The WIP Thread
- Rayman The Hedgehog
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Re: The WIP Thread
Soon™ A new Amiga rip by me
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- I can't promise i'll able to rip everything, but i'll try
- Testament (Amiga)_MAGE.png (1.5 KiB) Viewed 2245 times
- Stopsignal
- Posts: 150
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Re: The WIP Thread
Hah! using that old face sprite, hahahahaCeeJay wrote:Ash vs DOOM.
Necronomicons sec. attack spawns three mini-Ash's (Ashes?).
Looking forward to try it!
Re: The WIP Thread
A quick and dirty take on player sprites:
for a typical Soviet rifleman c. 1941-1942. Right now the sprites can only show the player carry a Mosin rifle. The images are 2x larger than stock Doom sprites, so the player actor was shrunk accordingly.
for a typical Soviet rifleman c. 1941-1942. Right now the sprites can only show the player carry a Mosin rifle. The images are 2x larger than stock Doom sprites, so the player actor was shrunk accordingly.
Spoiler: Notes on scaling
Re: The WIP Thread
I got this technique from someone on Doomworld (relates to Photoshop but I guess GIMP etc. have similar features)revo794 wrote: I tried to preserve the best of the little details. When ripping animations from a realistic-looking model to translate it into sprites authentically, there's a bit of a problem with scaling it down properly. Scaled in the best quality mode, the graphics often look too out of place, in that they're quite blurry and excessively smooth, unlike the original graphics. Scaled in the nearest pixel mode, they carry over a lot of residual noise and unlinearity artifacts. If the scaling factor is low enough, bilinear and bicubic sampling modes have the same cons as the nearest pixel mode.
I found that making a pass with a median filter lets the nearest pixel scaling mode do its lo-fi magic the best. Unlike any linear filter, the median filter removes outliers without affecting nearby samples at all, while also preserving sharp boundaries. This, I believe, makes it ideal for preserving just the details you want in the scaled down sprite. I'm setting the aperture size the same as the factor by which I scale the sprite down. In this example, I was scaling sprites down 5x, so the aperture size was set to 5.
Would you say that gives better-looking sprites than pure nearest pixel or supersampling modes? I'm really keen on trying to improve this technique.
- Brightness +25, Contrast +25
- Smart Sharpen:
Sharpen: Amount: 50%, Radius: 1 pixel, Angle: 0, Remove: Gaussian Blur
Shadow: Fade Amount 0%, Tonal Width 50%, Radius 1 pixel
Highight: Fade Amount 0%, Tonal Width 50%, Radius 1 pixel
- Sangelothi
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Re: The WIP Thread
I didn't set up my radeon recording, so sorry it came out so so dark

Re: The WIP Thread
So, a while ago I made a toon shader that didn't require a modified Zandronum at all, and worked with just a .pk3 loaded separately. Since Zandro doesn't set gl_Normal nor gl_NormalMatrix, the normals had to be recalculated in the fragment shader, but the resulting normals were so perfect that the shading didn't have smooth edges, it was very "blocky". But, that's all that is possible with vanilla Zandronum 3.0...
Or is it? Turns out, if you're willing to use awful hacks that are difficult to set up, it's possible to get very smooth toon lighting. Here's a comparison, "old" is the previous "per-poly" method, and "new" is the current per-pixel method. All the curves look MUCH better, and it looks even better in motion!
Plus, it still works on unmodified Zan 3.0 with zero issues at all.

Next up is dynamic shadows a-la Sonic Aventure 2 on the Dreamcast (the ports do have shadows, but they use render-to-texture effects).
What, GZDoom has an actual shader system? Whatever, I don't need it
Or is it? Turns out, if you're willing to use awful hacks that are difficult to set up, it's possible to get very smooth toon lighting. Here's a comparison, "old" is the previous "per-poly" method, and "new" is the current per-pixel method. All the curves look MUCH better, and it looks even better in motion!
Plus, it still works on unmodified Zan 3.0 with zero issues at all.

Next up is dynamic shadows a-la Sonic Aventure 2 on the Dreamcast (the ports do have shadows, but they use render-to-texture effects).
What, GZDoom has an actual shader system? Whatever, I don't need it

- Angel-Neko_X
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Re: The WIP Thread
Levels for my game
- Captain J
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Re: The WIP Thread
Done with 3DGE? I think it's kinda possible if you know how to handle zscript or strife codes. But it looks somewhat new.
Re: The WIP Thread
Yes, new backpack replacement for Heathen.
Re: The WIP Thread
I'm back with lens flares, this time, it works universally.
It works by simply listing the actor names that should have lens flares, and then creating a file in "graphics/lensflares" that is the exact name of the actor class it's meant to be attached to, for example, TechLamp.png.
- Tormentor667
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Re: The WIP Thread
This looks awesome
When is it ready to be used?

- Captain J
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Re: The WIP Thread
As wonderful and realistic as it is, i do wonder if the lens flare still shines through sprites with empty gaps like the tree props. Or maybe i'm getting too much realistic, but this is very nice!