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wesleyjohnson
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Posts: 133
Registered: 04-09


FreeDoom really needs to have some monster sprites instead of those temporaries. It has been said too many times that such and such monster sprite has not been done yet. It is especially bad for the large monsters where the temporary sprite being used does not represent the monster size nor weapons.

We need to make a list:
From memory, so may be wrong !!

cyberdemon:
I cannot remember seeing one in dungeon.
There are a few now, map31 at least.

spider mastermind:
Currently looks like arachnotron which is way too small.
Is it supposed to be a big arachnotron with a chaingun ??
One that can no longer shoot green ??

archvile:
Currently represented by skeleton, which is not too bad.
It shoots invisible missiles. Are the missiles supposed to be invisible, or are the sprites not done yet ??

revenant:
Did it get resized to the physical height the engine uses ??

demon:
The pink worm. We have gotten used to this now, and it looks
fine, but I have noticed that the engine thinks it is much wider than the sprite being shown. The original was a chunky pink thing with legs.

Last edited by wesleyjohnson on 11-02-09 at 19:45

Old Post 10-29-09 20:20 #
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wesleyjohnson
Junior Member


Posts: 133
Registered: 04-09


My first impulse is that it would be better to have something representative and of the correct size, even if it is a stick figure.

If it is not the correct size, then the player does not know where to shoot. The engine enforces the physical size, so strange effects can happen, like heads in the ceiling. A too short monster is a problem too. You can kill the spider mastermind, without even seeing it, if you know where to shoot. It can kill the player without the player realizing how dangerous it is.

Old Post 10-29-09 20:27 #
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fraggle
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Without artists willing to do them it all seems like a moot point.

Old Post 10-29-09 22:51 #
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Catoptromancy
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Posts: 393
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http://www.doomworld.com/vb/freedoo...sprites-status/

Mostly just for completely missing sprites. Anything is always up for replacement.

Old Post 10-30-09 05:10 #
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fraggle
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You might as well add the Hell Knight/Baron, Archvile and Revenant to that list as well. For all intents and purposes they're completely missing too.

Old Post 10-30-09 13:13 #
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Catoptromancy
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But they are not actual placeholders with a Graphic not Done box on them. Perfecting sprites will be in another release. This upcoming release I am just hoping for a few more.

Old Post 10-30-09 13:23 #
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wesleyjohnson
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Posts: 133
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I have looked into making a spider demon, but after a couple of days,
I have found that I do not have the necessary tools.
They are probably all DOS based.

I cannot even port existing tools to Linux as the downloads are all
executable, without source code.


Problems:
1. Get current sprite into some format that I can steal the Freedoom palette from it.

2. Get palette into some drawing program and make it work.
The programs usually have their own ideas.

3. After drawing about 20 views and steps, assemble them into a LMP
that can be submitted.
I assume that they are assembled in a LMP. ??

Old Post 11-02-09 19:50 #
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Catoptromancy
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I suggest using the git repo if you are going to work with sprites. It has all the raw sprite files separated. You can build the iwads quickly to check your work in-game.

Gimp will probably be your main tool to work with sprites. Imagemagick is also an excellent tool. I used it with scripts to make the recolors. XWE in Wine is also great to double check things, not recommended for doing actual work.

Here is the Gimp palette for Doom. Close enough to Freedoom's. No idea how to use it.
http://ftpusers.coffeenet.org/~cato.../tools/Doom.gpl

Here is my test wad. Should have all the sprites and monsters are behind invisible walls so they can be viewed from all angles.
http://ftpusers.coffeenet.org/~cato...ps/FDtest01.zip

Old Post 11-02-09 20:51 #
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wesleyjohnson
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Thanks. I suspected somebody had to have some working files.

After posting, I went on a search and downloaded everything I could find on sprite editing. There is only one package, xwadtools, which is put out by the same people (Majorel, etc.) who did yadex, and is for DOS and Unixes. I ended up with 3 versions of it, but the latest is 4.4.0.
Avoid deutex36 because it is only DOS executables and version 3.6.

Got to get Xforms to make XEW work.

It has about 20 command line tools. Such as deutex, bsp, a bunch of
palette conversion tools (one for gimp). The tools have many authors, and some have been ported.

If you are not using deutex to assemble the wad, then you must be using something similar.
If so, then the sprite file/directory that deutex uses should be adequate. I doubt I can get git access to work in any short time.
Deutex can explode a wad quickly enough, according to their docs.

Deutex has docs on how to extract a palette from existing sprite.
I will also try to get it out of the freedoom wad.
During assembly, deutex will do a find closest color.

Last edited by wesleyjohnson on 11-03-09 at 20:39

Old Post 11-03-09 19:43 #
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Catoptromancy
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http://ftp.de.debian.org/debian/poo...902.orig.tar.gz

This is the deutex used to compile Freedoom with.

Old Post 11-03-09 20:18 #
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wesleyjohnson
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Registered: 04-09


After seeing some of the artwork from FinalDoom, I am thinking that the arachnotron and spider-mastermind need to have mechanical legs (of some kind not identical to the original artwork).
Any opinions on that beforehand ??

Old Post 03-12-10 22:14 #
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