New UltraDoomVisor Graphics

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New UltraDoomVisor Graphics

Postby Lightsource » Tue Dec 29, 2015 7:31 pm

Hello everyone this is my first post here.
I did new graphics for the Ultra Doom Visor mod from Saegiru. I re-made the damaged graphics, and added and modified colors and details of the hud in general.
Saegiru gave permission to use the hud, I need permission from Reinchard2 who did the new Doomguy face in 3d. Once I have it, I'll leave a download option, and if Saegiru likes it the new graphics could be part of the official mod.

Here the download link of the updated mod
http://www.moddb.com/mods/brutal-doom/addons/doomvisor-hud-for-pa1nki113r-v51

Image
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Thumbnails in 1080
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Last edited by Lightsource on Wed Jan 20, 2016 7:15 pm, edited 3 times in total.
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Re: New UltraDoomVisor Graphics

Postby wildweasel » Tue Dec 29, 2015 7:41 pm

Is there some chance you could scale down these screenshots? Full-size 1080p is a little excessive, both for bandwidth and scale.
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Re: New UltraDoomVisor Graphics

Postby Max Dickings » Tue Dec 29, 2015 8:00 pm

I wish Reinchard2 would get back to you faster, no download is such a tease.

No but seriously it looks really good! UDV is my favorite add-on and I really hope I get to use it in time for V20B coming out soon! :D
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Re: New UltraDoomVisor Graphics

Postby Lightsource » Tue Dec 29, 2015 8:11 pm

wildweasel wrote:Is there some chance you could scale down these screenshots? Full-size 1080p is a little excessive, both for bandwidth and scale.


Sure no problem. Changed the pics to 720 and added the 1080 with thumbnails.


Also I still need to modify the graphics in the mod for other resolutions, because I worked on the 1080 resolutions.
Last edited by Lightsource on Tue Dec 29, 2015 9:02 pm, edited 1 time in total.
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Re: New UltraDoomVisor Graphics

Postby wildweasel » Tue Dec 29, 2015 8:43 pm

Well, I kind of meant to ask if you could do that to your original post; adding the downscaled shots doesn't help the bandwidth problem. =P
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Re: New UltraDoomVisor Graphics

Postby Lightsource » Tue Dec 29, 2015 11:37 pm

I've also been working on a new Hud based on the released gameplay of the new Doom 4. The problem is that I'm not really good at coding or modding, I'm just a graphic designer and Illustrator, so I would need a little help with this.

Here's a preview of the mod, this is not working, it's a composition in photoshop to see how could this work.
Image

Thumbnail is in 1008
Image

If someone is interested in helping out, I welcome it.
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Re: New UltraDoomVisor Graphics

Postby Reinchard2 » Wed Dec 30, 2015 12:52 pm

Wow, nice stuff here. About my permission - of course you have it.
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Re: New UltraDoomVisor Graphics

Postby Armaetus » Wed Dec 30, 2015 1:03 pm

Looks too bulky and too much is going on.
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Re: New UltraDoomVisor Graphics

Postby -Ghost- » Wed Dec 30, 2015 3:03 pm

Very slick looking! I especially like how it's darker too, blends in better. The hi-res Doomguy face looks a little weird though.
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Re: New UltraDoomVisor Graphics

Postby thonglover » Wed Dec 30, 2015 4:35 pm

This is fucking rad!
Last edited by thonglover on Wed Dec 30, 2015 9:19 pm, edited 1 time in total.
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Re: New UltraDoomVisor Graphics

Postby RikohZX » Wed Dec 30, 2015 7:32 pm

Now if only there was a way to be able to 'fake' a 3D display by having it move with the view and such or jostle around on damage and such.
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Re: New UltraDoomVisor Graphics

Postby Lightsource » Wed Dec 30, 2015 8:41 pm

Glaice wrote:Looks too bulky and too much is going on.

Well, it is still a preview made in photoshop, the displays should be smaller and with a better font. As for the graphics, the idea is that it looks like the real inside of the helmet, a little claustrophobic, I think it's a matter of taste. Still the graphics can change.

RikohZX wrote:Now if only there was a way to be able to 'fake' a 3D display by having it move with the view and such or jostle around on damage and such.

That was my original idea, that when the character moves the helmet moves up and down too.

Ok here is the download link of the original mod Ultra Doom Visor with my new graphics in widescreen and 4:3 along with the new Doomguy face made by Reinchard2.

https://www.dropbox.com/s/je0r1encyk2z6gq/UDV_v1.61_A_BASE_GZDoomOnly_newgraphics.rar

It shouldn't be any problems because it's the same mod, just delete the original "UDV_v1.61_A_BASE_GZDoomOnly.pk3" and use this instead.
I hope you guys enjoy it.
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Re: New UltraDoomVisor Graphics

Postby thonglover » Wed Dec 30, 2015 9:17 pm

RikohZX wrote:Now if only there was a way to be able to 'fake' a 3D display by having it move with the view and such or jostle around on damage and such.

That would be great but due to doom's engine limts....Thaaat would quite a trick....But there's an old saying "Anything is possible"
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Re: New UltraDoomVisor Graphics

Postby Woolie Wool » Wed Dec 30, 2015 10:10 pm

Lightsource wrote:I've also been working on a new Hud based on the released gameplay of the new Doom 4. The problem is that I'm not really good at coding or modding, I'm just a graphic designer and Illustrator, so I would need a little help with this.

Here's a preview of the mod, this is not working, it's a composition in photoshop to see how could this work.
Image

Thumbnail is in 1008
Image

If someone is interested in helping out, I welcome it.

One thing that almost certainly won't work is the angled/perspective fonts. Maybe with some extremely complicated ACS wizardry involving numerous different fonts of various sizes and proportions you could do it, but ZDoom doesn't allow for rotated or skewed text in general.
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Re: New UltraDoomVisor Graphics

Postby Lightsource » Wed Dec 30, 2015 10:39 pm

Maybe making the "ammo" part a png, and the number as a font. Like this.

Image

I'll continue to post updates on the graphics, as they come along.
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