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[Sprites] Hexen II Axe

Posted: Tue Aug 24, 2010 6:58 pm
by ETTiNGRiNDER
Here's a rip & rehand that I did of the throwing axe from Hexen II. It's only minimally cleaned up, and the second frame is modified from the Hammer of Retribution and might not match exactly, so it could probably use more touching up if someone's so inclined, but I don't think it came out as badly as I might have expected. The third frame should be duplicated with adjusted offsets for a good swing.
taxeall.png
taxeall.png (17.68 KiB) Viewed 3282 times

Re: [Sprites] Hexen II Axe

Posted: Tue Aug 24, 2010 7:30 pm
by Ceeb
That's pretty cool! Could be great with a little touch-up.

Re: [Sprites] Hexen II Axe

Posted: Tue Aug 24, 2010 9:27 pm
by Xaser
A certain someone I know would be really pleased to see this. Undead Knight throwing axes, anyone? :P

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 1:53 am
by Tormentor667
That's indeed cool, looks very clean

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 7:06 am
by Marisa the Magician
Looking good.

Also, I couldn't avoid quoting this:
"Gimli: And my axe!"

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 7:09 am
by Gez
Looks nice, but this kind of things should now be made with widescreen monitors in mind as well...
.

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 7:15 am
by neoworm
Third frame should have little more massive handle. Otherwise it looks good for minimaly edited rip.

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 11:26 am
by Amuscaria
One thing I see is that the last frame, assuming it's the last of the attack frames, looks too large relative to the second attack frame. If you are swinging the axe, i would assume that the last action would make the weapon farthest away, thus looking the smallest. Some simple scaling down would fix it. That or Scale up the second attack frame; or a combination of both.

I also recommend some smudging of the highlighted areas on the back-blade. It looks blotchy, most likely from the low-res skin of the 3D model. Other than that, it should make a fine Hexen weapon. :)

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 7:00 pm
by ETTiNGRiNDER
Gez wrote:Looks nice, but this kind of things should now be made with widescreen monitors in mind as well...
.
Well, I made it by screenshotting the game. I don't have widescreen.
neoworm wrote:Third frame should have little more massive handle. Otherwise it looks good for minimaly edited rip.
This, I can do.
Eriance wrote:One thing I see is that the last frame, assuming it's the last of the attack frames, looks too large relative to the second attack frame. If you are swinging the axe, i would assume that the last action would make the weapon farthest away, thus looking the smallest. Some simple scaling down would fix it. That or Scale up the second attack frame; or a combination of both.

I also recommend some smudging of the highlighted areas on the back-blade. It looks blotchy, most likely from the low-res skin of the 3D model. Other than that, it should make a fine Hexen weapon. :)
I was kind of surprised how few frames it seemed to have. It's possible that there's another frame that was hidden behind the cheesy "swoosh" effect that the thrown axe has (which gets drawn over the weapon for some reason... :? ) I can try the resizing edits though to see if it comes out better.

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 7:21 pm
by Ghastly
ETTiNGRiNDER wrote:I was kind of surprised how few frames it seemed to have.
Animation interpolation (smoothly moving from one animation frame to another, instead of jumping) at its finest, and most annoying.

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 7:22 pm
by ETTiNGRiNDER
Ghastly_dragon wrote:
ETTiNGRiNDER wrote:I was kind of surprised how few frames it seemed to have.
Animation interpolation (smoothly moving from one animation frame to another, instead of jumping) at its finest, and most annoying.
If that were the case, shouldn't the screenshotting method have avoided that?

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 7:25 pm
by Ghastly
Depends how good you are at timing it. I'd try recording it and using VirtualDub to get the individual frames.

Re: [Sprites] Hexen II Axe

Posted: Wed Aug 25, 2010 10:09 pm
by Xaser
Hexen II didn't even have model interpolation, since it uses Quake 1's engine (though there are probably ports that change that).

Re: [Sprites] Hexen II Axe

Posted: Thu Aug 26, 2010 6:11 am
by The Ultimate DooMer
"Gimli: And my axe!"
"Random guy: And my vuvuzela! BZZZZZZZZZZZZZZZZZZZZZZZZZZZZ"

(and I couldn't avoid quoting that, sorry)

Re: [Sprites] Hexen II Axe

Posted: Thu Aug 26, 2010 9:09 am
by Ichor
ETTiNGRiNDER wrote:I was kind of surprised how few frames it seemed to have. It's possible that there's another frame that was hidden behind the cheesy "swoosh" effect that the thrown axe has (which gets drawn over the weapon for some reason... :? ) I can try the resizing edits though to see if it comes out better.
I noticed this too when I was adding this axe to AEoD (War Axe). I found that firing it at a more upward angle seemed to eliminate that problem for the most part. Also, try it in the Egypt maps since the blue sky makes it easier to separate from the much darker colored axe.