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

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
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?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
User avatar
Xim
Posts: 2086
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

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

Post by Xim »

I like this. I've put these frames into the Doom 64 stuff WAD and am now going to play levels with them. Awesomeness is awesome.
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] Doom 64 reloading animations (UPDATE!)

Post by Cardboard Marty »

Awesome stuff here Cage! Including your avatar. :P

Have you thought about perhaps doing a Doom 64 hands resource sorta thing?
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

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

Post by Ceeb »

Marty Kirra wrote:Have you thought about perhaps doing a Doom 64 hands resource sorta thing?
I was gonna ask this myself. I would find such a thing incredibly useful for my Hell Worm project.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

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

Post by Amuscaria »

Not sure if anyone has mentioned this but the rear-sight on the 2nd and 3rd shotgun reload animation is off center by quite a bit. It's not aligned with the forward-sight on the barrel. The lower half of the plasma rifle also shows a different vanishing point from the front (the parts with the grating). Other than these things, the coloring is excellent and very consistent with the Doom 64 style. Good work. :thumb:
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

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

Post by Ceeb »

Here's a brightmap for that bitching sweet D64 Plasma Rifle recoil frame that a friend of mine made, for anybody who wants it.

Image

Anybody who uses this should credit Kuper Fox.

Edit:

May as well include these too.

Image

Generalized brightmap for the idle frames.

Image

And one for the firing frame. Credit the same guy.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

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

Post by ZDG »

I MAY use them.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

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

Post by Snarboo »

These are a great set of graphics and true to the originals. I'll probably use these in some future project.

I was curious, but do you think you could do a recoil frame for the Unmaker similar to the Plasma rifle?
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

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

Post by Ceeb »

Snarboo wrote:I was curious, but do you think you could do a recoil frame for the Unmaker similar to the Plasma rifle?
...Insert awesome face here! That's a kickass idea.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

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

Post by Snarboo »

Sorry to bump this again, but does anyone know where I can find the Doom 64 weapon sprites? I want to compile the new reload animations with the original sprites for a person wad.
ItsNatureToDie
Posts: 222
Joined: Tue Jun 23, 2009 1:59 am

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

Post by ItsNatureToDie »

Snarboo wrote:Sorry to bump this again, but does anyone know where I can find the Doom 64 weapon sprites? I want to compile the new reload animations with the original sprites for a person wad.
(http://forum.zdoom.org/viewtopic.php?f= ... 52&start=0) For if you have not found it by the time i post this try here. hope this helps.
User avatar
Cage
Posts: 471
Joined: Sun Jan 08, 2006 2:47 pm
Location: San Escobar

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

Post by Cage »

Snarboo wrote:I was curious, but do you think you could do a recoil frame for the Unmaker similar to the Plasma rifle?
IIRC the Unmaker doesn't have a "cooldown" between bursts, like Plasma Gun, in it's original behaviour? Correct me if I'm wrong.

I'm planning on fixing the crooked perspective on the Plasma Gun and making a more fluid Chaingun animation, but, unfortunately, I don't have as much free time as I'd like lately :P

Don't worry, I'll get it done sooner or later
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

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

Post by Ceeb »

Nah, the Unmaker can just fire and fire, even if you tap the trigger rather than hold it. It's also a laserbeam so I don't really think it would HAVE recoil...
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

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

Post by Snarboo »

Cage wrote:IIRC the Unmaker doesn't have a "cooldown" between bursts, like Plasma Gun, in it's original behaviour? Correct me if I'm wrong.
I know, I just thought it would be nifty. :) I was thinking of making a mod with these new frames and changing the Unmaker's behavior.

Also thanks ItsNatureToDie for that link!
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

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

Post by CaptainToenail »

Hmm, actually, I don't think the Doom64 Plasma has a cooldown either :?
User avatar
wildweasel
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!)

Post by wildweasel »

CaptainToenail wrote:Hmm, actually, I don't think the Doom64 Plasma has a cooldown either :?
And the shotguns don't have reload animations.

Return to “Resources”