One thing the Duke palette is great for though is shades of blue. If you were to convert the caco's red to shades of blue (the ones on the blue ramp part of the palette, not the full brights on the bottom row), then by making the caco pal 10 in game the converted blues would become dark reds, pal 21 for lighter red. And many other palette swaps would automatically then be available (e.g. pal 11 for green).
Something to remember if I upload any other converted DOOM monsters. Though in the Caco's case it get sabotaged by the Caco already using the blue spectrum for its mouth and blood. While the mouth could be converted to the glowing blue spectrum that would utterly destroy its shading due to the glowing blue only having three colors.
But being we are on that topic, one more for fun:
Glow in the dark red eyes included.
This post has been edited by MObreck: 14 June 2021 - 06:03 PM
Something to remember if I upload any other converted DOOM monsters. Though in the Caco's case it get sabotaged by the Caco already using the blue spectrum for its mouth and blood. While the mouth could be converted to the glowing blue spectrum that would utterly destroy its shading due to the glowing blue only having three colors.
I think what you did already with converting the mouth to gray takes care of that problem.
Couldn't help myself, so here are the Imps and Pinkys (well not so pink anymore...):
The version on the right is blue, the equivalent blue colors to their normal brown just look quite dark. They should look normal brown in palno 15.
I also included the full 8 frame attack rotations that were removed from DOOM's finished build for some reason.
Being there is no pink spectrum in Duke's palette I've set up 3 options for the Pinkys.
This post has been edited by MObreck: 15 June 2021 - 01:19 AM
I think what you did already with converting the mouth to gray takes care of that problem.
The Caco's internal mouth is still blue in my revision. It probably just looks gray because the Duke blue spectrum is a lot less saturated than DOOM's blue.
Though you can still get some color variations from the Caco using palno 5, 13, 14, and 24 since they effect the red spectrum. 13 and 14 might look a bit bland being they effect the blue spectrum with the same color replacements as they apply to the red spectrum.
EDIT: Tried out replacing the mouth blue with Duke's purple-red spectrum. In game result may be dubious being how weird Duke's lighting effects the purple-red spectrum:
This post has been edited by MObreck: 15 June 2021 - 12:51 PM
Posting this again, in the right thread this time XD it's tile 0373 without the EDF logo on it. I made it while upscaling the tile cause I wanted to replace the logo with a higher res one
Here is the art tiles for my private DOOM conversion I made for an older version of Alien Armageddon. It contains all the objects, enemies, wall textures, and floor textures of DOOM/DOOM2 as well as a fair number of other assets (Except the Archvile as sadly I never got to porting him ). All of the use my manual palette conversion method which greatly reduces the amount of color loss of converting DOOM palette assets to Duke palette assets.
Another perk of this pack is that all it includes all the DOOM wall textures properly assembled, except the wall with switch textures (All the switches are still included as tiles). For those that don't know most DOOM wall textures were broken up into pieces that were assembled together via code in game.
Feel free to harvest whatever tiles you need for any project. Warning: the tiles start at tile 20224 so if you plan to just paste these art files directly into your project you will need to scroll down quite a bit in the map editor
A preview video showcasing much of the art. However none of the coding featured is included in the package (and the Pinky Demon cheats with imported truecolor tiles... and there seems to be a bug with the Cyberdemon's AI, maybe due to using a newer version of EDuke):
tile 3666 from duke it out in dc displays signs of having been scaled with nearest neighbor. I attempted to fill in duplicate rows and columns with an inpainting model
Here's a zoomed in section alternating between the original and inpainted version
Pretty pointless at this size, put it was causing issues for me while attempting to upscale it
Duke's pistol with Duke Xtreme's compensator attached.
The purpose of a compensator is to help reduce the flip of the gun under recoil and reduce the overall muzzle flash the gun emits when firing.
This would assist Duke in making slightly more accurate shots.
EDIT (1):
Here's a box of 5 laser tripbombs
EDIT (2):
Box of mortars. Perhaps this could be used in the same way the shrinker/expander work, but for the Ripper. Switching the barrel mechanism to the style from LameDuke but instead of plasma or lasers it could be a mortar launcher instead. Credit to Jimmy for the manual version of the Ripper ammo box. I used that and the strap as a base.
This post has been edited by DNSKILL420: 21 January 2022 - 04:21 PM
Top two rows are the cheerleader without the pom-poms with and without boots.
Middle four rows are mix and match top/bottom of the E1L5 woman and cheerleader outfits with and without boots.
Bottom two rows are the E1L5 woman with and without boots.
This post has been edited by DNSKILL420: 22 January 2022 - 06:09 PM
DN1 aim down (flamethrower "jetpack"), aim up, & crouch like in DN2.
Based off the GBC climbing sprites, here's ladder climbing sprites for DN1:
without gun:
That's neat, just one little nitpick on the "flamethrowe jetpack" one, Duke looks like he has a convergent strabismus - his eyes are just 2 pixels each, but maybe it would be better to realign one of them by swapping the blue and white pixels?
That's neat, just one little nitpick on the "flamethrowe jetpack" one, Duke looks like he has a convergent strabismus - his eyes are just 2 pixels each, but maybe it would be better to realign one of them by swapping the blue and white pixels?
Like either of these?
This post has been edited by DNSKILL420: 13 March 2022 - 08:50 AM
The first one here is definitely my favourite, his facial expression can be almost considered a badass smirk that Duke could likely don while riding a flamethrower jetpack
I like the first edit there, but how would it look if the white pixel was on top of the blue pixel? It might look weird in practice (kind of like how your second edit there looks a bit more like anime eyes or something,) but in theory it could better convey that Duke is looking down. I would test it out myself but I still don't have a PC set up. Cool sprite edits though.
This post has been edited by Jimmy: 13 March 2022 - 04:34 PM
Another monster I created to test out mocapping models to sprites:
Here is a version of the sprite set converted to Duke's palette (uses tan skin instead of green). Or you can get the formatted for GZDoom version here.
Lastly for tonight, I always felt the EDuke32 HUD should use something other than the protective boots icon for the mighty boot weapon. Here's a proposed standard Duke boot icon:
This post has been edited by DNSKILL420: 20 April 2022 - 11:02 PM
Duke's pistol equipped with pistol-rail-mounted accessories: Flashlight Red Laser Sight Green Laser Sight Flashlight with Red LS Combo
Flashlight with Green LS Combo
It makes WAY more sense to give Duke's pistol a weapon mounted flashlight than for him to have to do it the Doom 3 way. Green vs red laser is a matter of opinion where most seem to agree green is easier to see at night than red, but it is usually personal preference.
Furthermore, Duke's first person view of the pistol already has an accessory mounted to it that is vague enough that it could represent any of these without any changes to it, only the world-view pick-up sprite would need changing to represent the accessory used.