Revenant100 Posted November 28, 2012 (edited) Also available: Heretic Minor Sprite Fixing and Widescreen-Friendly Project - v1.0 Release SIGIL Sprite Fixing Project SIGIL II Sprite Fixing Project Monster Sprite Expo map Greetings, Doomworld forums! I'd like to share with you all the release of a small project I've been working on. To keep a long story short, I recently came across Perkristian's high-res sound effects pack. I like the idea of enhancing Doom while remaining as pure (and compatible!) as possible, so I pondered what other areas this line of thought could be applied to. Perkristian's pack is pretty definitive when it comes to the sound effects, and the music has been dealt with in many ways over the years, but what about the game's art? Of course, I wouldn't dream of recreating the art and thinking it an improvement, but I have noticed tiny little errors in the sprites that seem trivial to fix. Why not go ahead and make those fixes? Hence, I bring you the Doom 2 Minor Sprite Fixing Project. The three main goals of this endeavor are as follows: Spoiler 1. Adjusting sprite offsets - This comprises the bulk of the project. You may have noticed some enemies jitter back and forth during their animations, such as in the angled firing frames for the Commando and Cyberdemon. This was likely the result of an auto-center option used by id's artists when importing the sprites into the WAD file. These are obvious candidates of errors that can be easily fixed with slight sprite offset adjustments, but I decided to go a step further. I very closely examined all of the monster animations paying close attention to how they were drawn or how the physical clay and latex models were posed when digitized. It turns out Doom's animations are pretty damn smooth, but it's hard to tell since most sprite offsets were simply auto-centered. Therefore, I went ahead and re-aligned a great number of sprites. I believe the end result accentuates the fluidity (believe it or not) of the animations and is more representative of what the artists intended. You can now clearly see things like the Revenant pivoting on his front foot as he punches his target or how the Arch-Vile leans back and forth during his attack. I also made sure the transitions between different animations and even rotations went smoothly as well. For example, the position of the Cyberdemon's feet no longer radically shifts around between his firing, pain, and death animations. This may seem like a lot of personal guess work, but I tried to remain as objective as possible consistent with id's approach to the art. 2. Small image edits - There are a number of trivial errors found in Doom 2's sprites. These mainly consist of transparent pixels or visible garbage pixels that were overlooked. If I could conclusively identify the issue as being an error and the fix would be as minimally intrusive as possible, I went ahead and made the edit to the sprite. 3. Restoring missing graphics - This basically just means bringing back the sprites that were cut for optimization/memory reasons. For the most part, this pertains to the missing rotation sprites in the full 8-sided set. This artwork has been sourced from the early Doom alphas, shareware versions, and Romero's released sprite sheets. As for how to use it, this WAD in its current state works with limit removing ports. However, vanilla doom2.exe compatibility simply requires some DeuSF work. With that in mind, you can pretty much use this WAD with any other level or mod as I can't imagine any conflicts. Simply run it with the lowest priority in the add-on hierarchy. Most newer source ports have an autoload feature, so I recommend using that. I personally have this WAD autoloaded while playing PrBoom+, GZDoom, and Zandronum, and I haven't come across any issues. This project now also includes the Doom 1 and 2 Minor DeHackEd Fixes patch files as optional augmentations for convenience. Here's the download of v2.0 which includes both Doom 2 and Doom 1-compatible WADs (released 11/28/22): https://www.doomworld.com/idgames/graphics/sprfix20 (2.6 MB) The complete changelog including the 2.0 edits can be viewed here:https://drive.google.com/file/d/1ehjZifW-3aWYCYHsZbuA-z9ZujUv3FK3/view?usp=sharing Compatibility patches for select PWADs: Spoiler Ancient Aliens compatibility patch (load the sprite fixes after aaliens.wad): D2SPFX-aaliens.zip (1.8 MB) Back to Saturn X (both Ep1 and Ep2) compatibility patch (load the sprite fixes after btsx_e1a.wad/btsx_e1b.wad or btsx_e2a.wad/btsx_e2b.wad): D2SPFXBX.zip (2 MB)NOTE: Episode 1 now officially incorporates these fixes already. Sunlust compatibility patch (load the sprite fixes after sunlust.wad): D2SPFX-sunlust.zip (2 MB) Mayhem 