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My first complete mod (forget the one I released earlier) and a battle against my inner schweinhund (and giving the tons of resources I have some use). Basically, it replaces most of the Doom weapons with RAGE counterparts, while adding new ones such as the sniper rifle and a stealth crossbow. Most of the arsenal also has reloading and aiming-down sights, although for the most part the weapons behave very similar to the original ones.
I hate to be so negative on the first reply, but those weapon sprites look like shit. You could have just left them at high resolution and used textures to scale them.
The nearest neighbor scaling-down on the weapons isn't working, unfortunately. Doom-resolution model rips like that tend to look fine if you cut out the edges of the sprite at native resolution and then scale them down with bicubic resampling -- you'll get anti-aliasing against a translucent background for the edges, too, which surprisingly doesn't look bad in ZDoom's D3D truecolor HUD.
Alright, this looks awful.
Firstly - you missed out on the aspect ratio correction, so all the sprites are stretched up a bid on the rendering. You must either compensate for that via TEXTURES lump, or by squishing them beforehand. You also did not trim the sprites, which presents some problems with how (G)ZDoom handles the sprites that occupy the whole screen.
What to do about that? Well, you could use ImageMagic to downscale and trim the sprites, I'm sure I've talked about how to do that somewhere on the forums - the mogrify tool allows you to use the data you gather during the alterations to build yourself a TEXTURES lump almost automaticaly. Here's an example: This one is yours: This one is ImageMagicked:
(I dunno why you squished it sideways while you had to squish it vertically to compensate for AR correction) And this is how it should be in the end for a game to display it right (you have to trim and offset the sprite, obviously):
Spoiler:
Also note that this one uses 255 colors, done with IrfanView - best for downcoloring sprites. Your sprites are basically PNGs, not in the Doom palette, so I don't see the reason to stick to the doom palette. IrfanView uses one of the better color reduction algorithms (turn on the best quality reduction option) and is capable of batching, so I suggest you use it.
Secondly, using Doom's vanilla explosion for a muzzleflash is a bad idea.
The "wind down" animations on weapons are supposed to go in as the alternative idle state animation after the gun was fired - that would allow the gun to be refired without having to wait for animation to end.
The exact command for ImageMagick to transform the sprites into the doom-friendly are (use through CMD line and cd into the IM directory):
Spoiler:
for %f in (<input directory>\*.*) do convert.exe %f -filter lanczossharp -resize 33.3x27.8% -mattecolor #000000 -channel alpha -threshold 89.4% <output directory>\%~nf.png
Add -trim to automatically trim sprites, and use this technique to generate yourself a TEXTURES lump
MetroidJunkie wrote:The sprites are also very wide-screen unfriendly although I'm guessing that's more a fault with RAGE itself.
I made them WS-friendly, originals are 1280x720. The author just squished them into 4x3, hence the weird AspectRatio (he also didn't account for Doom's native AR correction, which when combined gave an unsightly result)
- All your weapons so sad, you need better reskinned (just like Sinael's post)
- The Berserk icon is just kind of a Pistol Sprite
- The Rocket Launcher sound is Doom 3
- The Sniper Rifle is too weak, needs more damage at least high dps
- The Shotgun reload is so slow unlike the other weapons