Archvile
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Reinchards high resolution textures and sprites - demo available
Pages (26): « First ... « 14 15 16 [17] 18 19 20 » ... Last »  
Author
All times are GMT. The time now is 08:33. Post New Thread    Post A Reply
Flynn Taggart
Mini-Member


Posts: 74
Registered: 10-07


The arm needs some texture/hair, too.

Old Post 10-18-12 22:36 #
Flynn Taggart is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Nomad
Not dumb enough to get a custom title


Posts: 2663
Registered: 04-04


Yeah, I agree with adding some hair to the arm too. His arm should probably be a little beefier too, looks a little puny :D

Old Post 10-18-12 23:19 #
Nomad is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
SweatyGremlins
Mini-Member


Posts: 81
Registered: 08-11


wow... never saw this thread before

amazing work!

Old Post 10-19-12 08:58 #
SweatyGremlins is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Reinchard666
Member


Posts: 350
Registered: 05-08


I have all frames of pistol, but Doom show only 3. For now I can't make version that will be compatible with Perkristian smooth animation - when I use my sprites with this wad, jDoom just crashes. Here is how its look for now:

http://i.imgur.com/em90Vl.jpg

I upgrade gloves material and remade forearm shape. Hairs will be added in photoshop. When I have finished all the frames I post demo.

Current hand shape:

http://i.imgur.com/pUTS9.png

EDIT: Oh, and full sprite:

http://i.imgur.com/AMouL.png

Old Post 10-20-12 12:25 #
Reinchard666 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DooM_RO
Senior Member


Posts: 1522
Registered: 02-11


Maybe you could make the arm a little beefier.

Old Post 10-20-12 18:13 #
DooM_RO is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Nomad
Not dumb enough to get a custom title


Posts: 2663
Registered: 04-04


The arm shape looks fine now, could probably just use some hair to make it look more manly.

Also the color of the glove is not quite right, I think it's a little too orange-y still. Kind of blends with the arm too much, though maybe that would be fixed by the arm color not being so pale (plus the hair). I'd say maybe darken the color of both slightly, but slightly lower saturation on the glove.

Old Post 10-20-12 18:35 #
Nomad is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Flynn Taggart
Mini-Member


Posts: 74
Registered: 10-07


Some shadows and spots where brighter light hitting the glove would probably benefit it.

Old Post 10-21-12 19:47 #
Flynn Taggart is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 2917
Registered: 07-12


That will look pretty bad in dark areas though.

Old Post 10-21-12 19:48 #
Eris Falling is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DaniJ
Senior Member


Posts: 2075
Registered: 08-03



Reinchard666 said:
I have all frames of pistol, but Doom show only 3. For now I can't make version that will be compatible with Perkristian smooth animation - when I use my sprites with this wad, jDoom just crashes.

If you send me some data to test I'll gladly look into the problem. It should work fine.

FYI: Doomsday bug tracker

Old Post 10-24-12 01:06 #
DaniJ is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Reinchard666
Member


Posts: 350
Registered: 05-08


Thanks but this is not jDoom bug, Doom always use only 3 from 5 frames of pistol. AzureAgony make code for new pistol animation, so here is tech-demo (only for zDoom based ports, jDoom version in future I hope)
http://www.sendspace.pl/file/16892d77f9adeb852c70338

http://i.imgur.com/n8IXcl.jpg

(shitty gzDoom always stretches my screenshots)

Old Post 10-24-12 21:29 #
Reinchard666 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Vermil
Senior Member


Posts: 1668
Registered: 03-04



Reinchard666 said:
AzureAgony make code for new pistol animation, so here is tech-demo (only for zDoom based ports, jDoom version in future I hope)


1. Open JDoom.pk3 and then look for objects.ded in 'Defs/JDoom'.

2. Do a search for 'pistol', copy the states into a text file, modify them and/or add as many you wish and then save as blah.ded.

3. Load in Dday like you do a pwad or PK3.

Heres the first state for the pistol, as a reference.

State {
ID = "PISTOL";
Sprite = "PISG";
Frame = 0;
Tics = 1;
Action = "A_WeaponReady";
Next state = "PISTOL";
}

To load the sprites; while Dday supports PNG files inside a wad, it doesn't support HIRESTEX.

Instead you stick the hi-res sprites in 'Data/JDoom/Patches' (within a PK3 ideally; the ded can also go in there in 'Defs/JDoom/Auto'), with the name of the in wad sprite they are replacing and Dday will auto scale them to the size the original sprite.

Last edited by Vermil on 10-24-12 at 22:07

Old Post 10-24-12 21:40 #
Vermil is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Vermil
Senior Member


Posts: 1668
Registered: 03-04


Heres a quick example:

http://files.drdteam.org/index.php/...7ViZ/pistol.pk3

You'll have to play with the offset's of the sprites though (in the wad): I didn't spend time fine tuning their positions and just put each one in approximately the right place.

Old Post 10-24-12 22:37 #
Vermil is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Reinchard666
Member


Posts: 350
Registered: 05-08


Thanks a lot Vermil. Currently I'm working on a very time-consuming texture, so I don't have much time for definition files, but I appreciate your example.

Old Post 10-25-12 06:56 #
Reinchard666 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Reinchard666
Member


Posts: 350
Registered: 05-08


I start modeling Tekwall1 texture. Because original one is strongly based on Giger art, I decide to use some gigerish graphic as a base for background bumps. Model is still in progress, and there is still many elements missing. It will take some time before I'm done, so here is how its look for now:

http://i.imgur.com/3XIm5.png

http://i.imgur.com/sx4M1.png

Old Post 10-25-12 15:38 #
Reinchard666 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 6381
Registered: 12-00


I like the look of that. The original uses pictures of a circuit board for at least some of the image and, honestly, it's always looked a bit awkward to me because the chips and so on are way too big scale-wise. You have taken the original idea and made something very faithful to the feeling of the original but you have improved it by making something that looks better than over sized circuit components.

