furyweb Posted September 13, 2018 So just thought I would test and see what 16 rotation would look like on a sprite. Its a doom 3 model that I setup and then converted to sprites. Its also only one frame per rotation for now. What do you recon to the 16 rotation or do you prefer the standard 8?. 16 Quote Share this post Link to post
Ralphis Posted September 13, 2018 That actually looks pretty slick. Very smooth and nice. 4 Quote Share this post Link to post
elend Posted September 13, 2018 Oh my, that looks amazing. I would totally prefer those added rotations. But who on earth in hell would do such a mammoth task? That is quite some content, that has to be created for a mod like this. But it looks really amazing and makes the sprites feel more "real" in the 3D world. God, I love it. Damn you for teasing us with this. T_T 3 Quote Share this post Link to post
Space Marinara Posted September 14, 2018 That's really fluid! If you get the urge to add upper sprites I have a mod for GZDoom that'll do it :) 0 Quote Share this post Link to post
Solmyr Posted September 14, 2018 (edited) Looks smooth and cool, but 16 frames even though are better than 8 (specially if you are using sprites based on an existing 3D models) is a ton of work to do. The video reminds me of a Doom 2 mod that uses Doom 3 model ripped sprites by a zdoom forum user, named Doomero. It may or may not have used 16 sprite rotations. Edited September 14, 2018 by Solmyr 2 Quote Share this post Link to post
Bauul Posted September 14, 2018 It definitely looks better, but as others have pointed out, updating the original sprites to 16 angles is literally doubling the number of frames. It's an absolutely humungous task, and there just aren't that many sprite artists about who could do it well unfortunately. But it's still nice to see what the feature looks like in action! 1 Quote Share this post Link to post
furyweb Posted September 16, 2018 Another video with the hellknight. 16 rotations, 8 animations per rotation, total amount of sprites/frames is 127. This is just an idle pose. 15 Quote Share this post Link to post
furyweb Posted September 16, 2018 managed to find a a download for all the models fully animated and ready for cinema 4d. All I do is add cameras and lighting and then proceed to render out each direction one by one and edit in photoshop and then slade. :D 5 Quote Share this post Link to post
furyweb Posted September 16, 2018 I now have walking complete. Only 2000k+ frames to do lol. 10 Quote Share this post Link to post
Space Marinara Posted September 17, 2018 Quote Only 2000k+ frames to do lol. Sheesh... over 2 Million?! ;p So how large is the filesize for one of these? 0 Quote Share this post Link to post
elend Posted September 17, 2018 Well, keep it up and you‘ll finish this thing eventually. I‘d definitely download this and have a look. Great mod for Doom3 inspired levels. 0 Quote Share this post Link to post
Empyre Posted September 17, 2018 18 hours ago, mmx said: How do you even do 16 rotations? Scroll down to Angles: https://zdoom.org/wiki/Sprite 0 Quote Share this post Link to post
elend Posted September 18, 2018 There‘s no turning back now, you know that, right? :D 1 Quote Share this post Link to post
mmx Posted September 18, 2018 I mean, in the engine... how do you create a monster with that many rotations and that high-quality sprite? :D For the Blender users out there: https://github.com/seece/SpriteBatchRender 0 Quote Share this post Link to post
scifista42 Posted September 19, 2018 (edited) GZDoom automatically detects when extra rotation frames are included in the wad and automatically uses them alongside the basic 8 rotation frames with the same sprite name. High resolution sprites can be defined in GZDoom either in TEXTURES, or in DECORATE (along with the monster/thing that uses them), or even by putting the sprite lumps/files into hi-res namespace if they're only supposed to replace stock sprites. Edited September 19, 2018 by scifista42 0 Quote Share this post Link to post
Spicy Cacodemon Posted September 19, 2018 I posted pretty much this exact same topic with the title "Super smooth rotation?" in late august but I didn't actually have anything to show. I wondered if smooth rotation/animation like this was possible and now I can see it is, I'd like to try making my own monster at some point. I'd love to see more people working on creating 16 angle monsters, one to one faithful recreations of the original DOOM monsters would be amazing. I know for sure that some of us would be down for supporting work like this financially. Blender has a really cool "pixel art shader" that makes 3D renders look like 2D sprites, I feel it could be used to great effect recreating that classic DOOM look. 5 Quote Share this post Link to post
mmx Posted September 19, 2018 Never heard of namespaces before. How would that work for the Imp, for example? I create a PNG inside a folder callled hires/imp? 0 Quote Share this post Link to post
Space Marinara Posted September 19, 2018 It would just be hires/troo####.png. I'm not sure that using the hires folder would pick up any additional rotations though as it's only meant for replacing what's already in the Iwad. It's worth a try though... 0 Quote Share this post Link to post
crazyflyingdonut Posted September 19, 2018 This is the first time that I've ever seen 16 angled sprites for Doom. I knew for a while that at least ZDoom and it's derivatives had support for 16 angles, but I did not know of any mods that actually used this feature. Trying to do this is not an easy task already, but imagine making 16-angled sprites that were SMOOTH. Smooth as in, "Smooth Doom" smooth. I don't even know how long THAT would take. 0 Quote Share this post Link to post
furyweb Posted September 19, 2018 So I got my setup from here https://zdoom.org/wiki/sprite Here is a picture of my sprites named and you can see file structure at the top. So I do each animation in folders. So sprites/hellknight/walk, sprites/hellknight/idle and so forth. 3 Quote Share this post Link to post
furyweb Posted September 25, 2018 Tried to make it more doom like and not as detailed. So just curious on what everyone thinks. This or the one above with all the detail?. 6 Quote Share this post Link to post
Teder Posted September 26, 2018 @furyweb first is my favorite. But this new one looks also cool - like badass snow giant. 1 Quote Share this post Link to post
elend Posted September 26, 2018 I like this one a bit more, I guess? It's hard to say, can you put them into the engine, next to each other? 0 Quote Share this post Link to post
Hitscanning_scumbag Posted September 27, 2018 this is actually why im taking so much time with my sprites, im crafting them from scratch, and smoothness is 200% a must for me(even @ 8 frames). admittedly, a more experienced spriter probably could do it faster tho. 0 Quote Share this post Link to post
Clay Posted September 27, 2018 I have wanted to do this for some time now. The pinky looks great. I prefer the sharper grittier look though. ot many share that taste with me. Looking awesome man! 1 Quote Share this post Link to post
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