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bpeterson

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About bpeterson

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  1. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    *shrug* I'm not a fan of that part of the design either. Check the original v0.5-or-earlier version, it can be much worse. :P It stand out just enough to indicate some kind of nanobot control/status indicator... thing... that sticks out a bit, and the color compliments the top bit more than it was supposed to have anything to do with bottle decal, I think. I'm not really interested in tweaking the sprite further at this time, but I'm eager to see others' takes on it. :)
  2. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    Yeah, I saw those in... was it the attic, or an older version's wad? I don't remember exactly. I think the issue was that they were too similar to a HacX pickup, or something... that, or being too small/simple and undifferentiated from each other. I don't remember what I read clearly enough to say. Hopefully they'll get reused somewhere else, eventually.
  3. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    I'm not familiar with Complex Doom, they don't have the healing item sprites in their screenshots, and I'm not downloading 50+ MiB just to check. :P Am I right in saying you dislike the raymoohawk BON1*0 design, and the derivatives, but like the older versions from 0.11.whatever? Personally, I agree with that. I only did these because it was relatively simple to do. Heck, it's a toss-up which I prefer on the others, too. The new MEDIA0 has too much going on, it's more like an AED than a combat-zone resilient medical kit... but I'm judging compared to modern materials and medical science. For all we know, that case is actually some kind of solid aluminium shell protecting something more along the lines of the Doom 4 nanomachine programming & dispensing medikits, with a waterproof top compartment holding antisepitics and bandages. The STIMA0 sprite... well, actually, I like the new version. I take back the tossup on that one, even if the older design was more consistent with the iD assets. :P EDIT: ...okay, apparently it's not even raymoohawk's BON1*0 or MEDIA0 designs, just a mirrored (in the former case) and massively-revamped version of the designs from v0.2, if not v0.1. Wow... :D The cool hypospray STIMA0 seems original, though.
  4. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    Yeah, it doesn't work in Chocolate Doom either (unsurprisingly). I don't know enough about making PWADs to figure out why it doesn't work. :( Thanks for testing it, though! :D Edit: As a little note regarding the BON2?0, I don't plan on making any alterations to the sprites at this time, despite my misgivings about having the A on it. I do, however, strongly suggest swapping what is currently BON2B0 and BON2A0 -- right now, the glowing bit jumps back and forth.
  5. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    Aw thanks, but I really can't take much credit. Apparently, these were raymoohawk's design? (I haven't checked, the credits list is dog-awful at any specificity and the git history would require a bit of digging to figure out who committed what on behalf of whom.) I only replaced a few pixels.
  6. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    Well, apparently I'm a liar, because here's more BON1*0 stuff that isn't simply relocating a symbol on the HD version. Oh, and for consistency, MEDIA0 and STIMA0. Screenshot in spoiler, taken at 1920x1200, GZDoom's "Doom Software Renderer", bright lighting mode, no sprite upscaling, And, what do you know, I actually put them in a WAD for use. Can't get it to work with chocolate-doom, for some reason (edit: likely to do with base archive being freedoom2.wad, which doesn't work in chocolate-doom, among other reasons that I'm not going to bother with)... but it works fine with gzdoom 4.1.3. raymoonhawk_tweaked_BON1-0_MEDIA0_STIMA0.7z EDIT: Yes, that should be "raymoohawk" -- my apologies.
  7. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    I moved them down solely because the white-background version looked better with the cross lower. I did try a white-cross, green background version of the standard-size version at some point, but it looked worse iirc. With all respect to raymoohawk's far superior art chops... I'm not a fan of the H-marked bonus pickups. Leaving the Japanese meaning aside, there is an international standard symbol that means "first aid", and doesn't have the downsides of locking graphics to a single language -- though it does have the issue wrt Doom's severely limited number of shades of green. >_> "AGM" gets a pass for being an in-universe registered trademark; having a particular alphabet's letter, or a specfic language's words, printed on a product produced for international/interplanetary/whatever scale sales though? That breaks my suspension of disbelief, and that's *before* the issues with real-world localization, the greater (though still distant) similarity to the bottles of iD's DOOM, or the weird "latch" bit on the large first aid kid. ...I suppose it wouldn't be all that difficult of an edit, I'll think about trying it. Let's keep our sights on getting the core project *done* first. Blasphemer and Zauberer are pretty much in cryofreeze, because there simply aren't enough artists willing to contribute to a liberally-licensed project with historically lacking story for free as is, and many of those who are willing aren't skilled at pixel-art and instead go to OpenArena, Warsow, Xonotic, or UFO: Alien Invasion to help there. Even the artists who do contribute quality material to Freedoom end up leaving, whether from taking jobs with foolish contract clauses prohibiting outside work, or from disillusionment from having their contributions tossed aside, or whatever other reasons they have. Also, I dunno if you've looked through the attic repo, or one of the "leftovers" mods, but most of the thrown-out sprites are worse. I'm fond of a few of the off-center weapons, and the predecessor of the current worm demon-replacement looks high-enough quality (in my brief play) to reuse elsewhere, but the rest isn't up to snuff. In my head, the Freedoom healing bonuses are medical nanomachines suspended in a fluid which both assists in bloodstream injection via hypospray (ITEMS NOT DRAWN TO SCALE), provides base proteins for said machines to use to rebuild injured tissues, and reduces inflammation. The machines stick around in the bloodstream and activate based on injury-stress hormone release, explaining the over-100%-health ability. I am not a doctor, take this headcanon with a grain of salt. :P Given the demons, let's say it's Holy Water. :P If you look through Romero's git archive of all the discarded development assets, you'll find a book with a crucifix on it on one of the spritesheets, so it would fit thematically... just... not really mechanically.
