[WIP/Release] Brutal Doom SE

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Gifty
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Re: [WIP/Release] Brutal Doom SE

Post by Gifty »

Woolie Wool wrote:Well the thing is, the image has no sense of depth and there's no way to tell that the holosight and the rear aperture are separate objects. It just looks like the holosight is inside the rear aperture, which makes it useless.
IT'S THE FUTURE DAMMIT
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

Perhaps I ought to add a blur for the closest parts, to better show that the holosight is actually somewhere in between the front and rear posts?
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Cryomundus
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Re: [WIP/Release] Brutal Doom SE

Post by Cryomundus »

Woolie Wool wrote:Well the thing is, the image has no sense of depth and there's no way to tell that the holosight and the rear aperture are separate objects. It just looks like the holosight is inside the rear aperture, which makes it useless.
Wait, why are we suddenly caring about realism, this is BDSE. Or have you forgotten about the whole "carrying an armory on your back bit." Or having a BFG/plasma rifle.

This is kinda silly to point out something about depth, when it hardly matters when playing the game. There's no bullet trajectory/physics/ballistics to worry about, so what's the point of having depth? For style points? Aesthetics?
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

I don't mind realistic touches now and then, as long as it's pretty and doesn't hamper gameplay too much. Anyway, I'm just mentally masturbating. It's all a learning experience.
Spoiler: Maybe this is prettier?
This probably won't see the light of day, unless folks want it as an addon maybe.
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Woolie Wool
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Re: [WIP/Release] Brutal Doom SE

Post by Woolie Wool »

SigFloyd wrote:Perhaps I ought to add a blur for the closest parts, to better show that the holosight is actually somewhere in between the front and rear posts?
Yes, that would make it look less flat too, there's currently not a whole lot of depth to the image and it looks like a cardboard cutout.

EDIT: that last image looks better but you should have the aperture with its original round opening visibly in front of the holosight window, so it's obvious the player is looking down three sights, not two. Now it just looks like the rear sight block is empty, making it useless for sighting.
Cryomundus wrote:
Woolie Wool wrote:Well the thing is, the image has no sense of depth and there's no way to tell that the holosight and the rear aperture are separate objects. It just looks like the holosight is inside the rear aperture, which makes it useless.
Wait, why are we suddenly caring about realism, this is BDSE. Or have you forgotten about the whole "carrying an armory on your back bit." Or having a BFG/plasma rifle.

This is kinda silly to point out something about depth, when it hardly matters when playing the game. There's no bullet trajectory/physics/ballistics to worry about, so what's the point of having depth? For style points? Aesthetics?
If you want to have gun porn features like iron sights, it helps to make your gun point make sense. If you add detail to the way guns work in a game, then the expectation that the guns make some sort of sense increases. No one care that the chaingun in classic Doom has no sights at all or the shotgun gains and loses a choke at different parts of its firing cycle but if you have closeup iron sight sprites and moving parts to the guns, then they're expected to make more mechanical and ergonomic sense.
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

The whole point of the little experiment was to see if I could get rid of those concentric rings altogether and have them be something less cluttered, and see if I have any Sprite-Fu. Lore wise, the front and rear rings could be flipped down in favor of the front blade + rear posts, plus holo.
Spoiler:
Anyway, I guess I just don't have the chops to make it happen/look not so awkward. I'd have to totally remake the whole ADS sprite and that's way beyond my ability.
Last edited by SigFloyd on Wed Sep 03, 2014 11:53 am, edited 1 time in total.
Skrell
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Re: [WIP/Release] Brutal Doom SE

Post by Skrell »

hmm...for some reason i can't see your images any more Sig....did you switch hosts or something? Any ideas? :(
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Woolie Wool
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Re: [WIP/Release] Brutal Doom SE

Post by Woolie Wool »

The "concentric" rings is how that sighting system works. Without the rear aperture sight the front sight is useless.
Kostov
 
 
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Re: [WIP/Release] Brutal Doom SE

Post by Kostov »

I think the alt weapon sprites should be included with the exception of the shotgun's alternate sprite. It looks badass, but too trenchy, and I'd rather have that left to a mod like Accessories to Murder.
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

Skrell wrote:hmm...for some reason i can't see your images any more Sig....did you switch hosts or something? Any ideas? :(
That's odd. I've edited the above image links to a different host, so hopefully it should show up. Unless you mean all images on the first page of the thread, those are all the same host with no switching.
HavoX
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Re: [WIP/Release] Brutal Doom SE

Post by HavoX »

Skrell wrote:hmm...for some reason i can't see your images any more Sig....did you switch hosts or something? Any ideas? :(
Works for me? :shrug:
undead003 wrote:I think the alt weapon sprites should be included with the exception of the shotgun's alternate sprite. It looks badass, but too trenchy, and I'd rather have that left to a mod like Accessories to Murder.
I have to agree, to an extent... Some weapons are meant to be exclusive only in a certain mod. :wink:
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

IIRC, weren't they made for Brutal Doom in the first place? Anyway, it's probably best I leave them the way they are, in a separate file. 21% nay is substantial enough. Maybe I'll restore the classic look of the SSG, and have DoomNukem's sawed off in the alt sprites pack.
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wildweasel
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Re: [WIP/Release] Brutal Doom SE

Post by wildweasel »

SigFloyd wrote:IIRC, weren't they made for Brutal Doom in the first place?
Most of them, yes. As long as DoomNukem says it's okay to use them, though, I have no objections.
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Sinael
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Re: [WIP/Release] Brutal Doom SE

Post by Sinael »

SigFloyd wrote:The whole point of the little experiment was to see if I could get rid of those concentric rings altogether and have them be something less cluttered, and see if I have any Sprite-Fu. Lore wise, the front and rear rings could be flipped down in favor of the front blade + rear posts, plus holo.
Spoiler:
Anyway, I guess I just don't have the chops to make it happen/look not so awkward. I'd have to totally remake the whole ADS sprite and that's way beyond my ability.
It looks cool, but I'd suggest making the red marks on the scope and muzzleflsh semi-transparent with alpha, so it would not obscure the view that much. Otherwise looks awesome. Already want to try it out - when's the update?
HavoX
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Re: [WIP/Release] Brutal Doom SE

Post by HavoX »

It's been said before: when it's released/done. Didn't you read RikohZX's post one page back?
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