Xbox style animated M_DOOMs for Doom 1/2/Complete
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 16
- Joined: Wed Feb 19, 2020 10:43 pm
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
I was going to make a PSX-like menu for my wadsmoosh wad and the big DOOM logo is very fitting, I hope you make it stick to DOOM's pallete, thanks for sharing.
-
- Posts: 107
- Joined: Sun Apr 12, 2015 9:05 pm
- Location: USA
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
When I finish that I'll definitely make a classic color version like the rest.VindSole wrote:I was going to make a PSX-like menu for my wadsmoosh wad and the big DOOM logo is very fitting, I hope you make it stick to DOOM's pallete, thanks for sharing.
-
- Posts: 16
- Joined: Wed Feb 19, 2020 10:43 pm
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
One little question, where did you take the raw titlepic logo from? or did you used the titlepic logo and did manual work filling parts that weren't visible
-
- Posts: 107
- Joined: Sun Apr 12, 2015 9:05 pm
- Location: USA
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
I'm pretty sure I found it off of Google or something a few years ago.VindSole wrote:One little question, where did you take the raw titlepic logo from? or did you used the titlepic logo and did manual work filling parts that weren't visible
-
- Posts: 126
- Joined: Mon May 25, 2015 10:52 am
Re: Animated M_DOOM for Doom Complete
Eh Kinda, you do loose some dynamics, but some touch-ups can restore it by clever use of coloring. It's nice to have both truecolor and palette options; truecolor has the detail, palette has engine fidelity and flexibility due to being able to change the palette at will.PandaDoomer wrote:Sorry I'm so late, internet outage. Did you want the entire thing STRICTLY in the doom palette? It'll completely ruin the animation part of it, making super unsmooth. Everything will still have it's correct palette colors except for the blue part during the animation, which would be truecolor.
Nonetheless, VERY nice work.
-
- Posts: 107
- Joined: Sun Apr 12, 2015 9:05 pm
- Location: USA
Re: Animated M_DOOM for Doom Complete
Thank you! So, you'd a strict palette version as well? I can do that.Kazudra wrote:Eh Kinda, you do loose some dynamics, but some touch-ups can restore it by clever use of coloring. It's nice to have both truecolor and palette options; truecolor has the detail, palette has engine fidelity and flexibility due to being able to change the palette at will.
Nonetheless, VERY nice work.
-
- Posts: 16
- Joined: Wed Feb 19, 2020 10:43 pm
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
Still got the original one? would be grateful if you share it.PandaDoomer wrote: I'm pretty sure I found it off of Google or something a few years ago.
EDIT: nevermind, I got it.
-
- Posts: 4
- Joined: Wed Apr 01, 2020 6:01 pm
- Preferred Pronouns: He/Him
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
Is there one of these for Final Doom? Not plutonia or tnt individually but literally the FINAL DOOM yellow logo. I wanted to use wadsmoosh to merge both FD wads :v
-
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
Damn, I was JUST thinking of making something exactly like this. You beat me to it, and probably did a better job than I would have!
-
- Posts: 52
- Joined: Mon May 04, 2020 12:55 pm
- Location: On the toilet
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
Ye, this looks pretty damn good! :^)
-
- Posts: 2
- Joined: Mon Jun 01, 2020 10:51 am
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
the mod broke for me after gzdoom 4.6.0 update on wadsmoosh 1.3 version. seems like it has to do with filter, so if you rename 'doom.id.doom2.wadsmoosh' folder to 'doom.id.wadsmoosh' it works again. here's updated files:
classic
https://mega.nz/file/MQ4AXSST#_mrK2fDvT ... 1tqHJIEfTA
vivid
https://mega.nz/file/0R40xSTR#2ukwMS1IS ... 7Ud0DiIoyY
classic
https://mega.nz/file/MQ4AXSST#_mrK2fDvT ... 1tqHJIEfTA
vivid
https://mega.nz/file/0R40xSTR#2ukwMS1IS ... 7Ud0DiIoyY
-
- Posts: 107
- Joined: Sun Apr 12, 2015 9:05 pm
- Location: USA
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
Updated OP.Lisiczka wrote:the mod broke for me after gzdoom 4.6.0 update on wadsmoosh 1.3 version. seems like it has to do with filter, so if you rename 'doom.id.doom2.wadsmoosh' folder to 'doom.id.wadsmoosh' it works again. here's updated files:
classic
https://mega.nz/file/MQ4AXSST#_mrK2fDvT ... 1tqHJIEfTA
vivid
https://mega.nz/file/0R40xSTR#2ukwMS1IS ... 7Ud0DiIoyY
-
- Posts: 123
- Joined: Wed May 31, 2017 5:39 am
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
How am I supposed to launch the mod on the older versions of GZDoom?
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
How old are we talking?EmperorGrieferus wrote:How am I supposed to launch the mod on the older versions of GZDoom?
-
- Posts: 107
- Joined: Sun Apr 12, 2015 9:05 pm
- Location: USA
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
What do you mean?EmperorGrieferus wrote:How am I supposed to launch the mod on the older versions of GZDoom?