Kalashnikov47 Posted August 12 (edited) 16 hours ago, Notsee said: Do you plan to add the extended sprites from the ID Vault? He was. Didn't you see the posts at the top of yours? Edited August 12 by Panzermann11 0 Share this post Link to post
Alaux Posted August 13 (edited) I decided to take a look through most (if not all) of Doom's sprites for some reason, and there are some things I want to point out. TROOE4, F4, G4, J0 and K0 seem to be missing some spikes: Spoiler FATTJ5 might be missing a tube, and the tubes in the newly obtained J6 through J8 seem thinner than the ones in the rest of the sprites: Spoiler I think I see some residues of the explosive barrel's base in some of the Mastermind's death frames: Spoiler The Chainsaw's small handle (or whatever it is that Doomguy is holding) seems inconsistent between SAWGA-B and C-D: Spoiler The Rocket's big red ring (can't be bothered to reword the images) seems to be drawn inconsistently across frames, and the pickup sprite has no ring at all (maybe it's not primed or something? Admittedly, I don't know how missiles work): Spoiler Also, see this post of mine: I'm pretty sure that the face backgrounds' misalignment could be fixed by offsetting the graphics, and maybe the issue with STARMS could also be fixed by cropping the graphic. Lastly, this must've been brought up before: what about the Chaingun pickup having a single muzzle, whereas the first-person sprites have multiple? 3 Share this post Link to post
Kalashnikov47 Posted August 14 (edited) On 8/11/2024 at 4:38 AM, Revenant100 said: After this forum has seen not one but two takedowns in the past day of attempts to offer the id Vault content as resources to the community, the very notion of even touching this material is being seriously called into question, and that unfortunately would put a halt to the prospect of incorporating any of it here into the Minor Sprite Fixing Project. It's certainly a disappointing situation to witness but also sadly not that surprising given id/Bethesda/Zenimax's historical lack of any communication, instead forcing the community to operate under a persistent silent and looming threat of possible repercussions. No doubt the biggest tragedy here is that this situation would never have come to be had they themselves not strong-armed Romero into not releasing this material under his own terms years ago. Despite this development, I'll still be carrying out the research and examination of this content in the interests of compiling new sprite fixes to be added, hopefully so that it doesn't all go to waste. @Edward850 (one of the guys behind the new port) responded to the usage of the vault's contents. He said using the vault's assets for mods is completely fine, only uploading the entire vault's contents to the internet is a no-no. Edited August 14 by Panzermann11 5 Share this post Link to post
Revenant100 Posted August 14 (edited) 23 hours ago, Alaux said: TROOE4, F4, G4, J0 and K0 seem to be missing some spikes: Hide contents I agree that the back spikes appear to be missing in the E4, F4, and G4 frames, and the right elbow spike is clearly missing in E4 as well. When you get right down to it, none of the spikes bear scrutiny once you start really looking at their placement, angle, and size. Manually drawing in the missing knee spikes in L0 was reasonable in my book as they simply and blatantly poofed out of existence between two very visible and front-facing frames that are near guaranteed to be seen every time you encounter an Imp, plus the aforementioned surrounding frames offered clear visual references to try and figure out how to draw in these missing spikes. The E4, F4, and G4 frames in question don't have a ton of great surrounding comparisons to work with, but the back spikes are clearly drawn in the opposite E6, F6, and G6 angle frames. These are pretty strong references when mirrored, so I may go ahead and draw in the missing spikes, but I wouldn't say this is a guaranteed fix yet. As for the Imp's left elbow spike in the death frames, I'd say their sudden disappearance could also be chalked up to the angle of the elbow when the Imp twists his arm, hence not necessarily an error. This is where the inherent inconsistency of the spikes and the subjectivity of interpreting them comes into play, so these particular frames won't be seeing any changes. 