2016 compatibility patch (load the sprite fixes after mayhem16.wad): D2SPFX-mayhem2016.zip (1.6 MB) Mayhem 2017 compatibility patch (load the sprite fixes after mayhem17.wad): D2SPFX-mayhem17.zip (1.5 MB) Dimension of the Boomed compatibility patch (load the sprite fixes after DOTB_RC3.wad): D2SPFX-DOTB.zip (2.5 MB) Eviternity II compatibility patch (load the sprite fixes after "Eviternity II.wad"): D2SPFX-Eviternity2.zip (2.5 MB)NOTE: Eviternity II now officially incorporates these fixes already. Spritefix-compatible Brightmaps Plus for GZDoom by NightFright: bmplus_spritefix.pk3 (Up-to-date links in NightFright's post) Simplified spritefix-compatible brightmaps for GZDoom by Bauul: gzd_brightmaps15_simplified.pk3 (Up-to-date link in Bauul's post) Work-In-Progress PWAD Compatibility Patches: This section contain sprite fix patches for PWADs that have yet to reach a final release state but currently have public alpha or beta versions available. Due to the in-progress nature of these PWADs, you may have to return here from time to time to download updated versions of the corresponding sprite fixes. Note the dates in the sprite fix WAD filenames to determine if the version you have is up-to-date. Back to Saturn X Episode 3 Preview compatibility patch (load the sprite fixes after BTSXE3PR.wad): D2SPFBX3.zip (2 MB) Full Modder's Resource WAD: Spoiler If you are a mapper or sprite artist who wishes to utilize the sprite fixes in your own projects, this resource WAD is aimed at you. Included in the WAD file are the untrimmed graphics contents, hence they can be easily batched processed for new palette conversions or selectively extracted and merged for individual monster sprite edits: D2SPFX20_FULL.zip (2.2 MB) Now if you've made it this far, you probably just want to see some screenshots of the changes in action. Well, truthfully, it's rather difficult to showcase the end result outside of the game since many of the effects must be seen in motion. If the idea interests you, I suggest simply downloading the WAD right now and autoloading it during any future Doom sessions. I know this sounds cheap, but some changes are subtle and I think it would ruin the point to explicitly search for the differences. (If you still wish to do so, check out the Monster Sprite Expo map for dedicated sprite viewing demonstrations.) Nonetheless, here's a sample of some of the fixes: (clickable thumbnail) Phew, with all that done, I'll end by saying that this project is still very much and will always be a work-in-progress. I'm open to feedback on the current release as well as potential ideas for further changes. Edited October 2 by Revenant100 : Adding Eviternity II Final compatibility patch 76 Share this post Link to post
Gez Posted November 28, 2012 If you haven't already, you should rename the baron sprites so they get a better animation, like the knights do. 1 Share this post Link to post
SaladBadger Posted November 28, 2012 This is looking pretty neat, I like these kind of enhancements. Never realized how much some of the characters jitter when they go through certain sequences, heh Just one thing though, in the first revenant pic in this thread, those three gray pixels I believe are actually chopped off from the guns on a previous frame for the revenant. Not sure which one though. (And I can't remember offhand where this discovery got made) 0 Share this post Link to post
Sokoro Posted November 28, 2012 Yes, I meant money for the re-releases. Anyway this look like a good stuff. I hardly notice these things when I play, mainly because all that fighting and carnage which is usualy happening in the game. The point is that when you conbine all these fixes together, then it might improve overall *smoothines* on screen, especialy these animation changes. What about compability? Can you think about any posible conflicts with popular mods? is it safe to use with brightmaps mods and such? 0 Share this post Link to post
SFoZ911 Posted November 28, 2012 I looked at the pics and I was surprised to see these small errors. I'm definitley going to download this. 0 Share this post Link to post
mouldy Posted November 28, 2012 something that always bothered me was the cyberdemon's feet moving around in the death animation 0 Share this post Link to post
40oz Posted November 28, 2012 Ahh man! I wanted to do this myself but I never got to it. Thank you very much!! Do you mind if I use it in my own Doom projects? 0 Share this post Link to post
Guest Posted November 28, 2012 *downloads* I thoroughly approve of this mod. Great stuff, Mr. Revenant100. 0 Share this post Link to post
