[Release]Wolfenstein 3D Bosses rotations.
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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.
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Re: [Release]Wolfenstein 3D Bosses rotations.
So I noticed that the Angel of Death's limbs looked very similar to those of some Doom monsters, and wanted to see if they could be used for rotations with some heavy editing, credits to Ultimecia for ripping the sprites for the Angel of Death.
I don't think I'll finish this dude. if someone else wants to take on the idea and tackle the concept and finish it, feel free to I guess, most parts exist and the only thing that would need redrawing are the wings.
EDIT: some touchups:
I don't think I'll finish this dude. if someone else wants to take on the idea and tackle the concept and finish it, feel free to I guess, most parts exist and the only thing that would need redrawing are the wings.
EDIT: some touchups:
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Re: [Release]Wolfenstein 3D Bosses rotations.
UnTrustable would be so pleased to see the progress going up real fast, all thanks to you! You did your best with AoD one.
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Re: [Release]Wolfenstein 3D Bosses rotations.
Craneo wrote:So for a personal addon for a mod I went and gave the DeathKnight rotations using ItsNatureToDie's Hans Grosse rotations, HorrorMovieRei helped me, as they did the head rotations I think, here is the (final?) product, thought since I did it for Weasel's Nazis (specifically for an addon I am making), he doesn't have cyan colors and has just gray (unlike the classic Wolf3D one), but those can be added in via a recolor, he lacks pain frames thought...
MUCH MUCH appreciated the help.
You cant even imagine how happy this will make me.
Last edited by UnTrustable on Sun May 22, 2022 2:57 pm, edited 1 time in total.
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Re: [Release]Wolfenstein 3D Bosses rotations.
Thanks to Craneo (and the help of HorrorMovieRei), i was able to make the pain rotation.
I credit the two of you for working on the Death Knight rotations in the credit list of my Wolfenstein 3D Invasion project.
I credit the two of you for working on the Death Knight rotations in the credit list of my Wolfenstein 3D Invasion project.
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Re: [Release]Wolfenstein 3D Bosses rotations.
Slow progress.....and still in progress... toke me about 1 and a half hour so far... and 4 mugs of coffee.
I just had a day off from work..
There is also a short video about this sprite on YouTube...
I just had a day off from work..
There is also a short video about this sprite on YouTube...
Spoiler:
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Re: [Release]Wolfenstein 3D Bosses rotations.
Wonderful work pal, I'm glad you are still doing this, this is very helpful to wolf3d/doom modding.
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Re: [Release]Wolfenstein 3D Bosses rotations.
Thanks, i sometimes needs some mental support.doomjedi wrote:Wonderful work pal, I'm glad you are still doing this, this is very helpful to wolf3d/doom modding.
Making sprites like this is alot of time consuming and a mental burden.
Like that ANGLA3 sprite... toke me 1 hour and 40 minutes to complete...
Imagine that i have to make 56 sprites more....?? 56 x 1hr40min....?
Yeah i know... i made that choice of my own to make at least Wolf3D and Spear bosses... and MAYBE.... just MAYBE... a few custom bosses....
Anyways... made another rotation yesterday.... it might not fit for the Wolf engine...
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Re: [Release]Wolfenstein 3D Bosses rotations.
If you shrink him horizontally enough to fit the width of 64 pixels, it's possible! Kinda looks derpy, still possible.
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Re: [Release]Wolfenstein 3D Bosses rotations.
Although standard editing tools don't support it, off hand I don't think there's anything preventing wider than 64 pixel sprites from working in vanilla. You just can only extend to the right. This of course ignores that to use these sprites in wolf3d you'd need a non-vanilla engine anyway so kind of moot.
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Re: [Release]Wolfenstein 3D Bosses rotations.
You're absolutely right.Captain J wrote:Kinda looks derpy, still possible.
The resize is not that bad after all.
Alright...lets continue.
@Blzut3. Its alright... nothing to worry about.
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Re: [Release]Wolfenstein 3D Bosses rotations.
While im doing rotation A5, i hope you guys wont get uncomfort feelings.... Angel of death has a ..... nice butt
Im still working on it....so i wont show it right now.... But hey... i never saw the angel of death from behind, so this is
what I THINK he LOOKS like... from behind..
Im still working on it....so i wont show it right now.... But hey... i never saw the angel of death from behind, so this is
what I THINK he LOOKS like... from behind..
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Re: [Release]Wolfenstein 3D Bosses rotations.
ANGLA5
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Re: [Release]Wolfenstein 3D Bosses rotations.
Eyup this is a nice ass
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Re: [Release]Wolfenstein 3D Bosses rotations.
It wouldn't be a demon in an early id software game without a sweet ass™
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Re: [Release]Wolfenstein 3D Bosses rotations.
this is a fixed sprites i maded for the death knight that i think alot of people will like this fixed cleaner look a preferd fixfor a better looking fire sprites by editing the first two sprites to have only the shoulders firing rockets and the chainguns not fire
and the 3rd sprite that was the only games sprite where the death knight use only the chainguns to fire was edited to use the muzzle fire from the 2nd sprite by keep the body stance the 3rd sprite and the face edited to use the face of the deathknight from the 2nd sprite for a better animation in game
so the 3rd sprite is to be a new 4th fire sprite to be used after the 3th fire sprite having a clean chainguns only fire
inspiration i tooked from 'wolfers for wolfers' pack where the baron from end of destiny mod had new sprites of only fire with what it does actually fire
i think two versions of a full rotations death knight need to be created
first one use the original way style id software did that both fire even if they dont actually fire together at all
the second version to use my method on the rotation sprites
edit: just now i see in last page it does have both sprites for only chainguns and also and only rocket shoulders and also the original of both together awesome work looking for the angel of death and than lost episodes bosses
and the 3rd sprite that was the only games sprite where the death knight use only the chainguns to fire was edited to use the muzzle fire from the 2nd sprite by keep the body stance the 3rd sprite and the face edited to use the face of the deathknight from the 2nd sprite for a better animation in game
so the 3rd sprite is to be a new 4th fire sprite to be used after the 3th fire sprite having a clean chainguns only fire
inspiration i tooked from 'wolfers for wolfers' pack where the baron from end of destiny mod had new sprites of only fire with what it does actually fire
i think two versions of a full rotations death knight need to be created
first one use the original way style id software did that both fire even if they dont actually fire together at all
the second version to use my method on the rotation sprites
edit: just now i see in last page it does have both sprites for only chainguns and also and only rocket shoulders and also the original of both together awesome work looking for the angel of death and than lost episodes bosses
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