23 hours ago, Alaux said: FATTJ5 might be missing a tube, and the tubes in the newly obtained J6 through J8 seem thinner than the ones in the rest of the sprites: Hide contents The missing tube in J5 could be chalked up to the angle of the Mancubus and it being just slightly behind the shoulder and arm while he's bent over. This idea is supported by this raw-er photo capture from the Vault. Of course, the real world latex model's tube was clearly very thin and could be hidden this way, whereas the final game's tube was obviously buffed up significantly via some manual art touch-ups. In any case, the only way to address this would be to manually draw in the tube, and I'd say this is too great of an original addition to fall in line with the scope of the sprite fixes, but this leads to the next point. Yes, the tubes in the missing J6, J7, and J8 pain frames are noticeably thinner than seen in any other of the final sprites. in the context of the rest of the Mancubus-related Vault content, we can rightly infer that the tubes were indeed manually touched up by id's artists after being digitally captured. This does call into question whether or not these "missing pain rotations" are actually the unused rotation sprites or actually just rotations (ones the final sprites are lacking, nonetheless) from an earlier-but-distinct iteration of the Mancubus sprite set. I would guess the latter, but the highly selective and fragmented nature of the id Vault's presentation prevents us from knowing for certain. And that poses a problem for the restoration of these pain rotations. They're clearly the foundation of the missing pain rotations, but they're not ready as-is as reintroducing them untouched poses a flagrant error, that being these are visibly not part of the exact same set of sprites that the final game uses. Do the actual finished-but-missing pain rotations still exist? This is impossible to know without being able to see the full archived material that the id Vault pulled its content from, but regardless, it's almost certain that these Vault frames will need to be manually touched up to match the tubes with the style seen in all other final frames. 23 hours ago, Alaux said: I think I see some residues of the explosive barrel's base in some of the Mastermind's death frames: Hide contents I wouldn't consider this an error as it simply reads as additional metal debris in the chaotic explosive death sequence of the mostly metallic Spider Mastermind. id's artists were working smarter, not harder when they could get away with it. 23 hours ago, Alaux said: The Chainsaw's small handle (or whatever it is that Doomguy is holding) seems inconsistent between SAWGA-B and C-D: Hide contents Looking at this photo and this video, I can't see anything wrong here. The angle of the Chainsaw changes between being held upwards (SAWGC0 and SAWGD0) and being pointed forwards (SAWGA0 and SAWGB0), so the hole under the left thumb circled on the left is correct since you're no longer seeing the rest of the chainsaw's body. As for the grip on the right, all I see is a different light reflection based on the angle, so that checks out as well. Quote The Rocket's big red ring (can't be bothered to reword the images) seems to be drawn inconsistently across frames, and the pickup sprite has no ring at all (maybe it's not primed or something? Admittedly, I don't know how missiles work): Reveal hidden contents I definitely shan't be changing anything here since these clearly are not oversights on id's part. Not drawing all of the red rings on all angles of the projectile is undoubtedly a stylistic choice, and the lack of red ring on the missile pickup is a deliberate decision as well. Quote Also, see this post of mine: I'm pretty sure that the face backgrounds' misalignment could be fixed by offsetting the graphics, and maybe the issue with STARMS could also be fixed by cropping the graphic. I'm unlikely to make any changes here either as such changes to the status bar graphics have a non-trivial chance of causing conflicts elsewhere, especially with custom status bars that may already account for this matter. This issue mainly falls under the secondary priority that encompasses all UI elements where well enough is best left alone. Quote Lastly, this must've been brought up before: what about the Chaingun pickup having a single muzzle, whereas the first-person sprites have multiple? This is an inconsistency but not necessarily an error. The drawing of the weapon pickup sprites were likely very far removed from the digital captures and followup overpainting and veritable kitbashing that composed the first person weapon sprites, so discrepancies are not surprising. This way the Chaingun pickup sprite looks is a deliberate design choice by id's artists, likely without much regard for the first person weapon sprite, so it won't be changed. Edited August 14 by Revenant100 3 Share this post Link to post
-BLEEDTEA Posted August 14 I am glad the thread was bumped because I wanted to point out something about the precious Fatso aswell! His eyes seem to carry the gray coloring from the unclean dirtier versions of his sprites in FATTG3G7 and FATTI3I7. Unrelated G2G8 & I2I8 on left for quick comparison with good eye color. 3 Share this post Link to post
