[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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.+:icytux:+.
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Re: [SPRITES] Spriting Carnival!!

Post by .+:icytux:+. »

Image

Looking through my old doom folders and finding some gems. Made a Wacky Wheels kart for doomguy instead of the mariokart one that Solar did the sprites for back in the day :P
I remember doing the tedious 6 extra rotations for the kart... cause Wacky wheels had 10 rotations

Aaaand now it is my avatar...
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enderkevin13
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Re: [SPRITES] Spriting Carnival!!

Post by enderkevin13 »

.+:icytux:+. wrote:Image

Looking through my old doom folders and finding some gems. Made a Wacky Wheels kart for doomguy instead of the mariokart one that Solar did the sprites for back in the day :P
I remember doing the tedious 6 extra rotations for the kart... cause Wacky wheels had 10 rotations

Aaaand now it is my avatar...
kekekek
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Captain J
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

looks like someone on a kart slipped three banana peels at once.
Master of Disasters wrote:That's the wonderful part about translations, green is really easy to translate later.
i don't think that bright blue pants won't be darker along with the green shirt, though. or is it?
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Captain Ventris
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Re: [SPRITES] Spriting Carnival!!

Post by Captain Ventris »

Welp.
Image

I recall at least one frankensprite that began with this idea from waaaay back in this thread. Fun times.
osjclatchford
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Re: [SPRITES] Spriting Carnival!!

Post by osjclatchford »

SamVision wrote:Done, I'll post the png later.
you've not forgotten us on this have you? eagerly awaiting this!
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YukiHerz
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Re: [SPRITES] Spriting Carnival!!

Post by YukiHerz »

Image
Credits to Raven.
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leileilol
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Re: [SPRITES] Spriting Carnival!!

Post by leileilol »

ID TECH3 TIP!!!!
devmap some map or sv_cheats 1 to access some cheaty cvars

r_ambientScale 0-2 (to adjust your model's ambient (flat) and direct (i.e. anything from lightgrid, dynamic lights) lighting)
r_directScale 0-2
r_overbrightBits 0 (bit better color precision)
r_clear 1
r_drawWorld 0
cg_fov 90 (higher fovs push the weapon downward, and so will wider non 4:3 resolutions. you can try compensating with cg_gunZ)
r_znear (adjust this lower if you get some terrible poly clipping up close, note this will make everything in the distance far less precise)


Raven games have a specular shader layer on guns usually (since SOF1).
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YukiHerz
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Re: [SPRITES] Spriting Carnival!!

Post by YukiHerz »

Thank you!, i'll keep this saved.
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raymoohawk
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Re: [SPRITES] Spriting Carnival!!

Post by raymoohawk »

real nice icytux!
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CWolf
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Re: [SPRITES] Spriting Carnival!!

Post by CWolf »

Pain. Pain never change.
KLLMPLS
Spoiler:
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Luigi2600
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Re: [SPRITES] Spriting Carnival!!

Post by Luigi2600 »

CWolf wrote:Pain. Pain never change.
KLLMPLS
Spoiler:
It could use some extra shading but besides that it looks pretty cool. :)
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Captain J
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

those two healing frames have barely leaving shadows unlike the others, intentional?
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NoozeArts
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Re: [SPRITES] Spriting Carnival!!

Post by NoozeArts »

Demon Tech BFG - WIP

Image

Suggestions?
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YukiHerz
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Re: [SPRITES] Spriting Carnival!!

Post by YukiHerz »

Horned/Humanoid skull maybe?
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comet1337
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Re: [SPRITES] Spriting Carnival!!

Post by comet1337 »

looks cool and all, but doesn't really resemble a gun from that angle
i mean, i don't see the barrel or any kind of muzzle
also lighting appears to be symmetrical. quick someone call blox

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