ORIGINAL DOOM SPRITES MOD
This mod has recently been released and you might want to check it out. He (his name is Aerakh, also known as TheSkyBug, maybe you even know him) is just wonderful and he makes a wonderful mod, it was for this mod that my first sprite works were done. If you need to make or edit a sprite, you can ask me about it by writing to me in private messages, directly to this topic or even by mail, if it is more convenient for you ( are no restrictions - I can draw whatever your heart desires, the main thing is to describe as clearly and in detail as possible what you need, after which I will fulfill the request for some time (so far I cannot name a more exact time for completing the work, besides I am busy and make sprites when there is time for it, so I ask all customers to be patient and don't be afraid that I forgot something, because I will remember everyone and will definitely do everything).Ī few words about my friend. If I forgot someone or specified something incorrectly - correct me.īy the way, I'm not against requests.
I hope that the few works available at the time of writing this post, although the first, but not the last, and this topic will not be empty.Īnd yes, there was a time when I created something based on the existing sprites (it is possible that I will do this in the future) and I will definitely indicate the authors of the original works. In general, now here I will publish all the sprites that I made or edited. However, as my friend told me, I'm good at it he also gave me an idea that I could make art related to sprites public, so I created this theme here (again, with the help of my friend). Relatively recently, I started helping my friend with sprites for his mod, without even thinking that it would grow into something more than just help.
ORIGINAL DOOM SPRITES MODS
This can be used to help with flow, such as a big monster's walking cycle.I am an artist, a bit of a 2D animator, and as it turned out recently, I am also a spriter, well, and just a player in Doom 1/2 and mods for it. It's also possible to change sprite frame references to mimic, for example, a character's right leg going forward and stepping down with POSSA8C2, so actors can be more precise, even if it's not exactly the same. This is because the first side defined (in this case, the 270 degree frame known as 'angle 7') is destined to be the "original" sprite, which the engine will then mirror if another frame is defined after that one. Otherwise, if it's facing to the left, it should be POSSA3A7. If for example, a sprite's 90 degree angle is facing to the right, it should be named like POSSA7A3. The frame not being mirrored goes first, along with the number. Note that positioning of the frame's "original" and the mirror is important. For example, for POSSA2A8, the actual image with this name will be flipped to show the trooper from the 315 degree angle. Simply add another frame letter and angle notation after the first in the image name. POSSAA is the trooper from a 67.5 degree angle.Įvery sprite image can have one alternative mirrored position. Table.wikitable th.inner Į.g POSSA9 would be used to represent the Template:Class at an angle of 22.5 degrees. Here is a table that shows what character to use for each angle: 3DGE however allows you to have up to 16 rotations for each sprite. Moving actors such as monsters and players typically have eight rotations in the original games. BON1A0 will be used to represent the health bonus no matter which angle you are looking at it from. Generally, items and decorations have only one angle, denoted by a 0 (zero) after their frame letter. For instance, after using POSS]0, it would make sense to use POS2A0. If you require additional frames beyond, you can simply create a new sprite name. The backslash character is still used in DECORATE, however.
ORIGINAL DOOM SPRITES ARCHIVE
If using the \ frame in a PK3 archive format, note that the file name for the sprite must use a caret ( ^) instead of a backslash ( \).
For example POSSA1 is the first walking frame of the zombie trooper, POSSG1 is the pain frame (the animations themselves can be controlled with DEHACKED or DECORATE ). You can have 29 frames of animation for any one sprite name, one for each letter of the alphabet plus. For actors needing to be invisible, use TNT1. Even if graphics are provided (for example, a TNT1A0 lump), it will remain invisible. TNT1 A Originally introduced by TeamTNT in Boom, TNT1 frame A is an invisible sprite. There are three "reserved" sprite names that have specific effects. Where NNNN is an arbitrary name for the sprite, F is a letter specifying the frame position (walking1, walking2, shooting, etc), and A specifies the angle.