wrote:nukeptyle's
:wub:

Hey, are there any chances of you turning it into a alligator/crocodile/cayman/gavial animal/critter sprite sheet one day? I mean, without any armor and quadrupedal, just like a real crocodilian? It'd be awesome for swamp enviroments and so. *-*

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 7:15 pm
by RSSwizard
Here it is folks, my first iteration of an ideal, Optimized 256 color Palette for ZDoom.
(original inspiration somehow was actually Silent Hill)

That means if you are running ZDoom and you have to deal with engine palette remapping, using this as your functioning Playpal you will have Much Less trouble with colors being inefficiently remapped.

TL;DR - About as good as it gets for 256 color doom emulation when it comes to supporting mod graphics that may contain colors the original palette doesn't handle well.

The only real limitation ive noticed so far is that, like the BTSX palette that is was initially based on (the blue and green strips are evident of that) the Blue colored objects are more washed out than in the usual doom palette. But saturated colors are pretty rare to observe in realistic environments so I dont consider this much of an issue (there are a couple saturated-blue colors to choose from anyway). The browns on textures also look a tiny bit washed out but its not bad, I think it makes them look a little more realistic And retro at the same time.

Image

Some Benefits:
* Firey orange for great explosions and flames
* Increased availability of Terracotta/Slate Green.
* Teal and Fuchsia (there are 8 colors for this now instead of 5)
* Dark Aqua (for when you want to get your scuba action on)
* Sky Blue and transition colors between blue/light gray for Clouds.
* Some exceptionally dark colors for low light sectors, and dark red blood.
* Built in 255,0,255 Hot Pink color for Transparency (traditional index 247).

The way I managed this was by compressing some of the color ranges used for more prominent doom colors. Since we're dealing with a 256* color game the nostaligic appeal of Retro hearkens back to more than just Doom but also other primitive games including the SNES and NES systems. Being that as long as those colors are represented in a decent fashion some minor stippling of existing vanilla graphics (such as Demons and Imps to a limited extent) is both acceptable and makes the game feel even more "retro" like some other palette modifications have done (eg, EGA doom, but only as a metaphor). The list of these changes is as such:

* pink and flesh tones dropped to 20 or 24 colors each
* gray reduced to 24 shades with some scintillation (off-whiting)
* dark shades were consolidated into a few related strips which other colors merge into at about the 30% brightness level, thus freeing up those dark shades (for example orange merges into dark red, pink flesh merges into dark red, both gray and green merge into a dark slate teal).
* colors that were close in representation to another color on the palette were often truncated by adjusting them to a hue or saturation that wasn't already represented.
* I also more or less cut the number of off-brown tones in the middle of the palette in Half, but there is a range of them that compliments flesh tones so the engine will map those to either of the two.


Warnings
You are free to use this palette in any way you deem fit, I dont mind others using it.

You cannot just drop this into an existing doom environment, you'll have color garbage all over the place.

In order to use this you need to have wad files containing all relevant vanilla graphics and textures converted to PNG format inside the wad. This strips them of their hardcoded palette dependency by giving them localized palettes which the game remaps on its own (and quite well). I went through some trouble recently trying to figure this out.

I cant really host anything so if you want to do this, or you're wanting to use this for your project you may have to make these yourself.

Also im not sure about the legalities or the modern enforcement thereof, for distributing the vanilla graphics in an up-converted format like this. I also took some liberties with recoloring or conditioning vanilla graphics that I don't think others would necessarily appreciate (since they aren't exactly vanilla anymore because of that)

But I think its probably a good idea for anybody to do it to begin with because the Size of the wads was much smaller than I thought it would be, as I noticed a bunch of vanilla textures actually came out to be much smaller than usual because of PNG compression. And whether you use this palette or not they will have become palette independent.

And no it isn't perfect but - its working pretty damn good from what ive seen so far. It could even be adapted for use in other types of games as long as special catering was done to tweak the available colors for what is more prevalent in those games. Even for Doom im sure that several different versions of this could be tried to tweak and place more emphasis on certain colors (like slate blue).

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 9:11 pm
by DenisBelmondo
This looks great RSSwizard, I'm a big fan of 8bpp rendering and I've wanted something just like this, but I'm not really a color expert by any means. Do you have a GIMP-compatible palette that is arranged exactly how the image above is? Or a PLAYPAL lump perhaps?

Anyway, here's a better BJ mug with an ouchface made by EnsaladaDeTomate I think? The one on the left retains the weird almost completely arbitrary grey outlining around BJ's head and the right is a cleaner outline whose gross bright green color can be replaced with something like a dark brown.
Image

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 10:11 pm
by Graaicko
Protagonist for my mod called Shadow Elite.
Image

Image

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Oct 02, 2016 10:40 pm
by Captain J
Neat works as always, guys!
raymoohawk wrote:attempt to make nukeptyle's design more renderer friendly

Image

i probably have to make the skin shadows less dark
Glad i can see the freedoom project sprite again! The new one looks bright and clean!

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Oct 03, 2016 12:08 am
by Graaicko
Some explosives for you guys to play with. :rock:
Spoiler:

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Oct 03, 2016 4:08 am
by Captain J
V-TAC4 Technical Shotgun.PNG
At last i finally made this thing.

Anyway remember kids! always arm yourself, and fix it at the same time!

Original by kieranburke128 at Sketchfab.com.

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Oct 03, 2016 5:14 am
by MetallicaSepultura
WIP of a new Angst enemy, the Robotic Salesman.
Spoiler: WIP
Spoiler: original one

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Oct 03, 2016 6:13 am
by Carbine Dioxide
Want some ammo? Of course you do. Credits to Pillow Blaster and Doom Nukem.

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Oct 03, 2016 8:12 am
by nakkemake
Graaicko wrote:Protagonist for my mod called Shadow Elite.
Image

Solid Sarge?

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Oct 03, 2016 9:07 am
by Ravick
MetallicaSepultura wrote:WIP of a new Angst enemy, the Robotic Salesman.
Spoiler: WIP
So that's how centered weapons are mean to be held. :p