Xfing Posted August 21 Hell, I know this is your pet project and everything, but it'd definitely be nice to have these fixes integrated into the new official release. I wonder if it might be worth it to get in touch with someone at id/nightdive. Just a thought, don't mind me 0 Share this post Link to post
Tycitron Posted August 21 (edited) 4 hours ago, Xfing said: Hell, I know this is your pet project and everything, but it'd definitely be nice to have these fixes integrated into the new official release. I wonder if it might be worth it to get in touch with someone at id/nightdive. Just a thought, don't mind me I've wished this for so long, i know they want to be authentic to the OG game but i at this point i feel like id/nightdive should add in a toggleable sprite fix option cause i legit can't play doom without it. (same with blood colors for cacodemons, lost souls, barons, hellknights, etc.) but i know it's just a pipe dream lol. 0 Share this post Link to post
Grizzly Posted August 21 I'm actually surprised they didn't do the work themselves: They have access to the original resources (it's right there in the id vault!) and it's not like Nightdive is a stranger to restoring content. They went out of their way with Rise of the Triad. 0 Share this post Link to post
msx2plus Posted August 21 let me know if i've missed something, but i've scouted the thread and don't see that it's happened - has anybody taken just the offset information from this and created a TEXTURES definition for z/gzdoom out of them? it would be phenomenally useful to just have it define new sprites with the base sprite names, like so: Sprite "CPOSF8", 44, 57 { Offset 23, 53 Patch "CPOSF8", 0, 0 } i figure it would be better than just re-including the vast majority of the commercial resources for mod-makers that want to incorporate these changes (not to mention take up less space). i'd be all over doing it myself, but the "add to TEXTUREx" function of slade unfortunately doesn't let you keep the offsets when adding. 0 Share this post Link to post
maxmanium Posted August 21 14 minutes ago, msx2plus said: let me know if i've missed something, but i've scouted the thread and don't see that it's happened - has anybody taken just the offset information from this and created a TEXTURES definition for z/gzdoom out of them? it would be phenomenally useful to just have it define new sprites with the base sprite names, like so: Sprite "CPOSF8", 44, 57 { Offset 23, 53 Patch "CPOSF8", 0, 0 } i figure it would be better than just re-including the vast majority of the commercial resources for mod-makers that want to incorporate these changes (not to mention take up less space). i'd be all over doing it myself, but the "add to TEXTUREx" function of slade unfortunately doesn't let you keep the offsets when adding. That works as a GZDOOM solution, but only for it. So re-including the sprites is the way it has to be done for other ports. 0 Share this post Link to post
msx2plus Posted August 21 (edited) i'm completely aware, which is why i explicitly mentioned z/gz. anyways, i've written a python script that will generate a textures lump if you feed it a folder of extracted PNGs. i only just now realized the sizes/offsets are at the same values in each file, which made it easy. [edit] whoops, script now does unsigned values properly LOL. i've also included the offset dump in the z/gz TEXTURES format; keep in mind this will need additional work since a number of the image sizes in this project don't match up with the IWAD (or simply don't exist, those will need to be culled if you just want to use the offsets independently) offdump.zip spritefix_offsets.zip Edited August 21 by msx2plus 2 Share this post Link to post
Revenant100 Posted August 21 (edited) On 8/13/2024 at 10:49 PM, -BLEEDTEA said: His eyes seem to carry the gray coloring from the unclean dirtier versions of his sprites in FATTG3G7 and FATTI3I7. Unrelated G2G8 & I2I8 on left for quick comparison with good eye color. Spoiler While I haven't made a handy complete image comparison, I did go ahead and compare all of the available Mancubus sprites between the pre-release version and final version, and you've got it covered succinctly. Although we can see id's artists cleaned up the raw captures right up the eyes themselves, we still ended up with a few frames where the eyes were not painted over with the desired green look. Obviously an oversight, despite them working on the pixels directly adjacent to these areas, but it could have simply been a case of tunnel vision and failing to identify the few pixels that constituted the visible eyes in this side rotation on these very particular frames. I'll mark this as a likely fix since it