[WIP] Necrodome Resources

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Re: [WIP] Necrodome Resources

Postby Onslaught Six » Thu Apr 03, 2008 10:30 am

jimmy91 wrote:The problem with these sprites is that they have black color on the graphics as well as the background - this makes the "magic wand" method a little inconsistent and sometimes it shows quite clearly.


They just spent like a whole page discussing that and how to fix it. >.>

Anyway, I'd like these even more if they weren't saved with horribly generic names (As in, format the names so they're ready to use in Doom or something. ROBOA0 and the like.) That, and I'd like them even super-more if they were already in a WAD, converted to Doom pallete/were true-colour PNGs and had offsets because I really hate doing offsets. But I can put up with offsets if they're named properly.
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Re: [WIP] Necrodome Resources

Postby Virtue » Thu Apr 03, 2008 10:32 am

dont ask for much do you? :wink: want them decorated as well? lol

(incidently, im actually working on that as well)
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Re: [WIP] Necrodome Resources

Postby Onslaught Six » Thu Apr 03, 2008 11:28 am

Ben2k9 wrote:dont ask for much do you? :wink: want them decorated as well? lol

(incidently, im actually working on that as well)


Hey, doing that would be fine too. Eheh.
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Re: [WIP] Necrodome Resources

Postby neoworm » Thu Apr 03, 2008 12:39 pm

jimmy91 wrote:The problem with these sprites is that they have black color on the graphics as well as the background - this makes the "magic wand" method a little inconsistent and sometimes it shows quite clearly.

The method I suggested solves this problem. I tested it and it works.

BTW, some Necrodome stuff ripped by my method, useful for HeXen maps.
http://www.zshare.net/download/1001365564e2d408/
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Re: [WIP] Necrodome Resources

Postby Tormentor667 » Fri Apr 04, 2008 5:04 am

This is definitely a good game to gather some new sprites for monsters for the Beastiary :)
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Re: [WIP] Necrodome Resources

Postby Xaser » Fri Apr 04, 2008 3:45 pm

Hehe, indeed! I can see Human 1 working as a "Former Biker", somehow. :P

Also, for anyone interested in the weapon modding game (or at least need some good, fresh effects), I went ahead and rippified the weapon/ammo pickups as well as a good amount of explosion graphics. There's some neat stuff to be had here, I say! All have cyan backgrounds, in truecolor, for whatever game one desires. Nab it here!

I still wish I could figure out a good way to rip the weapons for real... I wouldn't mind at all taking boatloads of screenshots again like I did years upon years ago but I don't think there's an option to remove the HUD display... mumble grumble.

Oh boy, do I smell a new resource fad? :P
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Re: [WIP] Necrodome Resources

Postby Mechadon » Fri Apr 04, 2008 4:15 pm

Oh wow these look awesome! I might be able to use some of these...to bad you weren't able to grab the HUD sprites yet though Xaser :(
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Re: [WIP] Necrodome Resources

Postby jute » Sat Apr 05, 2008 7:44 am

Whoa, gone for a few days and I've been totally outclassed! It looks like the remaining resources I was going to rip have been provided. Sorry about the strange transparency issues, guys. I have another resource project to post about soon.
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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Thu Oct 27, 2011 5:04 am

Heh very bad for me that i missed that topic in their time.
Sorry for bumping.
Want ask all files on this topic is dead only is http://www.heretics-hexens.ucoz.com/Nec ... alette.zip alive, can you reupload those? i can store it on my site to make it always available.

But want to add some...
You can use XWE to get Necrodome resources.
http://www.spriters-resource.com/pc_com ... index.html
http://www.doomworld.com/idgames/index.php?id=15573
http://www.skulltag.com/forum/viewtopic ... 13&t=14611
( http://raven-05.narod.ru/indexold.html my old site)
( http://raven-05.narod.ru/ND-246.ZIP Necrodome some resources)
http://www.doomworld.com/idgames/index.php?id=15856

P.S. If u want get ShadowCaster and/or CyClones resources use SLADE3 editor. Many Necrodome elements reminds me Heretic's and HeXen's games.
P.S. ShadowCaster texture pack http://www.realm667.com/index.php?optio ... Itemid=189
Sorry for BUMP!

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Re: [WIP] Necrodome Resources

Postby Virtue » Thu Oct 27, 2011 9:36 am

it should do, its the same artist who did them all
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Re: [WIP] Necrodome Resources

Postby wildweasel » Thu Oct 27, 2011 1:02 pm

This thread was evidently old enough that it didn't get into Resources, so that's remedied.
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Re: [WIP] Necrodome Resources

Postby Xaser » Sun Dec 18, 2011 5:15 pm

Bumpdate with some hopefully-fun news:

Image

I've spent some time tinkering with Necrodome images and managed to figure out the format for the HUD sprites. Funnily enough, they happened to be nearly identical to the Doom Patch format, the only differences being that the spans are done by rows, not columns, and the span header is only 2 bytes long (eliminating that 3rd 'garbage byte'). Makes sense, being a Raven game and all, that they used a format similar to their Doom-engine games.

What I do find bizarre, though, is how only a few graphics (mostly just HUD pieces) use this format. Everything else (the previously-rippable stuff like enemies, pickups, effects, and vehicle skins) are simply 8bpp RAW images with Color #0 as transparency. Granted, Necrodome's engine is a bit of a mess IMO, so they may have ended up hacking around a bit to get it to work.

Anyhow, download link. It's just the HUD weapon sprites for now (truecolor but extracted using Necrodome's palette meaning no color loss/difference), but I'm hoping to get a proper rip of all the enemies, items, and effects soon, since I figured out that hacking the palette in NECRO.POD to have color 0 as cyan eliminates the black-transparency issues. Whoo! :)

Finally, for the official record, I spoke to Weasel on IRC about this and he's allowing the resource to be posted since it's a bit more than a simple rip (due to the effort taken to rip the sprites -- I wrote a viewer/converter to decode the format). Just before someone asks. :P


[EDIT] NeuralStunner asked about 'em, so I figure I may as well post the pickup sprites for the weapons as well. They may not be appropriate for standard pickups since they look like big, bulky things meant to be mounted on a vehicle, but there you go anyway. No pickups for the H-V Gun or the Laser either -- since they're the starting weapons, the pickup sprites don't exist. Format is truecolor .BMP with a cyan background (no transparency) 'cause that's what XWE extracts them as. I'll .PNGify everything before the proper resource post.
Last edited by Xaser on Sun Dec 18, 2011 7:03 pm, edited 1 time in total.
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Re: [WIP] Necrodome Resources

Postby jute » Sun Dec 18, 2011 5:28 pm

Nice work. Mi look forward to seeing a complete, functional rip.
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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Mon Dec 19, 2011 7:06 am

Congratulations ^.^
Exellent Hard Work!
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Re: [WIP] Necrodome Resources

Postby .+:icytux:+. » Thu Dec 22, 2011 6:50 am

Awesome, I've always thought that the Necrodome weapons look nice.
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