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Revenant100

Doom 2 Minor Sprite Fixing Project - v2.0 Release (updated 11/28/22)

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5 hours ago, MrKingVM said:

Also a preview of the full Mancubus pain rotations, ripped from KEX DOOM

Before

FATAFTER.gif.a0161934bc0d4423aaf1ba39267dd23e.gifAfter

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Before>349046961_FATTJ3-Copy.png.c7c70bab2352ddd358d7eaa0b8d796ad.pngAfter>FATTJ7.png.bea10e2891a389358fa4073e77c183d2.png

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I hope all of these are added, I want all the demons to have their full rotation sprites so bad! So that they can finally all be "complete".

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On 9/10/2024 at 2:27 PM, MrKingVM said:

Also a preview of the full Mancubus pain rotations, ripped from KEX DOOM

FATBEFORE.gif.69da9012bcdf9d4c615505f087bb4296.gifBefore

FATAFTER.gif.f6ffbaf5191601061315f584c07302a4.gifAfter

Before>1922203826_FATTJ4-Copy.png.104acdab53b5f3716b3d4cffc46290b4.pngAfter>FATTJ6.png.4f090acaca74b72125cf7464a89edba2.png

Before>349046961_FATTJ3-Copy.png.c7c70bab2352ddd358d7eaa0b8d796ad.pngAfter>FATTJ7.png.bea10e2891a389358fa4073e77c183d2.png

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updated Mancubus pipes and Imp rotation fixes

 

FATTJ6.png.7d7af738ac3f88c78c50f924ed380b18.png

FATTJ7.png.35df7f549af6c2504accdb068c6b8b1b.png

FATTJ8.png.6cc306936db0286ef063129f165a764a.png

 

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Edited by MrKingVM

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11 minutes ago, MrKingVM said:

I also made an edit to replace the pistol with the rifle

rifle.png.1abd5d3e0bae721241f23962457d1c11.png

 

Before>PISGA0.png.79e5c602dbed37a0a4014c12d296bd73.pngAfter>RIFLA0.png.56d62d1187cdb9f7cf02bd7e633a0ae7.png

RIFLE.zip 

Woah nice! I'll def use this for DTWID because it fits the theme of that wad haha. Also, do you have a Doom 1 version of your sprite fixes above? Cause it won't load when using sprfix.wad on Doom 1.

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On 9/11/2024 at 1:50 PM, Tycitron said:

Woah nice! I'll def use this for DTWID because it fits the theme of that wad haha. Also, do you have a Doom 1 version of your sprite fixes above? Cause it won't load when using sprfix.wad on Doom 1.

Its because it has doom 2's assets in it, I am just too lazy to make a separate wad for Doom 1, but sure.

Edited by MrKingVM

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35 minutes ago, MrKingVM said:

Its because it has doom 2's assets in it, I am just too lazy to make a separate wad for Doom 1, but sure.

 

Here is the file: sprfix.zip

Thanks! :D

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Not sure to understand, i see the topic active but the mod downloadable is from 2022.

 

This PK3 is the only one i'll add to the autoload GZ list :) 

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On 9/9/2024 at 5:48 PM, Klemc said:

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 ?

Yes, as the PWADs that have compatibility patches are fixed in time once they reach their final revision, the included sprite fixes within will inevitably become outdated as the Sprite Fixing Project continues with its own updates. I will continue maintaining the compatibility patches over time even if they've already had official inclusions to ensure they'll always be up to date.

 

On 9/10/2024 at 2:12 PM, maxmanium said:

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.

The shotgun muzzle flashes are an inconsistency but not necessarily an error. Frankly, none of the muzzle flashes in Doom are consistent in style or appearance, so they'd all need revisions to conform to a particular standard if these inconsistencies are to be ironed out completely, and that's well outside the scope of the sprite fixes.

 

The missing Revenant missile firing rotations are well made, but these are also beyond the scope of what's considered a minor fix. Fanmade recreations of several of Doom's missing monster rotations were around before the founding of the Minor Sprite Fixing Project, and I could have done my own recreations where needed at any point, but creating wholly new or original art is not the goal of this endeavor which is meant to stay remarkably close to id's own work and intentions with only the fewest of exceptions.