  8. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    Various edited versions of the "old" BON1*0 sprites, upscaled to 5x without interpolation for clarity in browsers which absolutely insist on applying filtering grumble grumble. Will tweak the HD version later, after I've altered the model. Edit: The 532x758-sized HD versions, conglomerated into another inconvenient-to-use package, in spoiler: Hope y'all like them -- this is probably the last work I'll do on BON1[A-D]0, except maybe to reposition the ISO first-aid symbol.
  9. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    Aw shucks, you make me blush! I really can't, in good faith, take full credit for any of these so far -- the designs are from other people, and frankly I'm ashamed of my attempts re: the Octaminator so far. Best bit I've done so far is snip out the individual sprites from the incomplete sheet and stick them in a wad for testing my little attempts. Ignore their frantic gesticulations -- any similarity to sign language begging for release from their torment is a complete coincidence, and they don't have death frames anyway. (Those will have to be completely custom... ouch.) The "standard definition" ones do, like the Frankensprited half-done firing versions of raymoonhawk's work and my remake of the existing ELECA0 column. The high definition ones, no -- there's no point in kowtowing to the limitations of a 256-color palette if you're taking advantage of a source port's capability of using massively-larger artwork anyway. ;) That said, I haven't veered far from it either, as I want things that don't glow or whatever to blend in relatively well. The biggest shifts away are because, best I can find through my research, there's no way yet figured out to limit Blender's compositor to a specific set of colors. I just convert it in GIMP afterwards. (Yes, yes, I'll figure out mtPaint eventually. Maybe. I'm better off learning one thing at a time.) I haven't noticed all that huge a loss in fidelity by converting the HD stuff to the Doom pallete via a pipeline in GIMP 2.8 of Image -> Mode -> Indexed -> <choose Doom palette> , so far. The health bonuses get a bit weird in the fog-plasma parts, that's about it. :) Still, unless I'm really bored, I'm not going to test each and every sprite to see if they're completely compatible, just visually close enough, until much much later, at least.
  10. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    From my quick re-do to check, no, that jaggedness in the sprite is just the result of a Sinc downscale from 428x2046 down to 27x128, followed by conversion to the Doom palette and cleanup. The screenshots were nearest or cubic, I think? I didn't really pay attention there, sorry. The point there was to give an overall view of how they look in a room of default brightness. Your method of upscaling in the other thread was very cool! I'm going the opposite direction, however, which presents its own set of challenges. :) I'll try out your suggestions for it when I get the chance.
  11. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    For sprites, I use None (so, Nearest Neighbor), Cubic, or Sinc (Lanczos3) in GIMP, and decide which version needs the least work afterwards. :) If it's a sprite that has multiple rotations, I then stick with that method for consistency's sake. Edit: I may end up taking a break from the Octaminator, and coming back to it when my skills are better. ...I did find a CC0-licensed rigged skeleton, I could try making a better neo-Archivile with it. I'm kinda fond of the technicolor skeleton, I'm just not sure how to fit it with the Half-Life crossed with Quake 2 "aliens enslaved by eldritch abomination" plot that's floating around here. ...a flash of inspiration I gotta write down aside.
  12. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    Sector Light Mode: Bright, no sprite upscaling enabled. The screenshots are downscaled to 480x300 so as to not kill peoples' (i.e., my) data plans, but you get the picture. :) Edit: Perhaps a bit more color tweaking is needed, to make the low- and high-res versions match up better. Pay no attention to the background, this is just my testing map. Has a copy of most of the monsters (as allies) and most of the items, a room full of lamps plus a candle and a barrel, and a room with a single Dark Soldier/Octaminator whose quantum uncertainty of identity, depending on which direction it is viewed from, has driven it insane FOR SCIENCE!!!!1! (The science of SKAG blast analysis, heh heh...) Yeah, I'm not liking the combination either, and my pixel-art skills are nowhere near up to the task. I'm doing my best with Bumpmap -> Glare layer tricks in GIMP, but I still have to splice in tentacles from the render, and the color is waaay off despite my tweaks and compositor finagling. The frames are only seen for a couple seconds at a time in-game, so it's not bad -- you can splice them into a quick wad and take a look. ...I might've gotten them named backwards, though. :embarassed: On the other hand, as the model stands it's not quite up to the job of rendering out and looking like the concept gif or the partial spritesheet. The head, for example, is basically just a UV sphere with a small section recessed and made glowing red, with a section immediately above extruded out for a visor. Looks very little like the concept art there, or in the gut armor section. The low-poly version of the mesh has both textures and animations. I copied over the animation to the hi-poly version, but ended up basically completely redoing it to get rid of clipping issues. This was and remains a pain, because the original rigger used direct kinematics (have to adjust each bone of the rig from the 'root' down to the 'tip' manually) instead of setting up inverse kinematics (move a couple control bones and the rest move appropriately with them), and my efforts to set it up myself proved inept and unsuccessful. Even if this approach was used, there would still need to be pixel cleanup and the little glare/barrel-flash bits added afterwards. Similar total amount of learning and work, I suspect. tl;dr: The model has issues preventing that approach at this time, and I'm working on it off-and-on. It's available via the link in my first post, if anyone with better skills wants to take a look. Best I can hope to do is keep practicing!
  13. bpeterson