only requires the tiniest number of pixels to adjust, andwe have a good amount of surrounding reference material to base the work off of. 11 hours ago, Xfing said: it'd definitely be nice to have these fixes integrated into the new official release. I wonder if it might be worth it to get in touch with someone at id/nightdive. id/Bethesda/Zenimax are certainly aware of/have already officially sanctioned the Minor Sprite Fixing Project years ago via the official add-on release of BTSX Episode 1 which includes the sprite fixes. We all know just how anal they are to vet every single asset in these official add-ons (which I've regularly documented) in order to get permission from every last available author and contributor on a project, dotting every i and crossing every t to even bizarrely inexplicable levels, and the sprite fixes were right there among them which they continue to distribute to this day. As for the current new official release, any action is up to id/Bethesda/Zenimax and now Nightdive regarding what they want to do. For my part, I've always offered my work as resources to be freely used by anyone in the community, even the developers if they wish to incorporate them. I can speak from past experience with Nightdive's previous re-release Rise of the Triad: Ludicrous Edition that they were not interested in my ROTT:LE Minor Sprite Fixing Project which fixed hundreds of Apogee's/Nightdive's/New Blood's (it's not really clear who did what) objective errors that the ROTT community certainly also called for an official inclusion in a similar manner. It's also possible they never actually learned about the project, but that would mean no one involved ever read the many messages on the game's forums, their own Discord servers, and so forth for well over a year now since release. The radio silence there doesn't inspire much faith, and the situation here is largely identical. Thus, the ball is in their court, but there's little any of us can do if it's only going to fall on deaf ears. If nothing else, I can assure you the sprite fixes will continue on regardless as needed. 3 hours ago, msx2plus said: i've written a python script that will generate a textures lump if you feed it a folder of extracted PNGs. i only just now realized the sizes/offsets are at the same values in each file, which made it easy. This output may still need manual adjustments as have had their dimensions altered for a variety of technical reasons. 5 Share this post Link to post
msx2plus Posted August 21 42 minutes ago, Revenant100 said: This output may still need manual adjustments as have had their dimensions altered for a variety of technical reasons. yupyup, i mentioned that in the above post; it's a good starting point and i don't have any need for the full set, but it may prove useful for others moving forward 0 Share this post Link to post
MrKingVM Posted August 22 (edited) I have updated this slightly. Full pain rotations for the Imp and Mancubus Full missile firing rotations for the Revenant Added Shotgun muzzle flash reflection Full sprites of the Chaingun, Plasma Rifle, and SSG even though you cannot see them. Edited August 22 by MrKingVM 0 Share this post Link to post
The Almighty Egg Posted August 22 3 hours ago, MrKingVM said: I have updated this slightly. Full pain rotations for the Imp and Mancubus Full missile firing rotations for the Revenant Added Shotgun muzzle flash reflection Full sprites of the Chaingun, Plasma Rifle, and SSG even though you cannot see them. SPRFIX.zip 1. I do not see a difference in the revenant firing sprites 2. Why did you edit the shotgun muzzle flash? 0 Share this post Link to post
Kalashnikov47 Posted August 22 (edited) 56 minutes ago, The Almighty Egg said: 1. I do not see a difference in the revenant firing sprites 2. Why did you edit the shotgun muzzle flash? Plus, there's an unnessecary "gameconf" file in the .wad, which makes the mod only playable with Doom 2 and not the first game, Final Doom nor the expansions. Edited August 22 by Panzermann11 0 Share this post Link to post
MrKingVM Posted August 22 (edited) On 8/22/2024 at 1:45 AM, The Almighty Egg said: 1. I do not see a difference in the revenant firing sprites 2. Why did you edit the shotgun muzzle flash? Sorry my bad. I forgot to put the revenant sprites in. And this is what I meant about the shotgun, I did it because it was the only weapon that didn't reflect the muzzle flash, except the bfg Edited September 11 by MrKingVM 1 Share this post Link to post
Nuze Posted September 5 (edited) Hey, there seems to be a problem with the shotgunners when this is combined with Smooth Doom. They seem to play the firing animation mid-walk. I don't know whether it's this that's causing it or Smooth Doom, but I figured I should let you know. Edit: nevermind I found the problem, Smooth Doom and this don't mix well Edited September 5 by Nuze 0 Share this post Link to post