 

In the case of the Revenant's missing rotation frames, there's a very high chance they may have existed when the model was originally posed and digitized, hence a recreation wouldn't be necessary regardless. Unfortunately, id/Bethesda/Nightdive's released vault content offers no insight into this matter, whether by intention or oversight on their part (i.e. they didn't realize the Revenant was lacking proper rotations for one frame). Doubly unfortunately, there's no sign that id/Bethesda/Nightdive have any further plans in regards to such unseen vault content solely in their possession, so that'll sadly leave the Revenant's missing rotations a mystery for the ages.

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41 minutes ago, Revenant100 said:

The missing Revenant missile firing rotations are well made, but these are also beyond the scope of what's considered a minor fix.

Ngl, it would be cool if someone made a "Major Sprite Fixing Project" that use original art and edits of the original sprites to fix ALL missing sprite rotations / sprite inconsistencies. Sadly it wouldn't be "ID Accurate" but it would be cool regardless! I would do it myself, but i know nothing about making sprites :(

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1 hour ago, Revenant100 said:
1 hour ago, Revenant100 said:

Yes, as the PWADs that have compatibility patches are fixed in time once they reach their final revision, the included sprite fixes within will inevitably become outdated as the Sprite Fixing Project continues with its own updates. I will continue maintaining the compatibility patches over time even if they've already had official inclusions to ensure they'll always be up to date.

 

The shotgun muzzle flashes are an inconsistency but not necessarily an error. Frankly, none of the muzzle flashes in Doom are consistent in style or appearance, so they'd all need revisions to conform to a particular standard if these inconsistencies are to be ironed out completely, and that's well outside the scope of the sprite fixes.

 

The missing Revenant missile firing rotations are well made, but these are also beyond the scope of what's considered a minor fix. Fanmade recreations of several of Doom's missing monster rotations were around before the founding of the Minor Sprite Fixing Project, and I could have done my own recreations where needed at any point, but creating wholly new or original art is not the goal of this endeavor which is meant to stay remarkably close to id's own work and intentions with only the fewest of exceptions.

 

In the case of the Revenant's missing rotation frames, there's a very high chance they may have existed when the model was originally posed and digitized, hence a recreation wouldn't be necessary regardless. Unfortunately, id/Bethesda/Nightdive's released vault content offers no insight into this matter, whether by intention or oversight on their part (i.e. they didn't realize the Revenant was lacking proper rotations for one frame). Doubly unfortunately, there's no sign that id/Bethesda/Nightdive have any further plans in regards to such unseen vault content solely in their possession, so that'll sadly leave the Revenant's missing rotations a mystery for the ages.

 

Thank you so much for quoting my edits, but I made these revenant sprites just to hold us over for now, and for consistency sakes, same goes with the shotgun, feel free to add them to the main file (or not). But aren't the Wolfenstein SS's firing and pain rotations fan made?

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12 minutes ago, Wolfenfan said:

They may have came from the original Wolfenstein 3D

No, Wolf 3D did not have firing and pain rotations for its enemies.

 

It didn't even have rotations at all for its bosses.

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13 minutes ago, aJynks said:

is this compatible with anything like say smoothDoom?

 

It's based on it, but an older version, this question you can find answer by searching text in topic.

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I looked at it and when you click search there is a panel with lot options, click the "this topic" !

 

All forums permit that, option appears differetnly, sometimes there is a separate search entry, here a tickable option.

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12 hours ago, MrKingVM said:

But aren't the Wolfenstein SS's firing and pain rotations fan made?

That's correct, but we also know the Wolfenstein SS never had rotations for these states nor was it ever intended to. Reiterating my points from this post, the fanmade rotations made for Wolf 3D sprites have no actual use in vanilla Wolf 3D itself. Their only actual utility in an unmodded form happens to rather be in Doom, specifically Doom 2 via its secret Easter egg Wolfenstein levels. Since the SS enemy present here is purely an Easter egg that sees appropriately minimal uses in the official IWADs and still ultimately few legitimate uses in community PWADs outside of deliberate joke WADs, the inclusion of fanmade missing SS rotations in the Minor Sprite Fixing Project is tantamount to an Easter egg itself. In short, they're simply fun additions that intentionally aren't bound by the project's scope that are also completely non-intrusive in their inclusion. There's really few other use cases out there for these particular community Wolf 3D resources, and the sprite fix WAD just so happens to be a perfect place for them to address a core (but minor) Doom (2) issue that otherwise has no official solution.

