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Re: Smooth Animations Project - Take 2!

Posted: Mon Apr 21, 2014 8:52 pm
by Gifty
NiGHTMARE wrote:Have you guys considering doing smooth animations for the animated textures?
It's an area I'm less familiar with but I do plan to work on this, yeah.

Re: Smooth Animations Project - Take 2!

Posted: Mon Apr 21, 2014 9:01 pm
by zrrion the insect
I have some animated flats hanging around somewhere that I could post here. I also have better animated waterfall textures, but they aren't as good.

Re: Smooth Animations Project - Take 2!

Posted: Mon Apr 21, 2014 10:11 pm
by Gifty
Yeah, if you want to post those that'd be lovely!

edit: I'm fiddling with the idle animations, reaching an impasse with the zombies. First one is the current animation, second one is another I'm trying out. Thoughts?

Image Image

I was trying to get rid of the weird "mid-stride" thing in the original sprites, but somehow it looks even weirder when the legs are just straight.

Re: Smooth Animations Project - Take 2!

Posted: Tue Apr 22, 2014 3:18 pm
by scissorman11785
I think you should stick with the current zombie animation; the second one looks rather odd. One thing I've noticed is that it's a bit weird how zombies and imps die more spectacularly than most stronger enemies because they can be gibbed. It's good that you're trying to avoid going down the Brutal Doom path with this wad, but do you think that you can add a flourish of gore to the death animations of non-humanoid enemies? Also, will the hanging/impaled corpses be gibbable? ALSO, are you gonna change the blood splatter sprites? I think they're too hi-res. Sorry if I'm making too many requests, it's just that this is pretty close to my ideal Doom wad: it improves the game without altering the gameplay.

Re: Smooth Animations Project - Take 2!

Posted: Tue Apr 22, 2014 8:03 pm
by Gifty
This isn't first and foremost an effects mod, and I'd like to save extra gore strictly for gibbing, so what I'll probably end up doing is give the other monsters an Xdeath so they can have fancy gore too. I agree that it feels kind of lopsided with the weaker guys having more effects than everyone else. I'm not going to mess with the corpse props, especially since those are often intended to be obstacles. The blood splatters will either be edited to fit better into the game or relegated to an addon in the near future.

Re: Smooth Animations Project - Take 2!

Posted: Tue Apr 22, 2014 10:01 pm
by FireHusky
Gifty wrote:This isn't first and foremost an effects mod, and I'd like to save extra gore strictly for gibbing, so what I'll probably end up doing is give the other monsters an Xdeath so they can have fancy gore too. I agree that it feels kind of lopsided with the weaker guys having more effects than everyone else. I'm not going to mess with the corpse props, especially since those are often intended to be obstacles. The blood splatters will either be edited to fit better into the game or relegated to an addon in the near future.
I'd put the rest of the effects into a separate addon, just to keep the main file faithful to the title of this thread. I really like what's going on here so far, especially the new imp deaths. :P

Re: Smooth Animations Project - Take 2!

Posted: Tue Apr 22, 2014 11:45 pm
by zrrion the insect
Smooth animated textures here:
Smooth Liquids.zip
(33.88 KiB) Downloaded 250 times

Re: Smooth Animations Project - Take 2!

Posted: Wed Apr 23, 2014 12:40 pm
by StalkerZHS
I don't know if anyone did this yet, but I want the Medkits + colors on the stimpack, so that they'd be the same. The stimpacks plus colors are too light red.

Re: Smooth Animations Project - Take 2!

Posted: Wed Apr 23, 2014 2:00 pm
by President People
Gifty wrote:Image Image

I was trying to get rid of the weird "mid-stride" thing in the original sprites, but somehow it looks even weirder when the legs are just straight.
Image

Maybe something closer to this? Stole a leg from the vanilla pain frame and attached it to the second one. Kind of a medium between the vanilla dancing in place and standing at attention (which is what I'm guessing the second gif is supposed to be).

I wouldn't say this attempt is perfect, though. He looks like he could be playing guitar here. (Maybe the breathing from the first gif would be better…)

Re: Smooth Doom (all non-bosses finished!)

Posted: Thu Apr 24, 2014 2:40 am
by Gifty
Giant update/milestone! I hope the name change doesn't throw anyone.

@President People that pose is way closer to the mark, and I think you're right that the breathing style in the first gif is best. The shotgunner has a nice set of standing-and-gun-cocking sprites that could work well for this purpose with some editing, I'm thinking that's the way to go.

@zrrion many thanks for posting your flats! I can't find a way to see them in-game, though, because I'm an ignorant doof. Is there some assembly required that's escaping me? :P (I should probably also tell you that I'm good for liquid flats, but those fall textures look really cool and useful)

Lastly, regarding all the special effects stuff we've been talking about, now that I feel the mod has achieved "big boy status" I can start working on customization. Ideally I'd have an in-game menu with switches and knobs and things to mess with, but I don't know the first thing about coding menus so if all else fails we could go with the dependable mutator system. Please do tell me what you want, though, I want a system people will find convenient.

Re: Smooth Doom (all non-bosses finished!)

Posted: Thu Apr 24, 2014 2:53 am
by Captain J
extra frames for every monster's idle frame(three frame, for explain.) would be more qualitiful, though!

Re: Smooth Doom (all non-bosses finished!)

Posted: Thu Apr 24, 2014 3:24 am
by Average
This is fantastic stuff. Well done!

I was wondering if it's a little too early to ask for potential mutators? I've a couple I'd like to suggest... :)

Re: Smooth Doom (all non-bosses finished!)

Posted: Thu Apr 24, 2014 3:26 am
by Gifty
Suggest away!

Re: Smooth Doom (all non-bosses finished!)

Posted: Thu Apr 24, 2014 6:23 am
by Average
Cool beans!

Well, the first is more a graphics replacement. I'd love to see the Doom64 chainsaw get a bit of love though I'm not sure how much work that would take to make it smooth and then replacing the old one.

I'd love to see destructable lamps. There are lots of nice examples (my mod of choice, Cosmetic Doom, contains a nice version). It's a really nice touch (IMHO) that really adds to the immersive feel of the game world but doesn't really change gameplay that much...

And another one that I'm not sure if it's even possible. Could there be a mutator that would allow the blood on the water to fade away more quickly than the blood on the land? It's always struck me as a little jarring that while the liquids can look like, well, liquids blood always just kind of sits on top as if it were a solid surface...

Finally, is it possible to make your mod compatible with the software 'brightmaps' project that's on the forum here. I'm sorry but I can't remember who's behind that one. If you're amenable to the idea I can have a look around for it on the forum. :)

Re: Smooth Doom (all non-bosses finished!)

Posted: Thu Apr 24, 2014 8:02 am
by Ctrl+Alt+Destroy
After all animations have been completed, are there any plans for more smooth alternative deaths?