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ssv_170379

HD sprites from Doom 3

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Version 0.47 http://www.ex.ua/210364442082
Increased sharpness of low-res pack.

Z0k, I have changed hosting. Also, high and low resolution versions are now in a separate files.

Sinael, sad to hear that. I need huge amount of additional states, hence Vanilla version is technically impossible.

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well i liked the Low definition version because they look like sprites (you know all pixelated) so for me i like them.

however playing with them found eh little things about them. i dont know if this its an intended feature for the low definition:

cacodemon being way smaller even more smaller than a lost soul:
http://imgur.com/SnMFI15
http://imgur.com/9kAI3Px

cybdermon suffer the same fate it just a tiny little thingy:
http://imgur.com/ACr6TJT

and demons dont have mechanical legs. they kinda look weird with only 2 arms, (kinda the old demon sprite that freedoom used to have) i think even with the mechanical legs would be nice to have:
http://imgur.com/ioCFSTQ

anyway nice work!

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Salt-Man Z said:

You know what I'd love to see, though? Take those Doom 3 HD sprites, and down-res them into the pixelated Doom 1/2 aesthetic.

Couldn't agree more. I prefer pixel art over high-res any day, because really, pixel art is an Art.

Despite the conversions not being as crisp as hand-made, I would still prefer pixelated conversions of these sprites.

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Z0k It's my fault. I have not tested this version. Those two guys (Cacodemon and Cyberdemon) processed by build scripts separately from others. Caco is flying, so he needs other floor coordinates to be in a right perspective (reminder to myself: should remake Lost Soul that way too). Cyber is just too big to fit into standard scene setup.. I just forgot to reset sprite scaling for them both. All is needed is to edit TEXTURES.cybr and TEXTURES.head and replace all 'Scale 3' to 'Scale 1'. I have reuploaded correct version (link is the same). Thanks for bug report.

About Pinky, that's was compelled measure. http://s13.postimg.org/uowiyq9fr/Screenshot_09062014_10_54_23_AM.png Those dashes under red arrow represents missing legs, which are completely outside original sprite boundaries. To avoid massive wall and other sprites intersections I have decided to remove pelvis and rear legs.

About low resolution. Original sprites have different head-to-body ratio, with bigger heads. With standard proportions heads lacks detail unfortunately, that's because i apt to hi-res.

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Version 0.5 http://www.ex.ua/210364442082
Added Archvile
http://s23.postimg.org/umzzazmor/Screenshot_Doom_20140907_150857.jpg
http://s23.postimg.org/nmbzi7kwr/Screenshot_Doom_20140907_150944_01.jpg
http://s23.postimg.org/y7vuu7r8b/Screenshot_Doom_20140907_151017_01.jpg

Just did a trickiest sequence in a whole project (Lost soul's explosion takes second prize). Rigid body simulation turns quite unpredictable in my hands. Had to tweak a lot to achieve even mediocre result.


Archvile was the last monster who have twin in Doom 3 bestiary. Will try to use Sentry bot and Vagary+chaingun for spiders, hope it will looks decent. Pain elemental still an open question.

Also need to recolor some monsters afterwards.

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Are there any monsters from Quake 4 or Prey (or Rage) that could fill the role of Pain Elemental without clashing stylistically?

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jute, yes, Sinael also proposed this approach. I had not investigated them for now, but now time has come. As for me, I'd use Doom 3 Lost Soul in this role. Imagine giant semi-mechanical head producing burning skulls. Looks eerie.

doomero-21, I do maintain overall heigths of monsters.

By the way, this picture also illustrates how desperately they need recoloring. Hope, I can make this at least partially.

Upd: According to this http://www.walkersweb.org/Q4Overview/Bestiary.html , Quake 4 have no suitable replacement. I have not found depicted Prey's bestiary, but doubt it have some too.

Upd2: Interesting, Doom 4 monsters designed in old or new fashion?

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You are making the same height from classic doom, but if you not played doom3, the hellknight is very big compared with the archvile....

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doomero-21 said:

but if you not played doom3

made my day (no offense).

My point is to do a similar scale to original doom , so if you shooting at monster's head, you'll hit him, not air somewhere above (i know about auto-aim though).

By the way, it not as straightforward as I thought
http://zdoom.org/wiki/Classes:Archvile Height 56
http://zdoom.org/wiki/Classes:BaronOfHell Height 64
DeHacked provides same values, so the game itself treats Hellknight (he equals to Baron) taller. But looking at average sprites height from floor Archvile is even a bit higher than Hellknight.
Archvile 72.(6) px
BaronOfHell 70.5 px
It's a point to discuss, but for now my goal is visual similarity with Doom 1-2, so I stick to sprites, not values.

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i supposed that when i saw your pinky, hey btw why you dont use this model for spidermastermind?

https://www.youtube.com/watch?v=UTxyHbh-tzE

i remember someone did that mastermind model and he already provides the model so you can take the model for the sprites there.

Also there could be a Doom1 version of your wad? when i run your wad with ultimate doom, monsters dont get their sprites reeplacement.

