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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Mon May 10, 2010 12:44 pm
by scalliano
And long may it continue. :cheers:

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Mon May 10, 2010 3:44 pm
by Captain Awesome
Very cool shit. You're the same Cage that did some weapons for WGRealms2, right?

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Mon May 10, 2010 5:00 pm
by Cage
Yep, doing some doom stuff for a change.

If anyone would make a patch for the D64 tc with the animations I'd be very grateful - I was actually counting for this when posting this stuff. I've tried renaming the frames to the default names, putting them in a pk3 and then in the auto folder, but no success. I have no idea how doomsday works anyway so help would be good.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Mon May 10, 2010 5:38 pm
by Captain Awesome
Cool, nice to see you. I'm pretty much doing the same thing. I'm the same Captain Awesome that posted around Duke4 and whatnot. I doubt you remember me. :P

Anyways, cheers!

Edit: I had a thought. Maybe you could convert these weapons to the regular Doom palette, with Doom hands, and submit them to the Realm 667 Armory. That'd be neat.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Mon May 10, 2010 9:55 pm
by Ceeb
Captain Awesome wrote:Doom palette
I don't think so, Tim.

Doom's palette rapes D64 sprites like a japenese schoolgirl. And besides, Realm667 accepts (and encourages!) PNG graphics... And even further, stock ZDoom supports full-color HUD graphics. Forcing any sprites into palette-only colors, unless it's for a vanilla mod or for the sake of translations, is goddamn stupid.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Mon May 10, 2010 10:13 pm
by phi108
Indeed, I now love playing good old 256 color doom with true-color guns, but we should still keep in mind that it is a Direct X only thing, so testing replacement guns/hud elements with "vid_hw2d 0" is best to make sure linux and mac users don't see horribly palettized images. One big example: Translucent blood-splatter effects on the screen when you take damage can be pretty annoying, but more so when it is no longer translucent, and you just have a solid red shape covering most of the screen.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 12:23 am
by Lexus Alyus
@Ceeb: I see you're beong very PC there :D.

From those screenshots on the first page this looks pretty sexy. I've downloaded these and may use them as I plan to do a bit of a resource package to use in my Doom maps.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 12:58 am
by Gez
Doom64 actually uses several different palettes at the same time, since it wasn't in 256-color mode. Each gun has its own palette, enemies have their own palettes, etc. Instead of translations, monster variants and extra player use different palettes.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 8:12 am
by Viscra Maelstrom
There's something weird about the angle of that plasma gun. The hoops are way too small, the red buttons way too big and those small metallic things attached to the gun looks wrong, perspective wise. Might wanna fix those things. Otherwise it's a fantastic edit, As well as the SG and SSG!

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 2:12 pm
by Captain Awesome
Ceeb wrote:
Captain Awesome wrote:Doom palette
I don't think so, Tim.

Doom's palette rapes D64 sprites like a japenese schoolgirl. And besides, Realm667 accepts (and encourages!) PNG graphics... And even further, stock ZDoom supports full-color HUD graphics. Forcing any sprites into palette-only colors, unless it's for a vanilla mod or for the sake of translations, is goddamn stupid.
Can I get a facepalm here? When I say in the Doom palette, I am not saying just dump it in there. I did a quick and dirty version last night that didn't look too bad. Lrn2mod.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 2:38 pm
by XutaWoo
Nah, you can't, since you didn't say you wanted them remade into the doom palette, just in the doom palette.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 2:50 pm
by Captain Awesome
XutaWoo wrote:Nah, you can't, since you didn't say you wanted them remade into the doom palette, just in the doom palette.
Oh I'm sorry you guys can't read between the lines. "Convert to the doom palette": That says to me "put the weapon into a palette without it looking like shit." Simple concepts, people.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 3:05 pm
by Enjay
Given the extensive history of shit looking sprites that have been forced into the Doom palette over the years, it's not an unreasonable assumption to think you meant "palette rape them just like thousands of sprites before". :P

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 3:26 pm
by Captain Awesome
I know what you're saying, but I actually type in formal English. That and Cage is a perfectly respectable artist, very unlikely to release garbage.

Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Posted: Tue May 11, 2010 4:11 pm
by Ceeb
Captain Awesome wrote:Not conceited, I promise!
I call BS.