    [WIP] Some sprites, nothing impressive I'm afraid

    So, I modeled ELECA0 to the best of my ability... I didn't get every detail in though, because I'm not quite sure what's going on in the design. It's as if it has an inner, armored conduit, then an outside shell that's been badly damaged. The overall design could be quite cool, but there simply aren't enough pixels in a 34x128 sprite to do it justice, in my amateur opinion. Anyhow, here's my version, rendered at 1024x2048, color curves fiddled with, scaled down, and tweaked. High resolution version, with Freestyle overlay, in spoiler. It needs scratches, dings, and dirt.
  14. bpeterson

    Things in modern gaming that you dislike

    screams externally
  15. Thought I'd show a couple things I've been working on. They're all still work-in-progress. A bit of a Frakensprite -- combination of rendering a CC0-licensed 3D model of Raymoonhawk's Octaminator with copy-pasted bits of his unfinished Octaminator spritesheet Once I find a good public domain flameburst or something, I'll edit that in for the missile launchers. :) It probably would, yes, but I have only a little more idea of what I'm doing than a certain meme dog-at-a-computer does. The only reason I even tentatively touched @raymoohawk's spritework is because 0) there's also a 3D model to work from for perspective comparison and 1) the firing frames are seen for like all of two seconds, and you're too busy trying to dodge and saying, "oh shit oh shit is that a tracker oh shit run like a pansy" while it's displayed. :P I'm also toying around a bit with an HD item sprite pack, as I feel like it. I don't strictly follow the current designs -- the latest health bonus pickup in git, for example, looks like it's trying to be a fantasy health potion, like classic Doom, but in a techy bottle that uses a letter that exists in only some country's primary alphabets to indicate what it is. It... just doesn't feel right. I like the v0.11.3 version, but editing the color of the cross to remove the international copyright violation did, indeed, result in something that didn't look great on my first attempt. I'll try again later, I suppose. I plan to re-do these without the plasma+cloud effects extending to the upper/lower blue lines... and, probably, with smoothly-curving ends. This one was the first I did -- I was working on a more realistic design, with a lid and (stuck-on-the-side) latch and everything yesterday, but it's not ready yet. Right now, it looks too much like a real box of modern times, and not enough like the "futuristic, yet practical, keeping in mind that 'MIL-SPEC' means 'made by the lowest bidder, to very strictly-specified levels of quality" rule I have in mind for anything new I try making. :P
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