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torridgristle

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About torridgristle

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    Warming Up
  1. torridgristle

    Site and/or forum bugs or things not working

    I mistyped my password twice since I use a handful of slightly different passwords and was locked out for a quarter hour which seems to be an unintended change with the update. Also the forum looks like trash now.
  2. torridgristle

    Post Your Doom Picture (Part 2)

    Jimi I don't want to come off as rude because I do really like CyberShade. CyberShade was beautiful and the simple and clean textures got the point across with minimal visual noise and the big chunks of colour made everything look colourful with distinct groups of colour for each enemy and texture. All the special effects you've added, the detail textures, the lights, the reflections, the dithering, are very impressive on a technical level but visually it's not good for the 16 colour aesthetic. For another project it could absolutely look excellent. I know you're capable of improving CyberShade but it really doesn't look like it's going to come from any of these new special effects and will instead come from your superb sprites, textures, and mapping. Sounds also, but meaningful screenshots of sound is difficult.
  3. You're focusing too much on the shapes of the individual lumps or stones and not enough on the whole shape. Right now it looks like a flat arrangement of rocks because of that, and while you did clean it up a lot, it's still hard to see what it is. A quick approximation of what I think the overall shape is. Compare the readability. You could still go for a stony look if you wanted, perhaps by adding glowing cracks on the surface instead of deep gaps between lumps. Also, centre your light.
  4. torridgristle

    Post Your Doom Picture (Part 2)

    It looks less like dithering and more like a faulty LCD screen; it looked a lot better without it. Will the player be able to enable / disable it?
  5. torridgristle

    Anyone got any idea how this was done?

    An update, dpjudas' palette shader is in the latest GZDoom devbuild as a Tonemapping option.
  6. torridgristle

    Anyone got any idea how this was done?

    I'll be making a thread on the ZDoom forums once I find the sources for all the code I borrowed. Right now I have it neatly in its own PK3 instead of modifying gzdoom.pk3 Edit: And it's up http://forum.zdoom.org/viewtopic.php?f=19&t=53250&p=934223
  7. torridgristle

    bad raymoo stuff

    They should be changed into something that doesn't look like an enemy. Maybe just an arm and hand with no torso, head, or legs. Or nothing involving bodies. Could even use a torch for a torch, there's plenty of variation on the basic torch design throughout history.
  8. torridgristle

    3DLUT Doom Palette for Photoshop etc

    For GIMP there may be something you can do with an ICC colour profile. I'm not 100% on the specifics, but I believe you can make a level 16 Hald CLUT, run that through the Doom palette, back to 8bits/channel RGB, then make a TXT document containing all of the original level 16 Hald CLUT RGB values (maybe in decimal, not entirely sure how it wants it formatted) followed by their paletted values in the same lines, and then turn it into an ICC colour profile with SampleICC since it has a CLUT -> ICC Profile function.
  9. torridgristle

    3DLUT Doom Palette for Photoshop etc

    Preview graphics in Doom colours with an adjustment layer. Download To use these in Photoshop: Create a Colour Lookup adjustment layer and load one of the files, it doesn't matter which. They're both the same just different formats for other programs to use them. Now, it's not going to be exactly what it'll look like when actually paletted due to interpolation in the 3DLUTs (otherwise they're virtually unusable ~500MB files judging by previous attempts) but it'll be close and give you good idea of what something will look like when paletted, especially the colours.
  10. torridgristle

    Photographed weapons (WIP images)

    The second pump frame is 7 degrees, the third one is 12 degrees.
  11. torridgristle

    Photographed weapons (WIP images)

    I understand that it's mimicking the Doom shotgun animation, but the pump motion doesn't feel natural and it looks a bit choppy in-game. A proposed solution is to just rotate them a bit so it doesn't point backwards.
  12. torridgristle

    Weapon graphics discussion

    I think that the answer lies in another Doom game that had a unique aesthetic, yet can still fit side-by-side with vanilla Doom assets. Doom 64 had a different style of glove that had a strap on the back of the wrist and the material looked thicker. As long as the colour is the same and it's still identifiably a normal glove, it'll fit fine while leaving room for unique elements.
  13. torridgristle

    Photographed weapons (WIP images)

    Can will never mean should. Having some constants, like the colour of a flame, will help tie the assets together, even if they've been drawn differently. I also like the orange muzzleflash.
  14. torridgristle

    Photographed weapons (WIP images)

    This is excellent. Try adding S_START and S_END around the sprites.
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