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Graphic assistance

Fri, 19 Jan 2007 21:30:47

doomjedi

Hi, I'm a new here, but I'm not new in the gaming/modding community. Among other things, I was (at least until recently) the main spriter of the SkullTag mod, and I'm the spriter of WolfTC for Doomsday project. I have my own 2 wolf3d mods in development as well. I like your mod, and see a great potential in it (especially now as Skulltag is in deep trouble). So if you need any graphic help for this project....I'm here and I can give it some of my time. I can do virtially anything. Like they say "Take me to your leader" <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I don't know who is in charge here. Couple of questions: 1. Why is your mod relatively unknown to the wide gaming community? 2. Do you plan adding new cool game modes? I have plenty of ideas.
Sat, 20 Jan 2007 20:27:38

mago

Well, it's always very nice to see people actually interested in helping - believe me, we need all the help we can get. I'm the so called 2d artist here, but the truth is that I have been absent for and virtually non-existant in the last couple of years. This hasn't stopped the project from advancing because there are a lot that can be done coding and mapping wise without the imediate need of new atrwork, but still project only atrwork will HAVE to be created one day, so I would say your help is most welcomed. The puppet master here (aka the project leader) is RambOrc, he'll be here shortly, but I'm sure that if you really want to do something and contribute with your skills and ideas, you'll be given a place in our team, I think it's always been that way. Gotta geet back to college work, but I'll be sure to check your projects mentioned here. As for the questions: It was never in our objectives to be that kind of "mainstream" modding crew, mainly because we were all novices learning our way and sharing ideas, we just wanted to do somthing to the best of our abilities and hopefully there would be someone willing to play it. Also the Hexen community is considerably smaller than Doom's. We have our won site and forums, the fact we are not associated with other big community forums may also be a factor.
Sun, 21 Jan 2007 19:55:09

doomjedi

By the way I do have all the witchaven 1+2 graphics, which could make nice skins. Especially knight graphics. Also it's cool to implement a shild as secondary fire. I implemented such on zDoom, donnow if Vavoom can make the same trick work.
Sun, 21 Jan 2007 20:19:23

Crimson Wizard

[quote="doomjedi":2ryhfisk]Also it's cool to implement a shild as secondary fire. I implemented such on zDoom, donnow if Vavoom can make the same trick work. Vavoom can do this and much more <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> quite easily.
Sun, 21 Jan 2007 22:21:51

Firebrand

KA already has the witchaven character on it, and a working shield (5th weapon) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 22 Jan 2007 00:13:13

TheCount

Btw heresiarch should have a magic mana shield like in SP.
Mon, 22 Jan 2007 08:09:20

Crimson Wizard

[quote="Firebrand":zauf7zr8]KA already has the witchaven character on it, and a working shield (5th weapon) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Err... whatdoyoumean "working shield" <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> ? Do you mean it just hangs there or do you mean it somehow (which I never knew) can be USED? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> [quote="TheCount":zauf7zr8]Btw heresiarch should have a magic mana shield like in SP. I dunno, RambOrc sais it shouldn't get any additional abilities, only weapons, not to differ from other player classes much.
Mon, 22 Jan 2007 12:19:22

mago

[quote="Crimson Wizard":31kk9oyt]Err... whatdoyoumean "working shield" <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> ? Do you mean it just hangs there or do you mean it somehow (which I never knew) can be USED? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Hmmm... Although I do not know how the shield worked internally in Witchaven, in game it did EXACTLY what you described from what I recall - just hang there, and maybe absorb some of the damage? I do remember it could block (absorbing all damage) ocasional blows. This was the suggestion when implementing the shield in KA.
Mon, 22 Jan 2007 16:01:04

Firebrand

In KA it actually works as if you had armor, the only difference is that the damage it absorbs gets used as mana as well <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, try it, it shouldn't hurt you much <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> .
Mon, 22 Jan 2007 16:33:31

doomjedi

No, I meant real shild. Shild that is not just hanging there, but is actively used for defence using the alt-fire key, with appropriate animation. It's a simple trick in zDoom that implements it, easy transferrable to Vavoom. It my (currently stalled) Witchaven to zDoom TC I implemented this. The shild trick is that it shoots invisible "enemy-type" sprite with 1% health and very slow speed. So if you shoot at me you kill the sprite and not me, until I lower the shild and it stops shooting such. It's very realistic and not too unbalanced as it stops only shots that's are shot to the direction you currently face (with the shild). Works marvellows. I think we need such for this mod. You don't find it, but it's drawn lowered added to all weapon frames, and when you use it ,weapon hand goes down and dissapears, and shild make movement up and to the front (I added the needed pixels to Witchaven shild sprite). The shild might even be destructable (Witchaven has such frames). Can send you zDoom wad with such thing implemented Yes, I know you have Witchaven dude skin in, but we can add more skins from witchaven 2, which has very cool knights and enemies
Mon, 22 Jan 2007 17:19:47

