Xbox style animated M_DOOMs for Doom 1/2/Complete

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Kazudra
Posts: 126
Joined: Mon May 25, 2015 10:52 am

Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by Kazudra »

EmperorGrieferus wrote:
Enjay wrote:I'd still be interested to know where that NEWDOOMA message is coming from though. I had a quick look inside the ANIMDEFS for Smooth doom and it looks like this:

Code: Select all

texture optional M_SKULL1
	pic NEWSKULA tics 12
	pic NEWSKULB tics 3
	pic NEWSKULC tics 3
	pic NEWSKULD tics 3
	pic NEWSKULC tics 3
	pic NEWSKULB tics 3
So, no NEWDOOMA, but the naming system is similar. Could it be an older version, or NEWDOOMA is hidden elsewhere inside Smooth Doom?
I put it in my version of Smooth Doom. So, there's no such files in older versions, but I indeed used skull sprite names for inspiration
Nah, So far I've only seen 2 Smooth Doom builds that adopted this and both Authors of em are in this post.
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PandaDoomer
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Location: USA

Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by PandaDoomer »

PandaDoomer wrote: Wed Feb 12, 2020 7:48 pm Just some animated M_DOOMs I made for Doom 1/2/Complete. Inspired by the Xbox version of Doom. FIltered for use in each game!

Vivid color versions
Spoiler:
Classic color versions
Spoiler:
Update 07/20/21: Fixed filters for Doom Complete.

Vivid Color M_DOOMs Download (New shader version!)
Vivid Color M_DOOMs Download (Old ANIMDEFS version)

Classic Color M_DOOMs Download (New shader version!
Classic Color M_DOOMs Download (Old ANIMDEFS version)
Well, it's been a while. Updated OP with new and improved versions handled by shaders!
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PandaDoomer
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by PandaDoomer »


qthink.png
Now if only I could figure out how to adjust the ones with text upwards a little...
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NightFright
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by NightFright »

Have you tried with changing (y) offsets?
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PandaDoomer
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by PandaDoomer »

NightFright wrote: Wed Feb 14, 2024 10:02 am Have you tried with changing (y) offsets?
Isn't working, but I'm also using textures.txt to scale them, and moving it around in there doesn't help either. Maybe there's something I'm missing?

Edit: Nevermind, I figured it out.

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