The WIP Thread

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Rayman The Hedgehog
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Re: The WIP Thread

Post by Rayman The Hedgehog »

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
I can't promise i'll able to rip everything, but i'll try
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Stopsignal
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Re: The WIP Thread

Post by Stopsignal »

CeeJay wrote:Ash vs DOOM.
Image
Necronomicons sec. attack spawns three mini-Ash's (Ashes?).
Hah! using that old face sprite, hahahaha
Looking forward to try it!
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revo794
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Re: The WIP Thread

Post by revo794 »

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.
Spoiler: Notes on scaling
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

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Cherno
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Re: The WIP Thread

Post by Cherno »

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.
I got this technique from someone on Doomworld (relates to Photoshop but I guess GIMP etc. have similar features)
- 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
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Sangelothi
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Re: The WIP Thread

Post by Sangelothi »



I didn't set up my radeon recording, so sorry it came out so so dark :blergh:
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doomfiend
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Re: The WIP Thread

Post by doomfiend »

Image
Image
Image
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TDRR
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Re: The WIP Thread

Post by TDRR »

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.
Image

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 :lol:
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Angel-Neko_X
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Re: The WIP Thread

Post by Angel-Neko_X »

Levels for my game

CeeJay
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Re: The WIP Thread

Post by CeeJay »

Image
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Done with 3DGE? I think it's kinda possible if you know how to handle zscript or strife codes. But it looks somewhat new.
CeeJay
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Re: The WIP Thread

Post by CeeJay »

Yes, new backpack replacement for Heathen.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »



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.
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Tormentor667
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Re: The WIP Thread

Post by Tormentor667 »

This looks awesome :) When is it ready to be used?
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

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!
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