MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Sun Apr 30, 2017 6:22 am

Due to issues with the Fancy World stuff, I've broken it out into a seperate mod for further development, possibly as a community resource for breathing new life into vanilla maps. If you're smarter than I am (and odds are you are), check it out and see if you can't make it better!
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby DoomKrakken » Sun Apr 30, 2017 3:07 pm

You might want to take a look at this, to help create more DOOMy monster sprites... :D

https://www.reddit.com/r/Doom/comments/ ... tion_tool/
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby whatup876 » Mon May 01, 2017 2:53 am

If you were to include the artifact, would you use Esajaxa's version?

viewtopic.php?f=43&t=48700

Not sure if he would allow that or if he was still even working on his own project.
Edit: would the item be placed next to an invulnerability sphere or a BFG9000?
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Fri May 05, 2017 11:37 am

Image

The Summoner is now less placeholder-y. There's still work to be done - most of the frames still bear the telltale marks of bad greenscreening, and I haven't edited gore into the death states yet, but he/she's in there, and works a lot better than I thought it would!

In other news, I have whacked inventory items with the nerf bat - there is now a brief (less than a second) cooldown on inventory item usage, so you can no longer bind Use Inventory to your mousewheel and level Cyberdemons in a blink. In addition, the radius of Siphon Grenades has been reduced drastically to be more in tune with the graphic.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby JohnnyTheWolf » Fri May 05, 2017 12:32 pm

I did not notice before, but the Summoner looks a lot like Janemba.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby DoomKrakken » Sat May 06, 2017 6:32 am

I must know how you did that! Please teach me! :D
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Sat May 06, 2017 10:26 am

DoomKrakken wrote:I must know how you did that! Please teach me! :D
It's a pretty horrible, makeshift method that involves pulling the model and texture using Wraith Revenant, compiling a bare-bones port for the Source Engine, and animating and rendering it in Source Filmmaker. You could almost certainly do a way better job using Blender alone (or by using the actual game animations, which currently requires some manual IK setup) but Blender's UI is beyond my ken (and beyond any human's, and you can't convince me otherwise!)

Image
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Enjay » Sat May 06, 2017 11:29 am

Reminds me a lot of these guys from Thief:

Image
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby DoomKrakken » Sat May 06, 2017 2:21 pm

Well, we're not exactly going so much for high-quality sprites, considering the graphics of idTech1. Besides, the detail of the completed sprite is much greater than you can find on other sprites.

One thing I'm still wondering... how did you get the image to be a single pixelated sprite frame?
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby comet1337 » Sat May 06, 2017 2:45 pm

by scaling down and cleaning up a high resolution model rip
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby ThrashfanBert1994 » Sat May 06, 2017 7:52 pm

Enjay wrote:Reminds me a lot of these guys from Thief:

Image


i prefer that since i seen a titoural on making it a sprite "doomy:
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Captain J » Sat May 06, 2017 8:34 pm

But the sad thing is they're not from doom series nor other ID games. Yes, they sure looks the same, but again, they're different regardless.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Sat May 06, 2017 10:10 pm

DoomKrakken wrote:Well, we're not exactly going so much for high-quality sprites, considering the graphics of idTech1. Besides, the detail of the completed sprite is much greater than you can find on other sprites.

One thing I'm still wondering... how did you get the image to be a single pixelated sprite frame?
I rendered out each frame and angle at the right resolution, then removed the green bits. Often by hand.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Xtor98 » Sun May 07, 2017 11:44 am

Kinsie, can you do the rips Doom Slayer sprites same as Summoner?
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Mon May 08, 2017 2:19 am

Xtor98 wrote:Kinsie, can you do the rips Doom Slayer sprites same as Summoner?
I don't plan on porting anything that I don't need myself, it's a pretty effort-filled process, especially when you consider I'm doing the animation myself.
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