High Quality Animations Project

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tashita
Posts: 70
Joined: Mon May 02, 2011 6:36 pm

Re: High Quality Animations Project

Post by tashita »

Doom needs this more than anything else. To the people i've introduced Doom with (usually younger people) all of them like the game (specially thanks to source ports), but they always comment on how the sprites are so un-smooth looking. Weapons are solved already, we need monsters. That Baron is so kickass.
thief666
Posts: 155
Joined: Fri Sep 09, 2011 7:49 pm

Re: High Quality Animations Project

Post by thief666 »

HI,

So I just very quickly (lots of artifact only for testing purpose) processed all pinky frames
this one
http://www.majhost.com/gallery/gibbospa ... pathy2.gif

(to remove background) so they can be used for animation.
Maybe someone (ZOMBIEMAN???) could put it into game? Its front pinky running animation it contains 18 frames.

I think if engine cannot handle so many frames some can be removed.
here is link to zipped files:


http://wikisend.com/download/190346/pinky frames.zip
http://wikisend.com/download/190346/pinky%20frames.zip

pinky frames.zip
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The Zombie Killer
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Location: Gold Coast, Queensland, Australia

Re: High Quality Animations Project

Post by The Zombie Killer »

@thief666
It doesn't look very good ingame, mainly because the sprites don't have rotations and there are still some black pixels around the edges.
smoothpinky.pk3
-TZK
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thief666
Posts: 155
Joined: Fri Sep 09, 2011 7:49 pm

Re: High Quality Animations Project

Post by thief666 »

@The Zombie Killer

1) artifacts: I know I did all frames "roughly" -
2) angles - I guess episode 3 lev 1 - long narrow corridor - would be best place for testing


3> UGGH! I am getting :

Script error, "asmoothpinky.pk3:decorate.txt" line 8:
Invalid state parameter fast

when trying to test your thing no matter skulltag or gzdoom, help!
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The Zombie Killer
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Location: Gold Coast, Queensland, Australia

Re: High Quality Animations Project

Post by The Zombie Killer »

@Thief666
Make sure you're using the latest SVN version, maybe the version you're using doesn't support the FAST parameter.

-TZK
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DrMoney
Posts: 54
Joined: Mon Jun 10, 2013 11:42 pm

Re: High Quality Animations Project

Post by DrMoney »

I assuming the lack of turn frames is causing this but it seems like they're biting way too often, like every 6 steps or so.
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wildweasel
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Re: High Quality Animations Project

Post by wildweasel »

DrMoney wrote:I assuming the lack of turn frames is causing this but it seems like they're biting way too often, like every 6 steps or so.
The problem may be that, since the movement animations have more frames, A_Chase is likely being called for every frame, and A_Chase also calls the attack state when applicable. This could be fixed, I think, by setting A_Chase's Melee state argument to 0 (thus, preventing it from calling an attack state), and only allowing it to attack once every few tics, the frequency of which would be dictated by what the original actor code said.
thief666
Posts: 155
Joined: Fri Sep 09, 2011 7:49 pm

Re: High Quality Animations Project

Post by thief666 »

Right, I tested it in that long corridor (level 3-1) and there is problem with attacking every animation cycle even if far from me.
But smooth animation is an improvement IMO even thoug I left plenty of artifacts (sprites were antialiased to black background and contour had to be selected manuall to cut the background)

Anyways, If anyone thinks this is worth it I think it is very doable to double the frames to 8 for each sprite orientation. Doesnt take to long mostly because recentl I got WINDOWS 8 touch screen laptop, and stylus and GIMP is reaaaaallllllllyyy easy now!:)
StalkerZHS
Posts: 4
Joined: Wed Sep 11, 2013 4:02 pm

Re: High Quality Animations Project

Post by StalkerZHS »

Slax wrote:Oh lordy, I pray for a smoothified HUD face, Maybe even with some blinking.
I've done that, however, along with blinking i also made a few other edits but I hope its good enough. Image
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Captain J
 
 
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Re: High Quality Animations Project

Post by Captain J »

and now anything lastly we need is smooth animated head turning, but it's could be hard though.
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: High Quality Animations Project

Post by Gifty »

Damn! I had just started working on a smoother mugshot. Seems you beat me to it.

Also: ladies and gentlemen of the jury, I present to you...

Image
SEXY BARREL.

(With a bit of help from Sarge's smooth explosion sprites)
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Captain J
 
 
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Re: High Quality Animations Project

Post by Captain J »

i think barrel's shrapnels on the middle must be appears together with rest of shrapnels. because that dissappearing effect after explosion does not looking fine and realistic for my eye IMO. amd i'm sorry if i was being critism, again.
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Minigunner
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Re: High Quality Animations Project

Post by Minigunner »

Gifty wrote:Sarge's smooth explosion sprites
I'll just point out that SgtMarkIV actually wasn't the one who made those. I did.
Not to sound selfish or anything; I just don't like my work misattributed.

Pertaining to that barrel explosion, I think it'll help that the original explosion is actually based off of the Cyberdemon's death explosion. The expanding-barrel frames can be used with zzrion's barrel explosion frames though.
StalkerZHS
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Joined: Wed Sep 11, 2013 4:02 pm

Re: High Quality Animations Project

Post by StalkerZHS »

@Captain J
If anyone were to make smother HUD face animations, they would only, or should only have to make one extra frame.

ALSO, you know those sprites that always face your direction?
It would be a good idea to make multi-sided versions of them.
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Captain J
 
 
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Re: High Quality Animations Project

Post by Captain J »

StalkerZHS wrote:ALSO, you know those sprites that always face your direction?
It would be a good idea to make multi-sided versions of them.
IF they have a lot's of time to waste and feeling serious about rotations.

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