Cosmetic Doom 1.8 is up!

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: Cosmetic Doom 1.3 is up + multiple versions for forumers

Post by jimbob »

Average wrote: The one thing I have noticed, though, is that the light 'flares' for the small lamp posts seem to be placed slightly above the actual sprite. I don't know if that makes sense to you or if it's just a problem on my end but I've tried it on a couple of computers with both ZDoom and GZDoom and it occurs on all of them.
This still happens in 1.4. I tried to fix the height of the spawned lensflare, but could no get the flare to spawn in the correct postion. :(
mckracken
Posts: 132
Joined: Tue Aug 14, 2012 12:33 pm

Re: Cosmetic Doom 1.4 is up!

Post by mckracken »

couple of remarks:

Imp projectile is too big and has very crude tail effect. A visual offender for me ;)
the fake lens flare on the torches is totally overdone.
plasma projectile is more like a stream not individual balls.
rocket impact looks not good.
spider plasma has weird shape and looks oddly static.
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.3 is up + multiple versions for forumers

Post by DecemberMan »

jimbob wrote:
Average wrote: The one thing I have noticed, though, is that the light 'flares' for the small lamp posts seem to be placed slightly above the actual sprite. I don't know if that makes sense to you or if it's just a problem on my end but I've tried it on a couple of computers with both ZDoom and GZDoom and it occurs on all of them.
This still happens in 1.4. I tried to fix the height of the spawned lensflare, but could no get the flare to spawn in the correct postion. :(
Is this the lamp post you speak of?

Image
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: Cosmetic Doom 1.4 is up!

Post by jimbob »

Yes, this.

Image


also this

Image
Gez
 
 
Posts: 17921
Joined: Fri Jul 06, 2007 3:22 pm

Re: Cosmetic Doom 1.4 is up!

Post by Gez »

This is highly susceptible to sprite clipping adjustment settings.
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: Cosmetic Doom 1.4 is up!

Post by jimbob »

Usually i play with the 'smarter' sprite clip setting. With Cosmetic Doom it looks like as you can see in the pictures.
I also tried the other sprite clip modes and in none of them the lens flare really fits. Most of the time it ends on top of the lamp post sprite.
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.4 is up!

Post by DecemberMan »

jimbob wrote:Yes, this.
Can you tell me what maps are these, so I can check it out?
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: Cosmetic Doom 1.4 is up!

Post by jimbob »

DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.4 is up!

Post by DecemberMan »

Ok, I checked these out. Sorry, but I have absolutely no idea why this is happening for you. I was experimenting with settings and the only time, when I was close to replicating this bug, is when I set the sprite clipping adjustment to never. But, as you say, you have it set to smart, and with smart it looks the best on my PC. I'll look for some help.
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: Cosmetic Doom 1.4 is up!

Post by jimbob »

Maybe you can check Doom Expanded or Particle Fire Enhancer. The flares in these mods are fine for me.
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.4 is up!

Post by DecemberMan »

Try this

[deleted] http://www.mediafire.com/?jy7q1jp87c7mv3i [deleted]
Last edited by DecemberMan on Thu Oct 04, 2012 3:18 pm, edited 1 time in total.
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: Cosmetic Doom 1.4 is up!

Post by jimbob »

This works perfectly with the 'smart' clipping mode. What do you have changed ?

With the 'smarter' clipping mode, the flares are still a bit out of place (below the intended spot), but no flares over the head of the lamp sprites anymore. Thanks.
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: Cosmetic Doom 1.4 is up!

Post by Average »

The lights are a great improvement. Well done. :)

Do you think you'll have time to update the individual builds at all? No worries if you can't, I still appreciate your work. It's a perma-load for me regardless. :)
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.4 is up!

Post by DecemberMan »

jimbob wrote: This works perfectly with the 'smart' clipping mode. What do you have changed ?
Just tweaked the numbers a bit. Great to hear it works.
Average wrote:The lights are a great improvement. Well done. :)

Do you think you'll have time to update the individual builds at all?
I will update them, don't worry.

:edit:

Updated and uploaded.
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: Cosmetic Doom 1.4.1 is up!

Post by Ghostbreed »

I luv this! Using Legend :)

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