TheCount

[quote="Crimson Wizard":118jakt8]I dunno, RambOrc sais it shouldn't get any additional abilities, only weapons, not to differ from other player classes much. Then why can the infernal hand and the spark kill almost anyone or more than one person in a single hit, being early weapons? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Mon, 22 Jan 2007 17:32:58

Crimson Wizard

[quote="TheCount":2nwx54ej][quote="Crimson Wizard":2nwx54ej]I dunno, RambOrc sais it shouldn't get any additional abilities, only weapons, not to differ from other player classes much. Then why can the infernal hand and the spark kill almost anyone or more than one person in a single hit, being early weapons? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Perhaps I wasn't clear enouph. It MAY have powerful weapons, but he shouldn't have any additional sprecific abilities like spells, extra powers etc.
Mon, 22 Jan 2007 22:52:47

TheCount

Witchaven has a shield. Why not heresiarch?
Mon, 22 Jan 2007 23:05:11

mago

Well, if you read above, the Witchaven guy's shield works no different from ordinary armor in Hexen (aborbing part of the damaqe), it's by no means a true Invulnerability protection tool (like the Centaur shield or the Heresiarch spell). DoomJedi - Please send in the wad - even if the shield concept in Arena remains the same (or not), the feature you developed should be pretty useful in the later project (Scattered Evil). In fact if I'm not mistaken, almost ANY weapon or defensive tool concept can be implemented in such a project, as there's no need for balance with other players (like Arena) or even balance regarding map design (or monster amount, as there won't be closed maps) - you can always find challenges so long as you look for it. Of course, they would still need to relate with the fantasy world and era, so no laser guns. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Mon, 22 Jan 2007 23:25:05

TheCount

[quote="mago":2nf0lr6y]Well, if you read above, the Witchaven guy's shield works no different from ordinary armor in Hexen (aborbing part of the damaqe), it's by no means a true Invulnerability protection tool (like the Centaur shield or the Heresiarch spell). If you hold the fire key with the long sword, the sword goes out of the FOV and only the shield is shown in the screen. While you're in that state, any hits will make you lose blue mana instead of health. Heresiarch should have something like that.
Tue, 23 Jan 2007 01:45:48

mago

I was actually refering to Witchaven and not Arena, but yeah, I see your point. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Mana-expensive protection sounds appropriate and balanced enough... On a side note, am I mistaken or is RambOrc travelling right now? That's what must be delaying his answer (to the topic here, Doomjedi assistance offer).
Tue, 23 Jan 2007 02:14:15

RambOrc

What answer? The procedure is always the same, we need some actual work submitted for review before a member is officially accepted.
Tue, 23 Jan 2007 07:59:43

doomjedi

[quote="RambOrc":2o2oxtv9]What answer? The procedure is always the same, we need some actual work submitted for review before a member is officially accepted. Well, when I was tested the same way while joining Skulltag, I was given one front frame of Nazi Chaingunner skin, and was asked to make the rest of the frames + improving it. When they saw the results, I was immidiately accepted. To see the results you can download the latest Skulltag vesrion (see doomjedi in credits list). Not only I've made this skin, but some other skins, including the double-chaingun chaingunner dude, double chaingun doomguy, wolfface doomguy, death frames for the green deviltype-skin ...also all the new medals, scenery.......... [url:2o2oxtv9]http://www.skulltag.com/ You can see my wolf3d mods screenshots here: [url:2o2oxtv9]http://www.freewebs.com/doomjedi/ Also I'm the only spriter of the WolfTC for Doomsday project (for 2 years now), and credited for all the new/improved graphics (MAC, HUD and PC) except of textures there. you can see screenshots here: [url:2o2oxtv9]http://wolftc.yaa.dk/ Can send you additional screenshots. You can always test me with a Korax-related task. I can send you spritesheets and tilesheets from my other projects as well.
Tue, 23 Jan 2007 08:20:26

Crimson Wizard

[quote="TheCount":3kup3e3l]If you hold the fire key with the long sword, the sword goes out of the FOV and only the shield is shown in the screen. While you're in that state, any hits will make you lose blue mana instead of health. Heresiarch should have something like that. Oh? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Sorry, I even didn't know about that, heh. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I haven't explored old code that much, only what was needed to implement new things. And I never tried to use longsword that way. [quote="doomjedi":3kup3e3l]It my (currently stalled) Witchaven to zDoom TC I implemented this. The shild trick is that it shoots invisible "enemy-type" sprite with 1% health and very slow speed. So if you shoot at me you kill the sprite and not me, until I lower the shild and it stops shooting such. It's very realistic and not too unbalanced as it stops only shots that's are shot to the direction you currently face (with the shild). Works marvellows. OMG, that zDoom really demands lots of creativity to create such things <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> In Vavoom it could be created more logically, since we may change source code; we may write down new mode like "shielded", that is activated by an extra key. When that key is pressed a flag is set to true and when hit player looses less hitpoints (or none).
Tue, 23 Jan 2007 10:52:10

