[SPRITES] Spriting Carnival!!

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Xaser
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Xaser »

leileilol wrote:but in reality you'd have to deal with hardcoded addresses, etc. and every source port does its own different thing, and the oriignal Wolf3D source wasn't GPL either, so it couldn't be Free with a capital F. WAD had not been invented yet so this would be a mess for everyone. There's no tool that creates WL6 files out of a pile of files, it's always piggybacking on existing copyrighted media to modify.
ECWolf is a sane GPL port. A "FreeWolf" project is totally doable these days with it.

By the nature of Wolf mods, though, there's no real way to emulate FreeDoom's goal-ish-thing of "compatibility with existing maps," except for newer ones made specifically for ECWolf (or converted, I suppose). That's sorta a grey feature anyway, though, so not focusing on such a thing would probably be a good thing, in my own goofy view. :P
gerolf
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Re: [SPRITES] Spriting Carnival!!

Post by gerolf »

It might need some work but I made this, it's the Ripper's prototype, the "Splitter" and could shoot the barrels one at a time or simultaneously.
Image
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Captain J
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

MKhgb5A2.png
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fixed up for that matter.
gerolf
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Re: [SPRITES] Spriting Carnival!!

Post by gerolf »

Thanks, that makes it look better!
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Angel-Neko_X
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Re: [SPRITES] Spriting Carnival!!

Post by Angel-Neko_X »

Spoiler:
mallo
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Re: [SPRITES] Spriting Carnival!!

Post by mallo »

NiGHTMARE wrote:Besides, the existence of the higher res versions of the original textures (and the reappearance of certain Wolf 3D textures in later ID games such as Doom 2 and the Quake series) would suggest they were created in 128x128 and then resized, so you'd be replicating ID's original method.
Actually, the hi-res textures were based on the 64x64 ones.
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doomjedi
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Re: [SPRITES] Spriting Carnival!!

Post by doomjedi »

mallo wrote:
NiGHTMARE wrote:Besides, the existence of the higher res versions of the original textures (and the reappearance of certain Wolf 3D textures in later ID games such as Doom 2 and the Quake series) would suggest they were created in 128x128 and then resized, so you'd be replicating ID's original method.
Actually, the hi-res textures were based on the 64x64 ones.
Yes, you can see it from their design.
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Re: [SPRITES] Spriting Carnival!!

Post by wildweasel »

The 128x128 textures, if I recall, were made for the Jaguar/Macintosh versions of Wolfenstein, which used double-resolution graphics. The 64x64 Wolfenstein SS were used because they had rotational frames, where the higher-detail Macintosh sprites only had one angle.
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Athel
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Re: [SPRITES] Spriting Carnival!!

Post by Athel »

*sigh*
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Zero X. Diamond
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Re: [SPRITES] Spriting Carnival!!

Post by Zero X. Diamond »

That is one pissed off gum drop.
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Jeimuzu73
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Re: [SPRITES] Spriting Carnival!!

Post by Jeimuzu73 »

To celebrate 19600 replies (400 more to go), here's a couple of edits for my upcoming mod.

Minor edit to Chrysalis' disc-tipped 'wing' thingies (tried to be more accurate to the original in terms of detail and perspective. You be the judge.)
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I forgot to put the AI pod on the Peace Walker, so now she has one.
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raymoohawk
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Re: [SPRITES] Spriting Carnival!!

Post by raymoohawk »

fellowzdoomer wrote:
cute pinky egg

*sigh*
continue i like it ;)
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Captain J
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

MJ79 wrote:Minor edit to Chrysalis' disc-tipped 'wing' thingies (tried to be more accurate to the original in terms of detail and perspective. You be the judge.)
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i smell astrostein a lot!
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Carbine Dioxide
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Re: [SPRITES] Spriting Carnival!!

Post by Carbine Dioxide »

First set of rotations are done.

Image

New set of attack frames too.

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jdredalert
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Re: [SPRITES] Spriting Carnival!!

Post by jdredalert »

My attempt on screenshot-ripping the .45 Auto from Fallout New Vegas

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