[Sprites] Doom 64 reloading animations (UPDATE - Chaingun!)
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
Consult the Resource/Request Posting Guidelines for more information.
Please don't put requests here! They have their own forum --> here. Thank you!
Before posting your Resource, please make sure you can answer YES to any of the following questions:
- Is the resource ENTIRELY my own work?
- If no to the previous one, do I have permission from the original author?
- If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
Consult the Resource/Request Posting Guidelines for more information.
Please don't put requests here! They have their own forum --> here. Thank you!
-
- Posts: 471
- Joined: Sun Jan 08, 2006 2:47 pm
- Location: San Escobar
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
Here's the sprite sheet with plain doom hands and unconverted to D64 colours, if someone wants to mess around I don't have time myself
You do not have the required permissions to view the files attached to this post.
-
- Posts: 580
- Joined: Sun Aug 09, 2009 2:17 pm
- Location: U.S.A.
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
Whatever, have fun trolling.Ceeb wrote:I call BS.Captain Awesome wrote:Not conceited, I promise!
Anyways, thanks Cage. I'll maybe take a look at it in Photoshop later.
-
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
@Captain Awsome: I think people fully understood what you first said. Dooms pallett only has 256 colours, so if you take a high colour image that uses lots of shades of the same colour (or lotws of colours that are way out of dooms pallet) then you can loose considerable detail when convering it to a much lesser colour pallet (we're talkng between 64 thousend (16 bit) up to like 16 million (24 bit) colours! Big difference).
Can regular ZDoom use more than 256 colours? If it can then there is no need to convert to the Doom pallet. If not, I see the problem...
Can regular ZDoom use more than 256 colours? If it can then there is no need to convert to the Doom pallet. If not, I see the problem...
-
- 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: [Sprites] Doom 64 reloading animations (UPDATE!)
It will only do so on computers with appropriate video hardware. My laptop will not do this properly, for example, as the S3 SavageIX chipset does not have sufficient Direct3D support to do it.Lexus Alyus wrote:Can regular ZDoom use more than 256 colours? If it can then there is no need to convert to the Doom pallet. If not, I see the problem...
-
- Posts: 2948
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
Should note, though, that ZDoom will load true-color PNGs (or PNGs with a different palette) just fine. It automatically converts them to the game's palette as needed.wildweasel wrote:It will only do so on computers with appropriate video hardware. My laptop will not do this properly, for example, as the S3 SavageIX chipset does not have sufficient Direct3D support to do it.Lexus Alyus wrote:Can regular ZDoom use more than 256 colours? If it can then there is no need to convert to the Doom pallet. If not, I see the problem...
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
Will you be making a smoother animation for the Chaingun, as well?
-
- Posts: 120
- Joined: Mon Apr 12, 2010 9:39 am
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
hey man i am working in a new system of doom 64, i like these types of animationm, can you allow me to use?
-
- Posts: 471
- Joined: Sun Jan 08, 2006 2:47 pm
- Location: San Escobar
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
Maybe For sure not a the momentGhastly_dragon wrote:Will you be making a smoother animation for the Chaingun, as well?
Sure, just give credit please.mathey bu wrote:hey man i am working in a new system of doom 64, i like these types of animationm, can you allow me to use?
-
- Posts: 120
- Joined: Mon Apr 12, 2010 9:39 am
-
- Posts: 580
- Joined: Sun Aug 09, 2009 2:17 pm
- Location: U.S.A.
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
I am an 8-bit artist/spriter/whatever you want to call it. I convert palettes all the time. I know very well what all this means. I am in no way trying to sound condescending with that. My intention with my request to Cage was that he made these weapons less Doom64 and more Doom I-II. Either way, he's too busy to do this himself so just drop it.Lexus Alyus wrote:@Captain Awsome: I think people fully understood what you first said. Dooms pallett only has 256 colours, so if you take a high colour image that uses lots of shades of the same colour (or lotws of colours that are way out of dooms pallet) then you can loose considerable detail when convering it to a much lesser colour pallet (we're talkng between 64 thousend (16 bit) up to like 16 million (24 bit) colours! Big difference).
Can regular ZDoom use more than 256 colours? If it can then there is no need to convert to the Doom pallet. If not, I see the problem...
-
- Posts: 380
- Joined: Fri Jun 06, 2008 6:26 pm
- Location: Two-Key Return
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
Oh my Lord...
-
-
- Posts: 17906
- Joined: Fri Jul 06, 2007 3:22 pm
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
About the palette issue, let's not forget that Doom 64 uses 256 colors per weapon. Doom uses 256 colors for everything. Shoehorning the 256 distinct colors into just one range of maybe 16 colors is going to result in palette-rape, whatever you do.
Last edited by Gez on Thu May 13, 2010 5:44 pm, edited 1 time in total.
-
- Posts: 2855
- Joined: Tue Jun 21, 2005 1:16 pm
- Location: Ireland
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
Kind of defeats the purpose, doesn't it?Captain Awesome wrote:My intention with my request to Cage was that he made these weapons less Doom64 and more Doom I-II.
-
- Posts: 5125
- Joined: Wed Jun 11, 2008 4:07 pm
- Location: Castle Wut
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
Who figured that out, anyway? My money is on Kaiser, he knows every-goddamn-thing Doom 64.Gez wrote:About the palette issue, let's not forget that Doom 64 uses 256 colors per weapon. Doom uses 256 colors for everything. Shoehorning the 256 distinct colors into just one range of maybe 16 colors is going to result in palette-rape, whatever you do.
-
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [Sprites] Doom 64 reloading animations (UPDATE!)
oh nice concept! will be very cool doom 64 with those reloading sprites...is possible remade the revenant, chaingunner or mastermind with the doom 64 colors?