Edited by Revenant100

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16 hours ago, Tycitron said:

Ngl, it would be cool if someone made a "Major Sprite Fixing Project" that use original art and edits of the original sprites to fix ALL missing sprite rotations / sprite inconsistencies. Sadly it wouldn't be "ID Accurate" but it would be cool regardless! I would do it myself, but i know nothing about making sprites :(

 

This would make a great supplemental WAD to load on top of the minor sprite fixing project, so that it doesn't have to reinvent the wheel

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On 7/21/2022 at 3:13 PM, Revenant100 said:

I think the only actively developed modern source port today that can run Ancient Aliens but lacks proper sprite mirroring is Odamex, and I don't see a reason why the port shouldn't add this at some point in the future.

 

This will be coming to Odamex in the next release.

Edited by electricbrass

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2 hours ago, flamepanther said:

 

This would make a great supplemental WAD to load on top of the minor sprite fixing project, so that it doesn't have to reinvent the wheel

i agree! did actually find one with the EXACT name "Major Sprite Fixes" but it was discontinued years ago. all the fixes are outdated aside from the intermission screen blood splats being fixed so they arent so flat.

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23 hours ago, MrKingVM said:

Thank you so much for quoting my edits, but I made these revenant sprites just to hold us over for now, and for consistency sakes, same goes with the shotgun, feel free to add them to the main file (or not). But aren't the Wolfenstein SS's firing and pain rotations fan made?

Tweaked the revenant sprites

SKELK6.png.b3f026c45a0eee3602e72e16e8a26578.pngSKELK7.png.84b1eb6f6968805413a7fc4ec32fb783.pngHere is the file: sprfix.zip

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On 9/12/2024 at 5:40 PM, Revenant100 said:

The missing Revenant missile firing rotations are well made, but these are also beyond the scope of what's considered a minor fix. Fanmade recreations of several of Doom's missing monster rotations were around before the founding of the Minor Sprite Fixing Project, and I could have done my own recreations where needed at any point, but creating wholly new or original art is not the goal of this endeavor which is meant to stay remarkably close to id's own work and intentions with only the fewest of exceptions.

 

In the case of the Revenant's missing rotation frames, there's a very high chance they may have existed when the model was originally posed and digitized, hence a recreation wouldn't be necessary regardless. Unfortunately, id/Bethesda/Nightdive's released vault content offers no insight into this matter, whether by intention or oversight on their part (i.e. they didn't realize the Revenant was lacking proper rotations for one frame). Doubly unfortunately, there's no sign that id/Bethesda/Nightdive have any further plans in regards to such unseen vault content solely in their possession, so that'll sadly leave the Revenant's missing rotations a mystery for the ages.

I speculate think that the missing rotation sprites for the Revenant either never existed or ever created in the first place, or perhaps the missing rotations sprites were corrupted or lost to time before Night Dive could show them off, hence why the missing Revenant sprites probably won't ever be scene.

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3 hours ago, Wadmodder Shalton said:

I speculate think that the missing rotation sprites for the Revenant either never existed or ever created in the first place, or perhaps the missing rotations sprites were corrupted or lost to time before Night Dive could show them off, hence why the missing Revenant sprites probably won't ever be scene.

 

After cutting so many rotation sprites in the first Doom, I'm surprised that they bothered to finish any for the Doom II monsters before first deciding what wouldn't be needed.

Edited by flamepanther

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5 hours ago, flamepanther said:

 

After cutting so many rotation sprites in the first Doom, I'm surprised that they bothered to finish any for the Doom II monsters before first deciding what wouldn't be needed.

Perhaps only Night Dive's @Xaser@Quasar@LexiMax@Edward850,  @Kaiser@Altazimuth can provide any insight if the missing Revenant sprites still exist or were lost from data rot years earlier.

Edited by Wadmodder Shalton

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The missing Revenant rotations weren't in any of the source/backup files we had access to -- the spritesheets already have the mirrored ones in place, and there weren't any raw captures or scratchwork sheets that contain the missing angle either.

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10 minutes ago, Xaser said:

The missing Revenant rotations weren't in any of the source/backup files we had access to -- the spritesheets already have the mirrored ones in place, and there weren't any raw captures or scratchwork sheets that contain the missing angle either.

So it never existed then? Okay then, to @Revenant100 this myth can be put to bed.

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