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Salt-Man Z said:

You know what I'd love to see, though? Take those Doom 3 HD sprites, and down-res them into the pixelated Doom 1/2 aesthetic.


This please.

Also, I think applying this for textures would give wonderful results. They could be remade in a way that they seamlessly blend with the old ones.

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Z0k Good idea. All links are dead already, I emailed author http://www.doomworld.com/vb/members/ChupaReaper/ , waiting.
I tested mod previously with Ultimate and I checked it now. Everything works (both HD and LD versions). I think we should look at your console output.

DooM_RO, Low-res version already there, check LD_smooth.pk3 at download link. I'm not plannind to retexture levels (too time consuming), only monsters and some pickup items.

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Version 0.53 http://www.ex.ua/210364442082
Added Pain elemental (used deformed Lost Soul).
http://s29.postimg.org/6hnscl35z/Screenshot_Doom_20140913_175907_01.jpg
http://s29.postimg.org/dm5llmafb/Screenshot_Doom_20140913_175914.jpg
http://s29.postimg.org/wsisosqx3/Screenshot_Doom_20140913_175915.jpg

Seems only Mastermind has left.

Next stages:
- Tweaks (recolor etc.)
- Add weapons/items
- Doomsday port? (haven't enquired possibility yet)

Right now need a break for a week or so, switching to another project.

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I really like this project, it looks great! I'm a big fan of HD sprites. I don't understand what people mean when they want pixelated. Been there, done that. No links that work, everything is in Russian, and I can't read Russian.

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ssv_170379 said:

Version 0.53 http://www.ex.ua/210364442082
Added Pain elemental (used deformed Lost Soul).
http://s29.postimg.org/6hnscl35z/Screenshot_Doom_20140913_175907_01.jpg
http://s29.postimg.org/dm5llmafb/Screenshot_Doom_20140913_175914.jpg
http://s29.postimg.org/wsisosqx3/Screenshot_Doom_20140913_175915.jpg

Seems only Mastermind has left.

Next stages:
- Tweaks (recolor etc.)
- Add weapons/items
- Doomsday port? (haven't enquired possibility yet)

Right now need a break for a week or so, switching to another project.


I think you should use the monster pack for doom3 were appear the pain elemental and baron of hell try this:

http://www.moddb.com/mods/ruiner/addons/demon-expansion-pack-for-doom-3

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Could a seeker (the thing that flies around the Guardian) work as a PE?

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ssv_170379 said:

Can someone post the file elsewhere - I can't figure out how to download from ex.ua! It seems to want a code - I tried 210364442082 but that didn't work. What am I doing wrong? Thanks.

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Hi again. I'm back after a long absence, shaking off dust from the project. I've decided to start from weapons now. Good thing is that Doom engine allows weapon sprites being rotated. Here's sample video demonstrating two different implementations. https://vimeo.com/117287397 I've not decided yet, which is better. View-based (left) is supposed to be more realistic, but Quake-style (right) looks more dynamic.

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kb1 said:

Can someone post the file elsewhere - I can't figure out how to download from ex.ua! It seems to want a code - I tried 210364442082 but that didn't work. What am I doing wrong? Thanks.

Just requesting this again. Can you upload to dropbox, or something like that, please? Thanks.

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ex.ua wants a password or something to download the file - please help me to know what to do to see the wad file.

Thanks.

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kb1, there's no password required, "Access key" is a share id, but it has expired now. I'll re-upload (and mirror) mod today about 4-5 p.m. (GMT + 0).

Marnetmar, after adding all planned stuff (ammo/health/powerups/keys) I'll return to polishing monsters (including color/textures works). We'll figure something out. Pick up items shouldn't take too long to complete, because they are mostly not animated.

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ssv_170379 said:

0.53 is back here again http://www.ex.ua/245979557847
Sorry for no mirrors for now. My Internet connection is too unstable. ex.ua is only affordable option. Maybe later tonight.

Upd:
mirror 1 http://rusfolder.com/42799842
mirror 2 http://www.fileconvoy.com/dfl.php?id=ge9e927c8ac4fb80999961216421dfc71ad0ddbce7

Thanks for that 1st mirror - works great. These are all very nice looking - great job!

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Found bug in material nodes setup affecting normal maps.

Re-rendered weapons (deeper ambient occlusion and more gloss)

Added ammo. https://vimeo.com/118414680 Need to tweak sizes and materials later (plasma cells seems too small, box of rockets too big, shells box just looking dull etc).

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For arachnotron, spider mastermind, and pain elemental, I recommend getting in touch with shaviro or gex of the Doom 3: Phobos project. They have some spot on models. You can see the arachnotron in a shot on moddb, but I cannot find any example of public media for the other 2 items (though I have seen them myself). They also created a double-barreled shotgun (seen here: http://www.moddb.com/mods/phobos/images/phobos-episode-2).

At this time their mod is not yet released, but it is still actively developed.

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Mancubus II, thanks for a good idea, I'll try to reach them. BTW, this is how MasterMind may look (again, I had to squish Vagary to MM's proportions).

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