Spoiler:This is a small video of my project. It is not an attempt to advertise, I'm merely demonstrating how a few of the enemies and weapons look when animated (semi) properly in a game. And also, here's a few caveats...
1) Although I play Doom as much as I play DN3D, I only mod for the latter. Doom is sort of my "look, enjoy, but don't touch" thing, and that being said, I really don't know how useful a lot of this stuff is going to be
for modding with Doom. For example, you'll notice that the HUD weapons are a bit smallish. I don't think there's really much of anything I or anyone else can really do if screenshot ripping is the only way to get this stuff, but I also know that for DN3D, it doesn't really matter anyway, since screen drawing commands allow you to display HUD weapons at any size you want with little to no damage to the image's quality.
2) This project is being made for DN3D, and that was my intention from the very first rip, so I did all of the editing work (including cropping the gun/enemy from the screenshot) in editart, the dos based art editing program the DN3D comes with. In order to get the sprite sheets I'd made in editart out of the game's art files, I had to export using DukeRes, which unfortunately only saves files as .bmp. Though I saved the spritesheets as PNG using irfanview's PNGOUT plugin, I don't really know if that makes any difference. I don't even honestly know if the original picture getting exported as a bitmap makes any difference.
3) To my understanding, cyan is Doom's "transparent" type color. When I was exporting, I didn't think to change the background color of the spritesheets, so they're all going to come across as a sort of hot pink (DN3D's transparency) color. I also have copies of the sheets that have the tile's perfect dimensions in neon green, which would probably make cropping the individual frames from these spritesheets a lot easier.
If anyone wants me to repost with either of these adjustments, let me know.
4) Some of this stuff is going to look great, some of it...not so much. ALL of it came out of a screencap.
So, with all of that rambling outta the way, on with the weapons!
Pistol
Uzi
Shotgun
Flamethrower
Shredder Cannon
Plasma Blaster
Missle Launcher
And now for the enemies, but I've gotta throw up another wall of text before I go too far...Since these are screenshot rips, I took exactly the route to capture these guys that you're probably imagining; I had them chase me mindlessly around while I took as many screen caps as I possibly could. To get all the angles, I'd have to dart around them and hope I could hit the pause button fast enough to get the right frame at the right angle and, most importantly, the right proportion. The walking frames were one thing, but the death and attacking frames often took the most effort. Sometimes it was a hit, sometimes it was a miss, and while I did my best to maintain a standard for what looked right, your mileage may vary.
Also, since the pallet didn't convert properly, after I got everything cropped, I'd make a spritesheet in editart and do a complete recolor of the enemy, so they're not the same colors they were in the original game. In fact, most of them are quite different, but better IMO. Technically, these rips aren't complete, either. I don't know how many frames were in the walking animations, but there were WAY more than just four, however that was all I was really willing to catch. Luckily, those extra frames tended to be relatively similar to what I've gotten, so it doesn't make a whole lot of difference. The attacking animations are also VERY confusing with regard to rotations. They seemed to have an A C D E and F angle, but no B, which is really weird since it should be the second easiest angle to catch. Ultimately, though, I could only catch the A and C frames on each enemy, so that's all that's included here. Since some of the rotations don't even match each other (the fat hammer guy is swinging his hammer in the A angle, but throwing it in the others), I guess this works just as well (I'm not even bothering with attacking rotations in my project). I have three of the enemies included here, and though I have the fat female zombie ripped/recolored, I'm having reservations about posting her, since she was my very first screen shot rip, and looks pretty bad IMHO. These will be in spoilers, and if I think there's something worth mentioning about the individual enemy, I'll do so under its sheet.
Skeletal Zombie
Spoiler:Limping Zombie
Spoiler:Fat Hammer-time Zombie
Spoiler:As with the rest of this stuff, I don't know how useful the enemies will be, or if anyone will even want to use them. Though I don't care about being credited for the weapon rips (they were pretty easy to crop, and aside from some minor color touch-ups, little work was done to them), if there's any chance somebody out there wants to use one of these zombies, I ask that you please at least give me an honorable mention. I know that when you get right down to it, these are just recolors of enemies that were crudely ripped, but even considering that, they took me an immense deal of time/energy/effort, and I nearly gave up on it more than once. Also, if anyone out there thinks they can get better rips of the zombies, I fully encourage you to try. Though arduous, it's not the nightmare it may seem (turning the detail settings down low helps a lot) and I'm sure there's someone out there with more discipline and better reflexes than me who can improve on what I've gotten here, or maybe even capture what I've missed.
If anybody's got any questions/comments/concerns, don't hesitate to ask.