SmoothDuke (weapons)
#61 Posted 04 December 2020 - 06:22 AM
Tip animation implemented in StrikerDM. This one was a pain since I had to port the tip code from C++ to CON, and backport EVENT_DISPLAYTIP support to OldMP.
#62 Posted 04 December 2020 - 07:02 AM
Noice, these are only two extra sprites, but it already makes it more smooth.
#63 Posted 04 December 2020 - 12:00 PM
wow, this is pretty amazing. dunno why i never noticed this thread before. Honestly hope you guys can put it out, it would be awesome to use for mods, seeing that smoother animations also imply that you can make custom weapons that replace vanilla ones "smooth". You never cease to amaze me, Dzieran.
#64 Posted 04 December 2020 - 01:05 PM
Thanks, most of my edits can be found here if you're interested in seeing them:
https://forum.zdoom....hp?f=37&t=60457
Anyway, this project/mod didn't die... yet .
https://forum.zdoom....hp?f=37&t=60457
Anyway, this project/mod didn't die... yet .
#65 Posted 04 December 2020 - 01:23 PM
Hey dude, all the widescreen edit sprites from Megaton edition were made by me except the RPG which was made by Fox if I remember right.
#66 Posted 04 December 2020 - 01:32 PM
I think for Megaton they were all you. For HTTKC we were looking at RPGs by Minigunner and Fox. One of them we gave to Nerve for WT, but I don't recall which. If it changes pixels inside the bounds of the original sprite it's not Fox's.
#67 Posted 04 December 2020 - 01:38 PM
You're right actually. Got mixed up there. It's been so long ago.
#69 Posted 04 December 2020 - 01:45 PM
Hendricks266, on 04 December 2020 - 01:32 PM, said:
If it changes pixels inside the bounds of the original sprite it's not Fox's.
it does
#70 Posted 04 December 2020 - 01:51 PM
Dzierzan, on 04 December 2020 - 01:38 PM, said:
You were that guy? I didn't know that.
No prob dude. I don't make a big stink about it or anything. I don't think the credits for Megaton are very obvious. They're free for anyone to use to do whatever they want, though. (That was part of my agreement with General Arcade.)
#71 Posted 18 January 2021 - 02:06 AM
Smooth Dookie, I used DAIN-APP software to create this. Interestingly enough, smoother animations show imperfections of original sprites, for instance, you can notice that the hand underneath the gun is disappearing.
#72 Posted 18 January 2021 - 03:18 AM
Smoothduke, is perhaps one of the most beautiful things I have seen aside from smooth Blood, and smooth doom.
#73 Posted 30 January 2024 - 10:50 AM
I'm reviving this thread by asking whether anyone has the time or will to make Dzierzan's work into an actual mod, because I certainly don't have the talent and/or skill.
#74 Posted 30 January 2024 - 12:02 PM
Striker user was meant to make a mod for that. Not sure if it's still on the table.
This post has been edited by Dzierzan: 30 January 2024 - 12:02 PM
#75 Posted 30 January 2024 - 12:14 PM
Dzierzan, on 18 January 2021 - 02:06 AM, said:
Interestingly enough, smoother animations show imperfections of original sprites, for instance, you can notice that the hand underneath the gun is disappearing.
He's stroking it.
#76 Posted 31 January 2024 - 08:41 AM
That's just AI generated interpolation. I wouldn't use it to judge the quality of the original artwork. Nobody noticed it until the AI introduced uncanny valley. I would blame the AI.
#77 Posted 01 February 2024 - 01:40 PM
One can literally hear the balloon popping after this clearification.
#78 Posted 01 February 2024 - 04:43 PM
If we look at the frames from the game (before any AI interpolation goes on), we can still see that on the last two frames of the walk animation Duke's hand is not seen beneath the gun
#79 Posted 01 February 2024 - 05:28 PM
Phredreeke, on 01 February 2024 - 04:43 PM, said:
If we look at the frames from the game (before any AI interpolation goes on), we can still see that on the last two frames of the walk animation Duke's hand is not seen beneath the gun
dukewalk.png
dukewalk.png
I would argue there are at least 3 pixels of his fingers still under the gun even on the far right frame, but they are shaded darker (in shadow?). Although it's true that the hand doesn't wrap all the way to the other side of the barrel as it does in the 1st frame. Could be a mistake, or perhaps an intentional combination of shadows and the gun shifting a little from the impact his step.
#80 Posted 01 February 2024 - 05:48 PM
I know that the original artwork has its issues in some areas, but that area in particular looks to me like a combination of shading and a slight perspective shift.
#81 Posted 02 February 2024 - 08:58 AM
Radar, on 01 February 2024 - 05:48 PM, said:
I know that the original artwork has its issues in some areas, but that area in particular looks to me like a combination of shading and a slight perspective shift.
^this
the weapon is brought in closer to the body than it moves away.
the wrist also gets exceptionally large, then goes extra thin.
The fingers are lost in the shading; the last frame a portion of the hand and part of the thumb are also lost to the shading.
If you're going to re-interpret the art and upscale it, then fix the hand shading before you feed it into your program
#82 Posted 02 February 2024 - 12:57 PM
Forge, on 02 February 2024 - 08:58 AM, said:
If you're going to re-interpret the art and upscale it, then fix the hand shading before you feed it into your program
imo any additional frames should be hand edited. I find this script kiddie AI stuff that's getting popular to be quite soulless.
#83 Posted 09 May 2024 - 08:12 AM
I only have one thing to say about these smooth animations: WOW!!! Keep it up!