Resource Request thread *Read 1st post*
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- torridgristle
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Re: Resource Request thread *Read 1st post*
Alright, I think this is everything from the Sega Saturn Doom HUD and every font piece.
I got these by running the ISO in Yabause, saving a savestate to file once I entered the level, and opening the savestate in TiledGGD using the playpal from JIMSDOOM.WAD on the ISO which is 2-bit as opposed to PC Doom's 3-bit colour.
There may be some inconsistencies because it's tile-based and some tiles are used multiple times so I had to guess what goes where in some places, but I think I got it pretty good.
I got these by running the ISO in Yabause, saving a savestate to file once I entered the level, and opening the savestate in TiledGGD using the playpal from JIMSDOOM.WAD on the ISO which is 2-bit as opposed to PC Doom's 3-bit colour.
There may be some inconsistencies because it's tile-based and some tiles are used multiple times so I had to guess what goes where in some places, but I think I got it pretty good.
Last edited by torridgristle on Mon Oct 13, 2014 6:30 pm, edited 1 time in total.
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Re: Resource Request thread *Read 1st post*
Awesome job. I really have to hand it to you.torridGristle wrote:Alright, I think this is everything from the Sega Saturn Doom HUD and every font piece.
I got these by running the ISO in Yabause, saving a savestate to file once I entered the level, and opening the savestate in TiledGGD using the playpal from JIMSDOOM.WAD on the ISO which is 2-bit as opposed to PC Doom's 3-bit colour.

- xenoxols
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Re: Resource Request thread *Read 1st post*
Does anyone know of any good magazine pickup sprites?
- NeuralStunner
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Re: Resource Request thread *Read 1st post*
There are two definitions to the word, but I'm guessing you mean ammunition?xenoxols wrote:Does anyone know of any good magazine pickup sprites?
- xenoxols
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Re: Resource Request thread *Read 1st post*
Yes, but I found ones I could use already.
- Carbine Dioxide
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Re: Resource Request thread *Read 1st post*
Can I request that some one teaches me the ways of custom weapon spriting? I looked at Doom Nukem's thread, but I can't seem to figure out how he used the dodge and burn tool so nicely. He said that he was using photoshop. I have GIMP, so there might be a difference between their dodge and burn tools. I have been trying to practice lately with that old BAR failure I had.
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- BARFAIL.png (2.51 KiB) Viewed 704 times
- xenoxols
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Re: Resource Request thread *Read 1st post*
Are there any sprites of a thug with an uzi? Specifically ones that look hand drawn.(No TekWar)
- Sgt. Shivers
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Re: Resource Request thread *Read 1st post*
Well, one tip I would suggest is to not make huge sprites since it's harder to shade those. Also, find some good references to see how the lighting works on them so you can keep it accurate.Carbine Dioxide wrote:Can I request that some one teaches me the ways of custom weapon spriting? I looked at Doom Nukem's thread, but I can't seem to figure out how he used the dodge and burn tool so nicely. He said that he was using photoshop. I have GIMP, so there might be a difference between their dodge and burn tools. I have been trying to practice lately with that old BAR failure I had.
- demo_the_man
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Re: Resource Request thread *Read 1st post*
action doom 2, but there are no rotationsxenoxols wrote:Are there any sprites of a thug with an uzi? Specifically ones that look hand drawn.(No TekWar)
- Carbine Dioxide
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Re: Resource Request thread *Read 1st post*
Thanks, Shivers. I think I just have a problem with shading and texturing. It's kinda difficult trying to make it look like the material that it is made of. I am sure I can figure that out some time.
- TheBadHustlex
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Re: Resource Request thread *Read 1st post*
I would be careful with using ActionDoom2-Sprites. It can easily get inconsistent because of their unique style.demo_the_man wrote:action doom 2, but there are no rotationsxenoxols wrote:Are there any sprites of a thug with an uzi? Specifically ones that look hand drawn.(No TekWar)
- demo_the_man
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Re: Resource Request thread *Read 1st post*
agreedTheBadHustlex wrote:I would be careful with using ActionDoom2-Sprites. It can easily get inconsistent because of their unique style.demo_the_man wrote:action doom 2, but there are no rotationsxenoxols wrote:Are there any sprites of a thug with an uzi? Specifically ones that look hand drawn.(No TekWar)
- Carbine Dioxide
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Re: Resource Request thread *Read 1st post*
Can some one tell me who made this and maybe do a reload for it?
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- Captain J
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Re: Resource Request thread *Read 1st post*
I presume it was model ripped by batandy. And all of reloading animation is from his projective mod called serious sam: the retro encounter.
- xenoxols
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Re: Resource Request thread *Read 1st post*
Said model is on the steam workshop for Serious Sam 3. It appears to have been created by a fellow named JasonBob45. And yes, Batandy model ripped it for the retro encounter, although it does have SS3 hands.