[WIP] COD:DoomOps

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SergeantGnarKill
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[WIP] COD:DoomOps

Post by SergeantGnarKill »

Call of Duty: Doom Ops
Image
This is a project in which I'm ripping weapons, props, and players from CoD: Black Ops, and putting them together in the zDoom realm. All weapons will have ADS (aim down the sight) as an AltFire function and an automatic reloading function. I'm learning more about adding keys right now, so binding a key to reloading, melee, and grenades is still in the works. I will release individual weapons as I finish them. When they're all finished, I'll compile them all into a giant WAD.

Screenshots
Spoiler:
Newer Screenshots
Spoiler:
Current Weapon List
M14 Rifle
L96 Sniper Rifle w/ Thermal Sights
Death Machine (Chaingun)

*Plus all weapons have functions for:
Frag Grenades
Smoke Grenades
Nova Gas Grenades
Knife

If anybody wants to help with ripping sprites, please message me! I would greatly appreciate it.

CoD: Black Ops has a cool theatre mode. What I do is set up a private match (for mine I use Jungle, and SOG-Hardline) and go through all of the animations I want (idle, walking, aiming, firing, reloading, etc.) Then I watch the match on theatre mode. I slow down the animation to .10x. Then I rip screenshots clip by clip roughly 20-35ish per second. You upload the screenshots to your file share. Then you download the screenshots from callofduty.com. Then I use my photo editor to remove all of the background, and add transparency. I'm sure that there is probably an easier way, but this is the way I know. I will also be using this for ripping players and props. For more info on ripping check out this thread. http://forum.zdoom.org/viewtopic.php?f= ... 33#p551916

Current WAD
http://www.sendspace.com/file/veganm
Last edited by SergeantGnarKill on Wed Mar 09, 2011 8:58 pm, edited 10 times in total.
Estopolis
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Re: [WIP] COD:DoomOps

Post by Estopolis »

That's quite a lot of Assault Rifles and Machine Guns in the list there.
Will they function much differently from each other?

And only two shotguns?

Well, other than that the sprite rips you have look very well done. I wish you luck on your project.
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lizardcommando
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Re: [WIP] COD:DoomOps

Post by lizardcommando »

Wow! You did a really good job with the sprite rips! Good luck with this project!
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rollingcrow
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Re: [WIP] COD:DoomOps

Post by rollingcrow »

Holy damn those are really clear rips :O
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hitmanx
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Re: [WIP] COD:DoomOps

Post by hitmanx »

I'm not familiar with what i'm seeing. A rip fest, with good quality rips, and a huge task set, but progress shown. I'm...so confused!

But no, thats good, those are excellent rips, how did you do them?

And i hope you haven't bitten off more then you can chew. I'll be looking forward to this. No colour loss either!
CaptainToenail
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Re: [WIP] COD:DoomOps

Post by CaptainToenail »

Not too interested in the mod's concept, but holy moly excellent screen rips :)

Also the large variety of weapons sort of works in CoD due to subtle differences, not sure if it's as necessary here. Might just be giving yourself extra work.
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DOOMERO-21
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Re: [WIP] COD:DoomOps

Post by DOOMERO-21 »

iddle animation?
bob animation?
run animation?
aim iddle animation?
melee animation?
smooth frames?

those shots have nice quality, but more important if are smooth sprites...but anyway good look with your project....
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chronoteeth
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Re: [WIP] COD:DoomOps

Post by chronoteeth »

how in god's name did you get those rips so clean?
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DBThanatos
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Re: [WIP] COD:DoomOps

Post by DBThanatos »

DOOMERO-21 wrote:those shots have nice quality, but more important if are smooth sprites...
Absolutely not. Smooth != good. I'd rather have it with 5 sprites in total, instead of a zillion sprites with bad quality (like some old counter strike weapon mods for zdoom). If you can combine both, then that's great (though really heavy), but that's not a requirement at all.
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InsanityBringer
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Re: [WIP] COD:DoomOps

Post by InsanityBringer »

This is the first time I've seen ironsight sprites that don't completely suck, but I still don't think the perspective works all that well in games. Call me crazy if you must, but it looks silly to me.
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DOOMERO-21
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Re: [WIP] COD:DoomOps

Post by DOOMERO-21 »

DBThanatos wrote:
DOOMERO-21 wrote:those shots have nice quality, but more important if are smooth sprites...
Absolutely not. Smooth != good. I'd rather have it with 5 sprites in total, instead of a zillion sprites with bad quality (like some old counter strike weapon mods for zdoom). If you can combine both, then that's great (though really heavy), but that's not a requirement at all.
i dont care the weight if the final product is cool....btw i think could be cool too if the mod have some of the enemies of cod black ops...
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Xim
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Re: [WIP] COD:DoomOps

Post by Xim »

CaptainToenail wrote:Not too interested in the mod's concept, but holy moly excellent screen rips :)
What he said.
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DBThanatos
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Re: [WIP] COD:DoomOps

Post by DBThanatos »

DOOMERO-21 wrote:
DBThanatos wrote:
DOOMERO-21 wrote:those shots have nice quality, but more important if are smooth sprites...
Absolutely not. Smooth != good. I'd rather have it with 5 sprites in total, instead of a zillion sprites with bad quality (like some old counter strike weapon mods for zdoom). If you can combine both, then that's great (though really heavy), but that's not a requirement at all.
i dont care the weight if the final product is cool....
Neither do I, but what Im saying is that it doesnt have to be ultra smooth in order to be good.
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cq75
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Re: [WIP] COD:DoomOps

Post by cq75 »

Those are the cleanest model rips I've ever seen!

Nice work. Though now there's probably more pixels in the weapon sprite than in the rest of the screen :lol:
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DOOMERO-21
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Re: [WIP] COD:DoomOps

Post by DOOMERO-21 »

i never said "ultra" dbthanatos, but will be very cool if the creator think about that...is only a suggestion...and oviusly that take lot of time, i know....by my experience in my past mods....but almost those rips looks more cool than the modern warfare 2 for skulltag , the "rga2"....i hope not be only a weapon mod, maybe adding the enemies of blacks ops could be more cool, but for that i think is necesary a model viewer or 3d models.... well the creador of this project have the last word...

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