let's talk about doom high sprites resolutions

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mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

let's talk about doom high sprites resolutions

Post by mathey bu » Wed Apr 07, 2010 1:40

last week i had an ideia to do sprites by only taking scrrenshots by a easy way to do it, i was thinkin all possibles wads to do! well i try dukenukem:

Spoiler:

i try soulcube with active and inactive yellow lights: when the soulcube fires, the yellow lights go out, you can see below:

Spoiler:
and the bigmon of half life:

Spoiler:

but my brain couldn't load those things, so i thought why not make doom models screen shots?

ok, i am working in gzdoom and some modelviewer and making, but is so much work!

i need somebody to help me!

if you are interested post here we can organize the things to do

yes, i will make decorate to modify some monsters, now think...

DOOM 2 HELL ON EARTH HIGH RESOLUTION

that is it!

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Wed Apr 07, 2010 1:45

ok i make now the bosscube:

Image

if you have a great image to post and donate her, feel free!

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Thu Apr 08, 2010 16:50

ok, the demon i think the 3d model of jdoom or risen3d is very ugly so i try pinky demon of doom2todoom3 see below:

Image

this is better, isn't it?

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Thu Apr 08, 2010 21:50

yeah now the hell kight is ready to party:

Image

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Enjay
There is no dark side in the moon, really...
Developer
Developer
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Re: let's talk about doom high sprites resolutions

Post by Enjay » Thu Apr 08, 2010 21:58

What is that big yellow dot on the demon? Is it supposed to be an eye?

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Thu Apr 08, 2010 22:02

Enjay wrote:What is that big yellow dot on the demon? Is it supposed to be an eye?
yeah iti is!

ok now i ll make spoils
Spoiler:

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Thu Apr 08, 2010 22:38

the cyberdemon is alredy made
Spoiler:
maybe tomorrow i ll make the imp

this cyberdemon is very good but has a lot of bugs, please if you have a great cyberdemon to post, please post!

dark-slayer-201
Steam - ds201
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Location: South Australia. Adelaide's outdoor mall has 2 big balls of steel!

Re: let's talk about doom high sprites resolutions

Post by dark-slayer-201 » Fri Apr 09, 2010 4:50

There is already a model pack out. Model rips don't look as good and the wad will take up much much more space.
Personally, I do not think it is a good idea.
Image
Hello Username

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Fri Apr 09, 2010 22:02

no, they look better! yes logicly the wad has some space like maximum of 100 mb but see the title to confirm! no it was a good idea beacuse of the decorate modify to fix some doom 2 bugs!

here the hell-knight ready:
Spoiler:

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Sat Apr 10, 2010 0:17

here the imp:
Spoiler:

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Sat Apr 10, 2010 18:43

decorate of imp made!

Image

mathey bu
the decorater screenshoooooooter
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: let's talk about doom high sprites resolutions

Post by mathey bu » Sun Apr 11, 2010 23:11

ok now the shotgun

Image

Image

about 40 frames

the decorate here:

Code: Select all

//===========================================================================
//
// shotgun
//
//===========================================================================


	actor 12-gauge-shotgun : weapon replaces shotgun

	{
	
	scale .25
	
	weapon.ammotype1 "12-gauge-shell-holder"
	weapon.ammotype2 "12-gauge-shell"
	weapon.ammogive1 4
	weapon.ammogive2 12
	weapon.ammouse1 1
	
	inventory.pickupmessage "12 gauge shotgun"
	weapon.selectionorder 3
	
	weapon.upsound "shotgun/up"
	
	+ammo_optional
	
		states
		
		{
		
		spawn:
		stwd "abcdefghijklmnopqrstuvwxyz[\]" 1
		swd1 abcdefg 1
		loop
		
		select:
		shtg yxwvutsrqponmlkjhgfedcba 1 a_raise
		loop
		
		ready:
		shtg abcdefghgfedcb 3 a_weaponready(wrf_nobob)
		loop
		
		fire:
		null a 0 a_jumpifnoammo("reload")
		null a 0 a_jumpifinventory("single", 1, "single")
		null a 0 a_jumpifinventory("automatic", 1, "automatic")
		
		sigle:
		shtg abcdefg 1
		shtg h 1 a_playsound("shotgun/fire")
		shtg i 1 a_firebullets(random(-1,1), random(-1,1), 4, 10, "bulletpuff", 1)
		shtg jklmnop 1
		goto reloading
		
		automatic:
		shtg abcdefg 1
		shtg h 1 a_playsound("shotgun/fire")
		shtg i 1 a_firebullets(random(-1,1), random(-1,1), 4, 10, "bulletpuff", 1)
		shtg jklmnop 1
		sht1 rstuvw 1
		shtg p 0 a_refire
		goto ready
		
		reload:
		null a 0 a_jumpifinventory("12-gauge-shell-holder", 4, "ready")
		null a 0 a_jumpifinventory("12-gauge-shell", 1, "reloading")
		goto ready
		
		reloading:		
		null a 0 a_jumpifinventory("12-gauge-shell-holder", 4, "reload.finish")
		null a 0 a_takeinventory("12-gauge-shell", 1)
		null a 0 a_giveinventory("12-gauge-shell-holder", 1)
		shtg qrstuvwxy 1
		shtg z 1 a_playsound("shotgun/reload")
		shtg "[\]" 1
		sht1 abcdefghi 1
		loop
		
		reload.finish:
		sht1 jklmnopqrstuvw 1
		goto ready
		
		altfire:
		null a 0 a_jumpifinventory("automatic", 1, "alt.single")
		
		alt.automatic:
		null a 0 a_print("automatic!")
		null a 0 a_giveinventory("automatic", 1)
		null a 0 a_takeinventory("single", 1)
		shtg abcdefghgfedcb 1
		goto ready
		
		alt.single:
		null a 0 a_print("single!")
		null a 0 a_giveinventory("single", 1)
		null a 0 a_takeinventory("automatic", 1)
		shtg abcdefghgfedcb 1
		goto ready
		
		deselect:
		shtg abcdefghjklmnopqrstuvwxy 1 a_lower
		loop
		
		
		
		}
	
	}
	
	
	actor shotgun-reload : inventory {inventory.amount 1}
	
	actor single : inventory {inventory.amount 1}
	
	actor automatic : inventory {inventory.amount 1}
	
	actor alt : inventory {inventory.amount 1}

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