[Sprites] Doom 64 reloading animations (UPDATE - Chaingun!)

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Cage
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Cage »

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
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Captain Awesome
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Captain Awesome »

Ceeb wrote:
Captain Awesome wrote:Not conceited, I promise!
I call BS.
Whatever, have fun trolling.

Anyways, thanks Cage. I'll maybe take a look at it in Photoshop later. :thumb:
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Lexus Alyus
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Lexus Alyus »

@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...
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wildweasel
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by wildweasel »

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...
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.
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Chris
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Chris »

wildweasel wrote:
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...
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.
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.
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Ghastly
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Ghastly »

Will you be making a smoother animation for the Chaingun, as well?
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mathey bu
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by mathey bu »

hey man i am working in a new system of doom 64, i like these types of animationm, can you allow me to use?
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Cage
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Cage »

Ghastly_dragon wrote:Will you be making a smoother animation for the Chaingun, as well?
Maybe :) For sure not a the moment
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?
Sure, just give credit please.
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mathey bu
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by mathey bu »

ok, thanks.
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Captain Awesome
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Captain Awesome »

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...
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.
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DenisBelmondo
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by DenisBelmondo »

Oh my Lord...
Gez
 
 
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Gez »

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.
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scalliano
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by scalliano »

Captain Awesome wrote:My intention with my request to Cage was that he made these weapons less Doom64 and more Doom I-II.
Kind of defeats the purpose, doesn't it?
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Ceeb
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by Ceeb »

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.
Who figured that out, anyway? My money is on Kaiser, he knows every-goddamn-thing Doom 64. :P
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DOOMERO-21
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Re: [Sprites] Doom 64 reloading animations (UPDATE!)

Post by DOOMERO-21 »

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?

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