40oz Posted November 28, 2012 if i remember correctly I think the burning barrel and some of the torches jiggle around a little when they animate. I'll have to check up on that to make sure though. EDIT: nevermind, I think that's the sourceport I use that makes the sprites jiggle a little when they animate. One thing that does bother me though, is that some parts of the flames (especially in the center) on the short firesticks and on the lost souls look exactly the same on each frame, while the outsides of the flame animate a little more vividly. It's not exactly an error as much as it is a cosmetic thing that I take issue with. 0 Share this post Link to post
Quasar Posted November 28, 2012 There was a project doing all these and more some time ago and, instead of releasing what was done, AFAIK, it was just allowed to rot and die. Kind of a shame to see people continuing to have to re-duplicate these efforts over and over. Either way, don't forget to cure the WolfSS's purple crotchspot disease. 0 Share this post Link to post
Revenant100 Posted November 28, 2012 Gez said:you should rename the baron sprites so they get a better animation, like the knights do. I actually just restored the Baron's cut walking rotation sprites from alpha 0.2. This is more-or-less functionally identical to using the Hell Knight's sprite naming system. Sokoro said:is it safe to use with brightmaps mods and such? Oddly enough, it looks like custom brightmaps are largely compatible with my sprite fixes. I didn't change the sprite dimensions (except for the hanging corpses which don't glow), so the brightmaps can be applied to the monster animations with no ill effect. However, there is one minor incompatibility: I renamed and added a few sprites to restore the missing rotations, so you'll notice your brightmaps won't take effect when looking at monsters from certain angles. Just as a minor word of warning, if you're using custom brightmaps, that means you're using an OpenGL renderer. I've only really tested these fixes in software mode. I can't fully guarantee if the adjusted sprite offsets will agree with the sprite clipping methods enabled by default in most OpenGL modes. 40oz said:Do you mind if I use it in my own Doom projects? Absolutely, I encourage anyone interested to use this as an open resource. After all, this is still id's core work here. You'll probably want to first merge these changes with the full sprite set for convenience, though. 40oz said:It's not exactly an error as much as it is a cosmetic thing that I take issue with. Indeed, I noticed the static flames myself when going through all of the frames, but for the reason you mentioned, I don't want to change it since it's a cosmetic issue. I wish to avoid altering id's artistic choices, so I'll only make a sprite edit if the change is minimal and the issue can justifiably be considered a technical error. Removing the Cyberdemon's hooves from the barrel explosion (and consequently the Spider Mastermind's death frames) is probably the most involved edit I'm going to make. mouldy said:something that always bothered me was the cyberdemon's feet moving around in the death animation Quasar said:Either way, don't forget to cure the WolfSS's purple crotchspot disease. Both of these have been taken care of! Again, be sure to check the current changelog if you want a total rundown of all of the fixes made so far. 0 Share this post Link to post
Da Werecat Posted November 29, 2012 How about this brown pixel? Also, it would be nice to see all the weapons properly centered. 0 Share this post Link to post
40oz Posted November 29, 2012 i think that's part of doomguy's hand but it's hard to tell. Also the muzzle flashes from the weapons have a lot of strange pink outlines and scattered pixels. 0 Share this post Link to post
Revenant100 Posted November 30, 2012 Da Werecat said:How about this brown pixel?Yep, that looks worth fixing. Since the Super Shotgun's sprites are based on the regular Shotgun sprites, I'm guessing that's just a leftover pixel from Doom Guy's glove before it was shrunk down and mostly hidden by the barrels. Also, it would be nice to see all the weapons properly centered. This is the next major change I plan to test for the updated release. It seems small enough, but I want to make sure the new weapon offsets don't seem too weird or jarring after eveyone's become used to the off-center versions for nearly two decades now. I just imagine it could be the kind of change subtle enough that you can't quite put your finger on it yet noticeable enough to mess with your mind and slightly throw off your aim. 0 Share this post Link to post