Wolfenfan Posted September 5 (edited) Smooth Doom already has these sprite fixes Edited September 6 by Wolfenfan : Misspelled Smooth Doom 0 Share this post Link to post
Revenant100 Posted September 6 (edited) On 9/5/2024 at 3:45 PM, Nuze said: Edit: nevermind I found the problem, Smooth Doom and this don't mix well To echo the recommendation mentioned in the readme for reference, the Minor Sprite Fixing Project should always be loaded with the lowest priority in any mod loading order. This ensures the greatest level of compatibility as any content that conflicts with the sprite fixes will simply override them as intended. In the case of Smooth Doom, if you need to have both loaded at once, Smooth Doom's assets will take full precedence over the sprite fix WAD if loaded with higher priority. Nonetheless, as mentioned above, it's true that Smooth Doom was already built with an older version of the sprite fixes integrated into it. Sneaky update edit: In light of the recent RC6 release of Eviternity II, I have updated the associated sprite fix compatibility patch to account for the additions, namely adjusting the sprite offsets on the new multiplayer-only Former Captain enemy. Eviternity II compatibility patch (load the sprite fixes after Eviternity-II-RC6.wad): (Outdated, see original post) Preview: Note that this does not yet include fixes brought about by the new id Vault content. That will be part of a new version (v2.1) of the sprite fixes as a whole which will eventually carry over to the compatibility patches. Edited October 2 by Revenant100 6 Share this post Link to post
Klemc Posted September 9 I found info about BTSaturnX e1 that the incorporated fix is an older version (text: E1 incorporates these fixes already, but not the latest version.), so i apply the D2SPFX and the newer fix alltogether ? Anyway you can note that in the op (but outdated) after "already included in e1". Have a nice day, i will use the autoload function for SPFX, a first for me. 0 Share this post Link to post
MrKingVM Posted September 10 (edited) On 8/22/2024 at 1:17 PM, MrKingVM said: Sorry my bad. I forgot to put the revenant sprites in. And this is what I meant about the shotgun, I did it because it was the only weapon that didn't reflect the muzzle flash, except the bfg Here is a preview of my custom revenant sprites Before After Before>After> Before>After> Edited September 11 by MrKingVM 3 Share this post Link to post
maxmanium Posted September 10 I never realized those frames were mirrored! 1 Share this post Link to post
MrKingVM Posted September 10 (edited) 9 hours ago, MrKingVM said: Here is a preview of my custom revenant sprites Before After Before>After> Before>After> Also a preview of the full Mancubus pain rotations, ripped from KEX DOOM Before After Before>After> Before>After> Before>After> Edited September 11 by MrKingVM 2 Share this post Link to post
maxmanium Posted September 10 I am curious what @Revenant100 thinks of the SKEL and SHTF edits. I think they fit the spirit of the project but they're pretty major changes. 0 Share this post Link to post
E4io Posted September 10 1 hour ago, MrKingVM said: Also a preview of the full Mancubus pain rotations, ripped from KEX DOOM Before After Before>After> Before>After> Before>After> You are doing godswork MrKingVM. Out of curiosity, do you plan on editing the 3 Mancubus pain rotations to give them the bigger tubes going through the mancubus's arms so it matches the rest of the Mancubus sprites? 0 Share this post Link to post
MrKingVM Posted September 10 (edited) 22 minutes ago, E4io said: You are doing godswork MrKingVM. Out of curiosity, do you plan on editing the 3 Mancubus pain rotations to give them the bigger tubes going through the mancubus's arms so it matches the rest of the Mancubus sprites? Huh, I totally missed that, but yes I will. Also thank you for the compliment :) Edited September 10 by MrKingVM 1 Share this post Link to post
maxmanium Posted September 10 25 minutes ago, MrKingVM said: Huh, I totally missed that, but yes I will. Also thank you for the compliment :) For consistency's sake I'd also suggest matching the colors of the edited SHTF to closer match its counterpart with the super shotgun -- it blends that gold range with the browns, but yours looks a bit more orange/red. 1 Share this post Link to post
MrKingVM Posted September 10 4 minutes ago, maxmanium said: For consistency's sake I'd also suggest matching the colors of the edited SHTF to closer match its counterpart with the super shotgun -- it blends that gold range with the browns, but yours looks a bit more orange/red. I may do that as well. 1 Share this post Link to post