Old Post 10-25-12 16:53 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
_bruce_
Senior Member


Posts: 1281
Registered: 11-07



Enjay said:
I like the look of that. The original uses pictures of a circuit board for at least some of the image and, honestly, it's always looked a bit awkward to me because the chips and so on are way too big scale-wise. You have taken the original idea and made something very faithful to the feeling of the original but you have improved it by making something that looks better than over sized circuit components.


The giant chips always used to make me laugh though it was one of these "overdrawn" elements that made Doom what it was... it had such a cool "over the top technical stuff here" feel to it.

@Reinchard: keep an eye on the thumb of the gun-hand. Overall I'm really impressed how you extrapolated the existing artwork. I'll always prefer the original one, but you're doing an outstanding job.

Old Post 10-25-12 17:35 #
_bruce_ is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DooM_RO
Senior Member


Posts: 1522
Registered: 02-11


The texture looks like a motherboard from the 90's lol, it looks great BTW. Will you release a beta version of this texture pack? If so when?

Old Post 10-25-12 17:51 #
DooM_RO is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Agentbromsnor
Member


Posts: 416
Registered: 04-12


Looks great! Too bad that modern sourceports still don't support real bumpmapping for Doom. :) That would be even more awesome, hehe.

Old Post 10-25-12 17:53 #
Agentbromsnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Nomad
Not dumb enough to get a custom title


Posts: 2663
Registered: 04-04


I approve of the tekwall. The last screenshot of the pistol and hand looks great too :)

Old Post 10-27-12 16:39 #
Nomad is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Reinchard666
Member


Posts: 350
Registered: 05-08


I finished W17_1 patch, which is used for tekwall1 and tekwall3 textures. Here's full patch:

http://i.imgur.com/R56BYl.jpg

if you compare it with the original you will notice some differences, but I think is not a big problem.

http://i.imgur.com/LnUwbl.png

Too bad that id use this patch in strange way. For example in texture tekwall1 this patch is used 2 times, one above the other and in hires this thing looks little strange, so I decide to make few changes in upper part of texture.

Here's tekwall1:
http://i.imgur.com/vQVxMl.jpg

And tekwall3:
http://i.imgur.com/CKUh8l.jpg

http://i.imgur.com/uSXcAl.jpg

Old Post 10-28-12 12:31 #
Reinchard666 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 6381
Registered: 12-00


Very nice. Very nice indeed. A minor complaint, these pipes/tubes/whatevertheyare are less distinct than they are on the original. I think it's because they are too near the edge of the panel and so merge with the shadow a bit.

http://i.imgur.com/2mXRA.png

To me anyway, that's a bit of the texture that is quite important and gives it some of its character.

Old Post 10-28-12 16:37 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Krispy
Senior Member


Posts: 1174
Registered: 02-12


Please add more green. I know you're colorblind, so if you need someone to highlight where it should go, I'd be happy to help!

Here you can see compared to your version:

http://i1081.photobucket.com/albums/j346/kris134/texturepatch.jpg

The blue areas are green. Keep in mind that the whole image has shades of dark and grayish or brownish green.

Last edited by Krispy on 10-28-12 at 17:41

Old Post 10-28-12 17:31 #
Krispy is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Reinchard666
Member


Posts: 350
Registered: 05-08


Tanks guys i try do something with this. Krispy - highlight this green parts. I see this in few places, is something like green slime tdripping from the components in the middle center of texture, but maybe there is more green places.

Ok, I see your edit, thanks.

Old Post 10-28-12 17:41 #
Reinchard666 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 6381
Registered: 12-00


I always thought that the points I have put a pink box around:

http://i.imgur.com/41Tig.png

might be light sources (especially the lower one) instead of slime but, yes, the rest look slimy.

Old Post 10-28-12 20:35 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Krispy
Senior Member


Posts: 1174
Registered: 02-12


I think they look more like green computer plastic.

https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQmP3eOFLwu7rk6mtczO9wJE5ZqfTpU1hRzKystRXdhAz0sktGByw

Old Post 10-28-12 20:41 #
Krispy is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 10993
Registered: 07-07


Yeah, it's not slime, just the green plastic board on which the circuits and components are placed.

Old Post 10-28-12 20:47 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Blue Shadow
Member


Posts: 279
Registered: 09-12


Yeah, UAC are sloppy... but not that much. :P

Old Post 10-29-12 00:05 #
Blue Shadow is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 797
Registered: 07-09


I just wanted to ask Reinchard, why do you use so many odd-ball texture sizes? For instance I would expect to see 512x512, 1024x1024 etc but I'm seeing stuff 800x800 and 441x432 unless there is something I'm missing here. But I think not following proper convention is really going to screw up consistency.

Old Post 11-01-12 17:12 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Reinchard666
Member


Posts: 350
Registered: 05-08


If original texture have 128x128 I make new version in 1024x1024, if 64x64 then 512x512 etc. I noticed that after some time Doomworld (or maybe Imgur??)downsize my textures.

Old Post 11-01-12 19:52 #
Reinchard666 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 797
Registered: 07-09


That makes sense I was wondering why they were like that.

Old Post 11-01-12 20:41 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 08:33. Post New Thread    Post A Reply
Pages (26): « First ... « 14 15 16 [17] 18 19 20 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Reinchards high resolution textures and sprites - demo available

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.