⇛Marnetmar⇛ Posted October 17, 2018 (edited) On 9/13/2018 at 5:42 PM, elend said: Oh my, that looks amazing. I would totally prefer those added rotations. But who on earth in hell would do such a mammoth task? That is quite some content, that has to be created for a mod like this. But it looks really amazing and makes the sprites feel more "real" in the 3D world. God, I love it. Damn you for teasing us with this. T_T Edit: I'm dumb, disregard this Edited October 17, 2018 by Marn 0 Share this post Link to post
Space Marinara Posted October 17, 2018 Wasn't that just the asymmetrically mirrored angles- I'm not sure the engine could handle more than eight back then? 0 Share this post Link to post
⇛Marnetmar⇛ Posted October 17, 2018 3 minutes ago, Space Marinara said: Wasn't that just the asymmetrically mirrored angles- I'm not sure the engine could handle more than eight back then? Turns out you're correct, my bad. 0 Share this post Link to post
Space Marinara Posted October 17, 2018 Damn, I was hoping to be wrong :/ 0 Share this post Link to post
al3d Posted November 9, 2018 Hi (sorry if my english is not perfect i'm french ) I have a question, is it possible to go up to 32 rotations by using mirror ? check below https://zdoom.org/wiki/Creating_new_sprite_graphics 0 Share this post Link to post
Empyre Posted November 9, 2018 15 minutes ago, al3d said: Hi (sorry if my english is not perfect i'm french ) I have a question, is it possible to go up to 32 rotations by using mirror ? check below https://zdoom.org/wiki/Creating_new_sprite_graphics That Wiki page is awkwardly worded. When it says "32 angles", it is really 8 angles each for 4 frames (8*4=32). Each frame has only 8 angles. 0 Share this post Link to post
Kappes Buur Posted November 9, 2018 (edited) 4 hours ago, al3d said: Hi (sorry if my english is not perfect i'm french ) I have a question, is it possible to go up to 32 rotations by using mirror ? check below https://zdoom.org/wiki/Creating_new_sprite_graphics 16 rotations is the maximum. Have a look at the graphic on the Sprite website which shows how the rotations are managed, from 1 to G. 0 Share this post Link to post
al3d Posted November 9, 2018 (edited) I managed to get 16 rotations ( thanks Kappes Buur :) ) here my test with a hd sprite :https://www.youtube.com/watch?v=uU-UWAcC9FA 0 Share this post Link to post
Space Marinara Posted November 10, 2018 I do a mod on the ZDoom forums that can give up to 82 rotations (as extra elevations though) if anyone wants to go nuts. 1 Share this post Link to post
hardcore_gamer Posted November 10, 2018 4 minutes ago, Space Marinara said: 82 rotations At that point you could as well just use a 3D model anyway. 1 Share this post Link to post
Space Marinara Posted November 10, 2018 You're not forced into using all 82 angles, you can just add top and/or bottom as you like. And at any point you could just use a model instead, people have their preferences :P 0 Share this post Link to post
elend Posted November 10, 2018 I'd still prefer sprites with 82 rotations over a 3D model. Show me an Imp 3D Model that can compare to the sprite version. Man, I'd love to see an example of that 82 rotations with Adrian Carmack's sprites. 1 Share this post Link to post
al3d Posted November 10, 2018 Space Marinara do you know how I can get more rotations just in left/right angles ? ( not top/down) it's could be awesome to have at least 64 rotations better than use a md3 model because my sprite can have displace mapping, specular, shadow etc 0 Share this post Link to post
Space Marinara Posted November 10, 2018 I can only theorize, but you could try syncing the positions of multiple dummy actors with SetOrigin and offset their angles with one or more of these properties. Then swap their visibility around depending on their angle to the player so that you only ever see the "closest" one. I haven't actually played with those options before though so I'm hoping they can do what you need... 0 Share this post Link to post
hardcore_gamer Posted November 10, 2018 The problem with ultra smooth sprite animations is that they look unnatural. Sprites with a normal number of frames work because it looks sort of like a cartoon, but once the movement becomes ultra smooth it looks too real for a cartoon but still too fake to look realistic. 2 Share this post Link to post
Space Marinara Posted November 10, 2018 (edited) Extra rotations =/= smoother animation though. Edit: Rotations have more in common with polygon count if anything. 0 Share this post Link to post
al3d Posted November 10, 2018 Thanks for the answer Space Marinara but it's too complex for me I'm a noob in programming ^^ I tested with a realistic md3 3d model and the problem is when the monster chase the player, he rotate too fast, the way the enemy moves/rotate in doom is something I can't change, I guess ? 0 Share this post Link to post
al3d Posted November 10, 2018 my problem when a realistic enemy chase the player he rotate too fast there's a way to get smooth rotation ? here a example I made :https://www.youtube.com/watch?v=YphkZUfyeeg 0 Share this post Link to post
furyweb Posted November 10, 2018 1 hour ago, al3d said: my problem when a realistic enemy chase the player he rotate too fast there's a way to get smooth rotation ? here a example I made :https://www.youtube.com/watch?v=YphkZUfyeeg Is that a model?. If so I presume if you have the animations setup for walking it probably wouldnt look as sharp 0 Share this post Link to post
Space Marinara Posted November 11, 2018 7 hours ago, al3d said: Thanks for the answer Space Marinara but it's too complex for me I'm a noob in programming ^^ I tested with a realistic md3 3d model and the problem is when the monster chase the player, he rotate too fast, the way the enemy moves/rotate in doom is something I can't change, I guess ? Maybe give me a reminder in a couple of weeks when I'm not swamped and I'll give it a try. It's weird that the model snaps around like that because in videos I've seen they usually turn way too slow. Unless they are attacking and then they can do 180s in an instant \_:/_/ 0 Share this post Link to post
al3d Posted November 11, 2018 22 hours ago, furyweb said: Is that a model?. If so I presume if you have the animations setup for walking it probably wouldnt look as sharp yes it's a model I need to add the walking animation 16 hours ago, Space Marinara said: Maybe give me a reminder in a couple of weeks when I'm not swamped and I'll give it a try. it's could be awesome :) 0 Share this post Link to post
furyweb Posted December 7, 2018 Which do you all prefer. Original Colour: Doom Pinky Colour: 2 Share this post Link to post
hardcore_gamer Posted December 7, 2018 22 minutes ago, furyweb said: Which do you all prefer. Original Colour: Doom Pinky Colour: Original. The later just looks weird. 0 Share this post Link to post
elend Posted December 7, 2018 My vote: Doom Pinky Colour. It simply looks more fleshy, more gross. Wonderful! 0 Share this post Link to post
Empyre Posted December 7, 2018 In my opinion, the original is too pale and the other one is too pink. If you could add just a slight hint of pink to the original, it would look better. If these two are the only choices, the original is better. 0 Share this post Link to post
Space Marinara Posted December 7, 2018 I like the pink one layered on top with the hue blend mode 2 Share this post Link to post
Immorpher Posted December 7, 2018 1 hour ago, Space Marinara said: I like the pink one layered on top with the hue blend mode Agreed! And to support what Elend said way back. We'll rendered sprites (with 16 rotations) look better than actively rendered 3D models in the engine, so this is good work! 2 Share this post Link to post
furyweb Posted December 8, 2018 So this is a Doom pallet version of it. Now its not complete fully but its basically drawn over from the render, used greyscale image from render then drew over it suppose like they did originally with doom. Personally I think it looks pretty cool and might continue down this path, thing is, its alot of work for 16 angle so i might be I just stick with 8. We will see... 2 Share this post Link to post