High Quality Animations Project

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Re: High Quality Animations Project

Postby tashita » Thu May 23, 2013 11:09 am

Doom needs this more than anything else. To the people i've introduced Doom with (usually younger people) all of them like the game (specially thanks to source ports), but they always comment on how the sprites are so un-smooth looking. Weapons are solved already, we need monsters. That Baron is so kickass.
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Re: High Quality Animations Project

Postby thief666 » Mon Jun 10, 2013 9:53 pm

HI,

So I just very quickly (lots of artifact only for testing purpose) processed all pinky frames
this one
http://www.majhost.com/gallery/gibbospa ... pathy2.gif

(to remove background) so they can be used for animation.
Maybe someone (ZOMBIEMAN???) could put it into game? Its front pinky running animation it contains 18 frames.

I think if engine cannot handle so many frames some can be removed.
here is link to zipped files:


http://wikisend.com/download/190346/pinky frames.zip
http://wikisend.com/download/190346/pinky%20frames.zip

pinky frames.zip
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Re: High Quality Animations Project

Postby The Zombie Killer » Tue Jun 11, 2013 1:18 am

@thief666
It doesn't look very good ingame, mainly because the sprites don't have rotations and there are still some black pixels around the edges.

smoothpinky.pk3

-TZK
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Re: High Quality Animations Project

Postby thief666 » Tue Jun 11, 2013 8:21 pm

@The Zombie Killer

1) artifacts: I know I did all frames "roughly" -
2) angles - I guess episode 3 lev 1 - long narrow corridor - would be best place for testing


3> UGGH! I am getting :

Script error, "asmoothpinky.pk3:decorate.txt" line 8:
Invalid state parameter fast

when trying to test your thing no matter skulltag or gzdoom, help!
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Re: High Quality Animations Project

Postby The Zombie Killer » Tue Jun 11, 2013 9:08 pm

@Thief666
Make sure you're using the latest SVN version, maybe the version you're using doesn't support the FAST parameter.

-TZK
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Re: High Quality Animations Project

Postby DrMoney » Wed Jun 12, 2013 9:58 pm

I assuming the lack of turn frames is causing this but it seems like they're biting way too often, like every 6 steps or so.
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Re: High Quality Animations Project

Postby wildweasel » Wed Jun 12, 2013 10:13 pm

DrMoney wrote:I assuming the lack of turn frames is causing this but it seems like they're biting way too often, like every 6 steps or so.

The problem may be that, since the movement animations have more frames, A_Chase is likely being called for every frame, and A_Chase also calls the attack state when applicable. This could be fixed, I think, by setting A_Chase's Melee state argument to 0 (thus, preventing it from calling an attack state), and only allowing it to attack once every few tics, the frequency of which would be dictated by what the original actor code said.
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Re: High Quality Animations Project

Postby thief666 » Sat Jun 15, 2013 12:40 pm

Right, I tested it in that long corridor (level 3-1) and there is problem with attacking every animation cycle even if far from me.
But smooth animation is an improvement IMO even thoug I left plenty of artifacts (sprites were antialiased to black background and contour had to be selected manuall to cut the background)

Anyways, If anyone thinks this is worth it I think it is very doable to double the frames to 8 for each sprite orientation. Doesnt take to long mostly because recentl I got WINDOWS 8 touch screen laptop, and stylus and GIMP is reaaaaallllllllyyy easy now!:)
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Re: High Quality Animations Project

Postby StalkerZHS » Wed Sep 11, 2013 4:07 pm

Slax wrote:Oh lordy, I pray for a smoothified HUD face, Maybe even with some blinking.


I've done that, however, along with blinking i also made a few other edits but I hope its good enough. Image
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Re: High Quality Animations Project

Postby Captain J » Thu Sep 12, 2013 2:28 am

and now anything lastly we need is smooth animated head turning, but it's could be hard though.
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Re: High Quality Animations Project

Postby Gifty » Thu Sep 12, 2013 3:27 am

Damn! I had just started working on a smoother mugshot. Seems you beat me to it.

Also: ladies and gentlemen of the jury, I present to you...

Image
SEXY BARREL.

(With a bit of help from Sarge's smooth explosion sprites)
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Re: High Quality Animations Project

Postby Captain J » Sat Sep 14, 2013 7:02 am

i think barrel's shrapnels on the middle must be appears together with rest of shrapnels. because that dissappearing effect after explosion does not looking fine and realistic for my eye IMO. amd i'm sorry if i was being critism, again.
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Re: High Quality Animations Project

Postby Minigunner » Sat Sep 14, 2013 9:53 am

Gifty wrote:Sarge's smooth explosion sprites

I'll just point out that SgtMarkIV actually wasn't the one who made those. I did.
Not to sound selfish or anything; I just don't like my work misattributed.

Pertaining to that barrel explosion, I think it'll help that the original explosion is actually based off of the Cyberdemon's death explosion. The expanding-barrel frames can be used with zzrion's barrel explosion frames though.
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Re: High Quality Animations Project

Postby StalkerZHS » Sat Sep 14, 2013 1:13 pm

@Captain J
If anyone were to make smother HUD face animations, they would only, or should only have to make one extra frame.

ALSO, you know those sprites that always face your direction?
It would be a good idea to make multi-sided versions of them.
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Re: High Quality Animations Project

Postby Captain J » Sat Sep 14, 2013 2:13 pm

StalkerZHS wrote:ALSO, you know those sprites that always face your direction?
It would be a good idea to make multi-sided versions of them.
IF they have a lot's of time to waste and feeling serious about rotations.
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