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HD (128x128) enemy sprites with full rotations
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Ringman
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PostPosted: Wed Nov 23, 2016 10:42 am
   Subject: HD (128x128) enemy sprites with full rotations
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I am sure most of you are aware of this, but there has been a recent project on the ZDOOM forums to add full rotations to the MAC/Jaguar wolfenstein 3d sprites. The project is still work-in-progress, but just about everything is done in some form or another. We have completed sets of the main wolf enemies plus the AOD and a few missing frames for bosses, as well as nearly 100% of the decorations. Things need touchups and a few bits are still missing, but I am very happy with how much has been done in such a short span of time. Currently much of this artwork is being featured in the latest version of Wolfenstein 3dge.

Here's a link to the repository:
https://bitbucket.org/Ringman/wolf3dhd/src

Here's some pics:



Here's a link to the forum topic:
https://forum.zdoom.org/viewtopic.php?f=19&t=52873

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PostPosted: Wed Nov 23, 2016 11:53 am
   Subject: Re: HD (128x128) enemy sprites with full rotations
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Looks excellent. Keep up the good work.

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PostPosted: Wed Nov 23, 2016 2:01 pm
   Subject: Re: HD (128x128) enemy sprites with full rotations
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Thank for the upload, Ringman. I'll be keeping an eye on this for sure. And if I posted that phrase before, allow me to file a plagiarism suit against myself. Smile
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PostPosted: Wed Nov 23, 2016 5:45 pm
   Subject: Re: HD (128x128) enemy sprites with full rotations
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Very impressive as always, Ringman!
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PostPosted: Thu Nov 24, 2016 3:59 am
   Subject: Re: HD (128x128) enemy sprites with full rotations
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I saw your work at zdoom forum (I never post there though).
Really great spriting work! Smile
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PostPosted: Sun Dec 18, 2016 5:31 am
   Subject: Re: HD (128x128) enemy sprites with full rotations
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Impressive stuff. We need support for HD content in Wolf4SDL or something, and a HD sprite pack to drop into it. Then we can play the original Wolfenstein 3D and Spear of Destiny with HD content..

Whoever is currently maintaining Wolf4SDL please add this support! Smile
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PostPosted: Sun Dec 18, 2016 11:12 am
   Subject: Re: HD (128x128) enemy sprites with full rotations
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Uh, let's take this one step at a time. I'm not taking the moderator's seat or anything here; I'm just wanting to get some things clarified. Smile

linuxwolf wrote:
Impressive stuff. We need support for HD content in Wolf4SDL or something ...
Support for 128x128 sprites can be enabled simply by changing one single line and then recompiling the source code. That's all there is to it. Is there some sort of detail you haven't posted here? Thanks for the clarification. Smile

Quote:
... and a HD sprite pack to drop into it.
Could you tell us what this sprite pack consists of? Is this simply a hi-res VSWAP file we're talking about, a collection of 256-color BMP files, or a collection of PNG files? Are these images in a PAK file, ZIP file, or are they already extracted?

As always, thanks for your interest in Wolf4SDL. Smile
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PostPosted: Sun Dec 18, 2016 11:45 am
   Subject: Re: HD (128x128) enemy sprites with full rotations
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I had a PAK file in mind but a VSWAP file should be even better. From your response it follows HD support exists in Wolf4SDL already when compiled specifically for 128x128. Thank you.

The next question. Will someone prepare such a VSWAP and a re-build of Wolf4SDL for me? I want to play Wolfenstein 3D and Spear of Destiny in HD.

I would also like to play existing (and release new) mods using HD content. I think all future mod releases should provide HD Wolf4SDL executable as well. The HD pack should be provided somewhere on the net as a VSWAP file - perhaps on that WolfHD bitbucket repository?
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PostPosted: Sun Dec 18, 2016 4:29 pm
   Subject: Re: HD (128x128) enemy sprites with full rotations
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By the looks of the picture files, it seems as though these images use the Mac palette as a base rather than the Wolf3D palette. It can still work with some labor on the programmer's end, but it involves massive changes to the VGAGRAPH among other things. I'd say our best bet is using the Mac-enstein mod as a base to create this port.

Of course, with a different palette, the ceiling and floor colors are going to look *quite* wrong. So that has to be fixed, too - and some colors in Wolf3D just don't exist in the Mac palette.
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PostPosted: Mon Dec 19, 2016 12:34 am
   Subject: Re: HD (128x128) enemy sprites with full rotations
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If only WolfHD provided a HD pack for the PC version (using Wolf3D palette, not Mac palette). The amount of work required to make PC version HD sprites would be roughly the same, especially if you take into account the number of rotations you need to make.

Has anyone made uni-directional HD sprites for the PC version at all? They would serve as the starting point for making a full set.
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PostPosted: Fri Jan 06, 2017 7:34 am
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All you need to do is convert all the sprites to the wolf3d palette. Most should mover over without much trouble. The mutant will be the big issue as the level of greens in the original wolf palette were lacking, hence why the original mutant's suit had so much gray in it. It shouldn't be TOO hard to fix if you do a color replace before palettizing, but its still going to be the difficult one.

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PostPosted: Fri Jan 06, 2017 1:41 pm
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I know that the Wolf3D palette uses a much different shading table when it comes to the greys. The same goes for browns and greens ... especially for SOD, which uses two more shades of green than the Wolf3D palette. The Mac graphics compensate for the lack of green by having the greens fade to brown rather than provide darker shades of green. The "green" oil drum and the plant-in-a-bag are a fitting examples.
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