[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
Batandy
Posts: 1279
Joined: Tue Jul 19, 2011 2:56 am

Re: [SPRITES] Spriting Carnival!!

Post by Batandy »

osjclatchford wrote:err... ok but I'm not going to do all that... I'm not even going to use it... its kinda just a doodle...
Uh, honestly it looks better than your "tilted" anim, you should use it
User avatar
demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Location: Workin

Re: [SPRITES] Spriting Carnival!!

Post by demo_the_man »

also we reached over 18000 posts today.
osjclatchford
Posts: 2059
Joined: Mon Feb 07, 2011 5:02 am

Re: [SPRITES] Spriting Carnival!!

Post by osjclatchford »

Batandy wrote:
osjclatchford wrote:err... ok but I'm not going to do all that... I'm not even going to use it... its kinda just a doodle...
Uh, honestly it looks better than your "tilted" anim, you should use it
You misunderstand me. my three sprites are just a doodle. I had no intention to use those Or any others. Not saying torrids work is bad. Just saying its a lot of work to follow his instructions for something I was just doodling in paint in... I think his modified sprite is actually rather lovely...
User avatar
smoke_th
Posts: 60
Joined: Thu Jul 28, 2011 10:04 pm

Re: [SPRITES] Spriting Carnival!!

Post by smoke_th »

Guys i need some help. Right now i am working on impes
Image

(utility set for unity3d which allows to load UDMF and DECORATE from zdoom-compatible pk3 files), and I decided to make an example gun. But since i am throat deep in development, i need someone else to help me finishing up the job - i already have 17 rendered frames,
Image
it just a matter of adding proper shading, coloring, hand and few excessive frames which did not required rendered pieces (pump movement, gun clip change). Here is a dem gallery of frames
https://www.dropbox.com/sh/60gqcyq78yrt ... Uia?dl=0#/
(it's a snortgun)
and here are they zipped https://dl.dropboxusercontent.com/u/928 ... ortgun.zip , if anyone interested. Just like with Impes - it's a CC-BY work, so once you finalize them you're also free to use them however you see fit, just credit me.

P.S. one more thing - if you're going to do it - try using only freedoom hands, because that wouldn't screw project's CC-BY over (it's supportive of BSD)
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [SPRITES] Spriting Carnival!!

Post by Snarboo »

smoke_th wrote:(utility set for unity3d which allows to load UDMF and DECORATE from zdoom-compatible pk3 files)
Wait, how does this work? Does this allow you to load Doom maps into Unity and then edit them there? Does it also allow you to export back into UDMF?
User avatar
smoke_th
Posts: 60
Joined: Thu Jul 28, 2011 10:04 pm

Re: [SPRITES] Spriting Carnival!!

Post by smoke_th »

Snarboo wrote:
smoke_th wrote:(utility set for unity3d which allows to load UDMF and DECORATE from zdoom-compatible pk3 files)
Wait, how does this work? Does this allow you to load Doom maps into Unity and then edit them there? Does it also allow you to export back into UDMF?
Oh no, completely in reverse - it loads udmf maps in unity as a mesh pieces (with some compromises - like you need to setup polyobject in order for doors to properly work) so you can actually build game levels (indie game level of development obviously) using doom builder, and also configure your in-game things using decorate.
User avatar
raymoohawk
Posts: 1153
Joined: Fri Jan 17, 2014 7:16 pm

Re: [SPRITES] Spriting Carnival!!

Post by raymoohawk »

trying to o a cyber reptile :P

Image
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

too bad freedoom already got detailed one, but this big lizard dude COULD replace the recent one and far better.
User avatar
raymoohawk
Posts: 1153
Joined: Fri Jan 17, 2014 7:16 pm

Re: [SPRITES] Spriting Carnival!!

Post by raymoohawk »

thanks i might give it a try, i wanted to make this guy some sort of flying lizard strogg (been playing lots of quake 2 lately) with multiple weapons, but soon realized i lack teh skill, so made it simply a cyberdemon style monster

anyway tried imporivng the animation of this guy a bit

Image

ill probably have to reduce the motion in the tentacles
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [SPRITES] Spriting Carnival!!

Post by Sgt. Shivers »

Image
Startin on this.
comet1337_old
Posts: 179
Joined: Thu Aug 01, 2013 1:10 pm

Re: [SPRITES] Spriting Carnival!!

Post by comet1337_old »

im not sure if thats sams shotgun or not
but the pump doesnt seem to move
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [SPRITES] Spriting Carnival!!

Post by Sgt. Shivers »

Yeah, the pump was back in the model rip, probably would be a good idea to move it up a bit.
User avatar
IMX
Posts: 791
Joined: Sat May 11, 2013 9:20 am
Location: Frogland, Mexico

Re: [SPRITES] Spriting Carnival!!

Post by IMX »

Why do I get a GTA:SA vibe from that shotgun?
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain

Re: [SPRITES] Spriting Carnival!!

Post by Cardboard Marty »

Image
Just a test hand belonging to another space pirate.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

Sgt. Shivers wrote:Image
Startin on this.
oooooh, so that's the reason why you were afk in skype. amazing neat work! i hope you can do the rest of weapons!

Return to “General”