[Sprites] Doom 64 reloading animations (UPDATE - Chaingun!)

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scalliano
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by scalliano »

JoeyTD wrote:Done with Shotgun. Working on SSG. Working on Plasma Rifle.

Side note: help me. somethings of the SSG.wad hates me
Here's your problem:

Code: Select all

    2D64 D 7 A_OpenShotgun2 A_PlayWeaponSound ("weapon/D64SSO")
    2D64 E 7
    2D64 F 7 A_LoadShotgun2 A_PlayWeaponSound ("weapon/D64SSP")
Should be:

Code: Select all

    2D64 D 7 A_PlayWeaponSound ("weapon/D64SSO")
    2D64 E 7
    2D64 F 7 A_PlayWeaponSound ("weapon/D64SSP")
You can't put 2 actions on the same line, and since you've pointed to the D64 sounds you don't need the A_OpenShotgun2 and A_LoadShotgun2 functions.
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Cage
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Cage »

Trying to fix the warped perspective:

Image

any better? (still wip)
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Xim
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Xim »

I like it, but now we're gonna need a new brightmap.
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Ceeb
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Ceeb »

Don't look at me. I'm sticking with the old one because fuck it. :P
Gez
 
 
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Gez »

Still kinda warped.
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.+:icytux:+.
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by .+:icytux:+. »

it would be better if the bottom left of the weapon wouldnt have perspective isssues :P
Image
something like that would fix it up.
also sorry for the really crappy JPG :P
Gez
 
 
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Gez »

More than the "verticals", the "horizontals" are what's off. (Horizontal and vertical being kinda loosely used here.)
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Jimmy
 
 
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Jimmy »

I honestly don't see anything wrong with those two sprites. :?
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Ceeb
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Ceeb »

jimmy91 wrote:I honestly don't see anything wrong with those two sprites. :?
You're not a sprite artist. :P
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TheDarkArchon
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by TheDarkArchon »

Generally speaking, if you want to show a preview of a sprite, it's best to not use JPEG's or any other lossy format. PNG's work better for sprite showcases.
Gez
 
 
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Gez »

jimmy91 wrote:I honestly don't see anything wrong with those two sprites. :?
Image
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Minigunner
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Minigunner »

New one looks much better.
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neoworm
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by neoworm »

I see two problems with new version. First:
Image
And second are the rings on the central tube. They are really twisted. Also the tube looks little bend thanks to them.
But I think it doesnt matter much.

I think even the old one isnt bad, some fixes on the ribs on weapon body and it can be second animation frame for smoother "reload" animation.
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hitmanx
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by hitmanx »

man i can't even tell that it's wrong, i don't know how you guys can point it out. But great work cage, all your sprite work has amazed me. I love the new dukeplus laser pistol, looks awesome.
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Viscra Maelstrom
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Viscra Maelstrom »

Am I the only one that thinks that the buttons are to flat and wide when comparing to the idle frames of the plasma gun?

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