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Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 8:27 am
by TheMightyHeracross
GhostKillahZero wrote:Also these are in doom palette so I don't think I ruined the colours... Note: that saving photos from a different app into your photo library will save it as JPG so try to remember that...
JPG doesn't care if it is Doom palette, it will make your colors crap anyway. Just look at it, you'll notice.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 8:46 am
by Enjay
Yeah, jpgs do not use 256 colour palettes and they do all sorts of butchery to the borders between colours in an effort to keep file sizes low. Perhaps counter-intuitively, this can mean a lot more colours in the image when you save a sprite as a jpg. That jet pack marine sprite sheet actually has 21536 unique colours in it according to Paint Shop Pro. Far more than can be found in the Doom palette I think you'll agree.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 10:06 am
by Mánibranðr System
GhostKillahZero wrote:Finally! The jetpack marine is finished... Now I just need the marine tank, Note: that some it's rotations is the same as the others... But you get the point, Any suggestions?
Also check this rail gun that OSJB or whatever his name is, personally it looks like a centered version of Shadow Warrior's Railgun... I just added a scope to it
image.jpg
Just as a protip, NEVER EVER save sprites as a JPG file. The format is simply unsuitable for storing and preserving graphic data without it being mangled in a horrible way. Use PNG instead, there is an option in IrfanView to use a paletted PNG format, which saves a TON of space at the expense of binary transparency. For best results, flood-fill the empty spaces between sprites with Magenta (#ff00ff), this will help you detect stray pixels that need erasing, and SLADE easily detects this colour as the colour to be used as transparent. Never use Cyan, that will only cause problems later on.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 10:19 am
by Gez
You can pick any color not used by the graphic itself as transparent color. Cyan does not cause more problems than magenta or yellow, or anything else. SLADE can turn any color to transparency; you can even click on the "source picture" preview to choose the color of the pixel at the position you clicked.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 12:10 pm
by Bitterman
I tried to fix the railgun's format.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 12:11 pm
by TheMightyHeracross
Nice!

Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 12:44 pm
by Captain J
now it's getting better and better. BTW, we're now already know about 'save sprite sheet as jpg if you want to ruin your hard works so bad', i hope we're back to the topic like what bitterman did.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 1:03 pm
by Blox
Enjay wrote:Yeah, jpgs do not use 256 colour palettes and they do all sorts of butchery to the borders between colours in an effort to keep file sizes low. Perhaps counter-intuitively, this can mean a lot more colours in the image when you save a sprite as a jpg. That jet pack marine sprite sheet actually has 21536 unique colours in it according to Paint Shop Pro. Far more than can be found in the Doom palette I think you'll agree.
JPEG usually works in the
YUV colorspace - and I say "usually" because RGB JPEGs are actually a thing:
But it
usually working in YUV means that it splits the image 'brightness' and 'colors' apart into three different 'images', one for the brightness - and two for the colors.
Now, since the human eye is less sensitive to colors than it is to luminosity - and photographic images not requiring pixel-perfect color edges,
it halves the resolution of the color images.
This results in glorious bitsavings for almost no loss,
unless the image does indeed require pixel-perfect color borders. In which case you dun goofed.
JPEG does support both 4:1:1 and 4:4:4 subsampling methods (this last one means no change to the color resolution), but most JPEG encoders don't support doing this.
And it does apply a stronger quantization to the color data than it does to the luminosity data regardless of the subsampling - because we
likely won't be able to spot it.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 1:42 pm
by Bitterman
Added some muzzle flashes to the railgun, add more detail if you wish:
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 1:50 pm
by abbuw
Hello! Welcome to a gun. I hope you enjoy this ethereal being.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 2:40 pm
by Bitterman
I just strife-handed Captain J's MP5 (It sorta sucks):
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 2:43 pm
by TheMightyHeracross
ooooooooooOOOOOOOOOOooooooooooo Strife!

Looks good.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 3:49 pm
by ShadesMaster
Now, THAT railgun is #win - better than the badly ripped railgun we had from yestetyear!
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 5:10 pm
by Uboa

Strife hands are just not my thing.
Re: [SPRITES] Spriting Carnival!!
Posted: Sat Nov 30, 2013 5:45 pm
by TheMightyHeracross
Are you kidding, that's awesome! We could always use more Strife hands, and those are quality hands.

The weapon itself is cool, too.