BaronOfStuff Posted November 30, 2012 Regarding the Wolfenstein SS rotations, I think the firing frames generally suck overall with the weird mid-stride stance. Try these: http://www.speedyshare.com/Ba8jz/WolfSSFiringRotations.wad Sadly I can't remember where I found these (it was several months ago now), but I'm pretty sure it was somewhere on the ZDoom forums. Not that this really narrows the search down much. 0 Share this post Link to post
Revenant100 Posted December 4, 2012 BaronOfStuff said:Regarding the Wolfenstein SS rotations, I think the firing frames generally suck overall with the weird mid-stride stance. Try these: http://www.speedyshare.com/Ba8jz/WolfSSFiringRotations.wadThanks, those are definitely an improvement. I just implemented them and appropriately adjusted the sprite offsets. It's just a shame we don't know who made these at the moment. I've done a lot of searching and I can only come up with DoomJedi's rotations. Oh well, hopefully the author will appear to take due credit. As for the rest of the project, here's a preview of a change coming in the next update: I fixed the Baron's pants suddenly becoming darker when he dies, likely a mistake made when his hooves were darkened. 0 Share this post Link to post
Gez Posted December 4, 2012 On the second and third frames, over the shoulder of the baron, there are some droplets of red blood. 0 Share this post Link to post
Avoozl Posted December 4, 2012 I think that's supposed to be a chunk of flesh. 0 Share this post Link to post
Tormentor667 Posted December 4, 2012 Avoozl said:I think that's supposed to be a chunk of flesh. That's what I think as well 0 Share this post Link to post
Revenant100 Posted December 4, 2012 Gez said:On the second and third frames, over the shoulder of the baron, there are some droplets of red blood. The others are correct in saying that it's a chunk of flesh as seen in the following frames, but upon closer inspection of the chunk's RGB values, it is indeed using a blood red color in the second frame rather than the Baron's proper skin tone. This little spot of red also exists in the Hell Knight's death frames, so it's definitely an error as it should have been caught during the palette swap when they converted the Baron's skin color. Good catch, I'll make the fix now. 0 Share this post Link to post
BaronOfStuff Posted December 4, 2012 Revenant100 said:I fixed the Baron's pants suddenly becoming darker when he dies, likely a mistake made when his hooves were darkened. I lol'd. Pants? 0 Share this post Link to post
Manc Posted December 5, 2012 Oh great, now that we've gotten past the revenant, we have to deal with the baron! 0 Share this post Link to post
Revenant100 Posted December 7, 2012 After quite a bit of work, I'm happy to announce the release of version 1.1 of this project. It's quite a big update over the previous release with the WAD file now comprised of 779 graphic entries, over 130 of those featuring a manual sprite edit of some sort. The main focus for this update was working on refining the smoothness of the walking animations as well as the transitions to the different animation states and between rotations (particularly the mirrored frames). I'm very pleased with the progress made, and the effect looks great in action. (Outdated, see original post) 0 Share this post Link to post
40oz Posted December 7, 2012 I'll have to make a version of this that is compatible with smooth weapon animations too, if you're okay with that. 0 Share this post Link to post
Revenant100 Posted December 8, 2012 Sure, I'm fine with that. There isn't much you'd have to alter to make this WAD compatible with Perkristian's smoother weapon animations, though. His pack already uses uniquely-named weapon sprites to avoid conflict. The only thing missing is that his weapon sprites aren't properly centered as I did with mine. 0 Share this post Link to post
Lemonzest Posted December 8, 2012 Could this be made compatible with Doom/UltDoom? at the moment it errors out in prboom with "VILE missing frame" 0 Share this post Link to post
Gez Posted December 8, 2012 You could always make your own UD version from the normal by cutting out the VILE sprites. 0 Share this post Link to post
Revenant100 Posted December 9, 2012 Lemonzest said:Could this be made compatible with Doom/UltDoom? at the moment it errors out in prboom with "VILE missing frame" I just added a Doom 1/Ultimate Doom compatible version to the first post. 0 Share this post Link to post
Xtife Posted December 9, 2012 Very nice, I had messed with the offsets and cleaned them up (at least attempted to) myself but not to the extent that you have done. Now if only this was made compatible with the smooth weapons pack. 0 Share this post Link to post
Lemonzest Posted December 9, 2012 Revenant100 said:I just added a Doom 1/Ultimate Doom compatible version to the first post. Thanks :D 0 Share this post Link to post