doomjedi

[quote="Crimson Wizard":sj2aotpr] OMG, that zDoom really demands lots of creativity to create such things <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> In Vavoom it could be created more logically, since we may change source code; we may write down new mode like "shielded", that is activated by an extra key. When that key is pressed a flag is set to true and when hit player looses less hitpoints (or none). Don't forget you need some way (in Vavoom) to make it block only front shots, other options are non-realistic (360degree shild?) and unbalanced. zDoom implementation automatically deals perfectly with that.... So I think making zDoom implementation is a better choice, rather than trying to imitate the shild from Witchaven. Also it's quite balanced, as it's easy to do that you won't be able to move or shoot while shilding, so one can go around you and keep shooting at you from other direction. That way we sdon't need no mana use/count , and can make a permanent (non pickable) shild frames for each weapon
Tue, 23 Jan 2007 11:19:45

RambOrc

Looks good, welcome to the team. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I just gave you access to the devforum too.
Tue, 23 Jan 2007 11:24:44

Crimson Wizard

[quote="doomjedi":3kw6xfc1][quote="Crimson Wizard":3kw6xfc1] OMG, that zDoom really demands lots of creativity to create such things <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> In Vavoom it could be created more logically, since we may change source code; we may write down new mode like "shielded", that is activated by an extra key. When that key is pressed a flag is set to true and when hit player looses less hitpoints (or none). Don't forget you need some way (in Vavoom) to make it block only front shots, other options are non-realistic (360degree shild?) and unbalanced. Ofcourse, that is right. Haven't you seen shielded Centaurs in Hexen? They block attacks only at their front. It can be done using a simple math condition (knowing direction of attack and direction of player sight). Same is for all other shield features like denying movement etc. Using program code you can do whatever needed. Anyway, I just thought, can you try make sprites for a couple of weapons we lack in one of our game modes? I mean Kill The Heresiarch mode. There one of the players is transformed into Heresiarch and wield special weapons. While programming that I used temporarily sprites from other classes' weapons; then Firebrand has created sprites for the first and maybe second weapon too (unfortunaly I am not sure how much is done there, since I haven't checked them yet). But Firebrand seems to be currently busy IRL (at least he say so <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ), so I thought you may probably help us to finish this stuff. There're 3 more weapons to go.
Tue, 23 Jan 2007 12:21:50

RambOrc

Take this discussion into the devforum. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 23 Jan 2007 12:37:40

doomjedi

[quote="RambOrc":2avdzwhb]Looks good, welcome to the team. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I just gave you access to the devforum too. Thanks <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Glad to join in. I'll try to help as much as my free time will allow it <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 23 Jan 2007 16:25:43

The 4th Class

I hope to play this Femstein mod of yours in the future! (looks highly creative <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->) And welcome to the team! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 23 Jan 2007 17:00:35

Crimson Wizard

[quote="The 4th Class":2axspijk]I hope to play this Femstein mod of yours in the future! (looks highly creative <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->) yeah, some scenes there look amazing... <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> however I was a bit confused by the possible perspective of fighting vs "half-nude" "femme fatals" <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Tue, 23 Jan 2007 21:15:33

doomjedi

[quote="The 4th Class":3skpx4jj]I hope to play this Femstein mod of yours in the future! (looks highly creative <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->) And welcome to the team! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Oh thanks <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Femstein is very close to release, and has more graphics themes that you can see on screenshots, cool bosses, sub-bosses and surprises... I can promice you'll enjoy it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Next mod will be SonderKommando Revolt, that has already it's graphics done, and needs only mapping.
yeah, some scenes there look amazing... however I was a bit confused by the possible perspective of fighting vs "half-nude" "femme fatals"
Well, they are armed, so it's a fair fight. And yes, sometime you don't know if to fight them, or join them <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Hard dilemma, in more ways than one...You should see what weapon in this game you start with and replaces the knife <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I know you love to have Nazis as enemies in wolf3d mods, but I promice it's be fun. BTW I was born in Ukraine, so we have more than 1 common language <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I was in Leningrad once when I was little.
Wed, 24 Jan 2007 08:05:15

Crimson Wizard

[quote="doomjedi":8ij6pe2e] BTW I was born in Ukraine, so we have more than 1 common language <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I was in Leningrad once when I was little. LOL I guessed we have, since a) you live in Israel, b) your main character in Femmstein (as I understood that) is send by Russian intelligence there. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> just a small deductive reasoning... <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> And there's another one team member from Ukraine (Kharkov) - Alex_bomberman (although he seems to be more formal memeber since last time he prefers to work on his own Doom mod mainly).

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