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Doom Editing Digest Vol. 01 Nr. 091
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #91
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Monday, 19 December 1994 Volume 01 : Number 091
Re: Editor Wish List
Re: New Sprites
Re: .DXF and .DWG files
Triad/gore
----------------------------------------------------------------------
From: tedv@geom.umn.edu
Date: Sat, 17 Dec 94 22:06:59 CST
Subject: Re: Editor Wish List
> -> Oh, and while we're on the subject of superior editors, no editor
> -> should be able to claim itself "superior" until it can cut and paste
> -> sections from other WADs easily and intuitively.
> ->
> -> Any of you editor authors out there up to it? ;-)
>
> DoomCAD has a template cut and paste.
Template? I don't quite get it. I *do* know that the DEU 6.0 preview I saw
a couple of months ago has a clipboard level that you can move stuff to
and from. (Yes, I've been pestering Raphael Quinet to finish up DEU 5.3. ;)
- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"
tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)
------------------------------
From: Ian Johnson <ijohnson@falcon.cc.ukans.edu>
Date: Sat, 17 Dec 1994 22:46:46 -0600 (CST)
Subject: Re: New Sprites
On Sun, 18 Dec 1994, Peter Fleming wrote:
> Hello,
> Im about to hire a digital camera, and snap shots of my friends in
> weird costumes (about 60 per), to edit and then use em in my DOOM ][ wads.
>
> But i don't know much about Sprite-editing and Digital photography, has
> anyone else done this? Has anyone got information and advice for me.
>
> Of course any patches i get that work out well, will be posted at orst.
> and will add to the body of useful source material.
>
> thanks
> -billy
I've tried something similar, using a video camera and capture card to
make frames of me and a friend to put in place of marine player
sprites. Getting a good graphics program is important. I found that an
application's ability to resize well will have a lot of effect on the
quality of your image. It's a long way down to 64x64 8 bit
doom-palettized image, with some more quality loss between the bitmap and
what you actually see in the game. You may find yourself doing a lot of
touch-up.
One thing to keep in mind while you are shooting is the amount of light.
Doom represents changing light levels by changing the colors of your
sprite depending on the brightness of the sector and maybe distance too.
This will be reflected when you apply the doom palette to your digitized
images. For example, I found that parts of my red shirt ended up
brownish. Even though that sort of thing would happen in a dark sector,
having it start out that way in the original image didn't look very good
because it stayed brown in the bright areas. The solution would be to
shoot under a bright, diffuse light. However, I found that tended to
give my sprites a cut-out look in the game. Probably the best approach
would be the basic 3 point lighting setup: a key light, being your main
source about 45 degrees to one side, a more diffuse fill on the other
side to lighten shadows, and a back or rim-light from above and behind.
The back light should give just a little highlight along the shoulders
and head and hopefully keep the image from looking too 2D. Have your
fill just a little bit dimmer than the key, so the shadows are there,
but barely noticeable. If the contrast between two areas of the same
color are too great, doom will begin to change the hue and not just
brightness.
A basic concept for editing sprites is palettes. Doom uses a specific
set of colors, and your sprites will need to make use of them. Most
paint programs will have some sort of option for copying or saving the
palette associated with a currently loaded bitmap. Extract any sprite
from Doom using DMGraph or DEUTex and load it into your paint program and
copy or save palette. Then load your image and apply that palette to it
to make the colors conform.
I don't know how long you will rent the camera or what kind of rates you
are paying, but things will work out best if you give yourself the
opportunity to experiment. You should be able to take some test shots,
try the whole process on them, and then go back again with what you have
learned. Take a close look at some of the sprites that id made and
try to figure out what they have done to make their images look as good
as possible, and keep in mind that they used a similar process, i.e.
capturing images of clay models.
Ian
ijohnson@falcon.cc.ukans.edu
------------------------------
From: andys@thone.demon.co.uk (Andy Sawyer)
Date: Sat, 17 Dec 1994 20:18:28 GMT
Subject: Re: .DXF and .DWG files
In message <199412161723.AA18055@Vela.ACS.Oakland.Edu> dkrowlan writes:
> >
> > On Thu, 8 Dec 1994, Robert Forsman wrote:
> >
> > > "Chris Campbell (ME)" <ccampbel@suntan.eng.usf.edu> ,in message <Pine.SUN.3.91.
> > > 941208152832.20790A-100000@suntan>, wrote:
> > >
> > > > Does anybody know of an editor that will allow importing of .DXF files
> > > > (for nodes and lindefs)
> > > ^^^^ verts?
> > >
[snip]
>
> I'd also be happy to provide sample ACAD output files (there
> are a number of formats) to any editor author(s) who feel they'll have
> too much time on their hands over the holidays...
>
> ;)
Funnily enough, the thought had crossed my mid too...I considerd writing a
prog. to turn output from a CAD package into a .WAD, but never got round to
it since I don't have access to and CAD facilites myself (but I know several
people who do :-).
I'd be willing to consider doing thisif someone can mail me a .DXF and some
sort of screenshot of what the layout out to look like. No promises mind, but
I'll give it a bash if/when/while I have time.
Regards,
Andy
P.S. It would be better if the supplied file was some sort of ASCII format,
since they usually give you some sort of clue as to what they mean...:-)
- --
=============================================================================
| Andy Sawyer Internet : andys@thone.demon.co.uk |
| DOOM Related : doomhead@thone.demon.co.uk |
=============================================================================
|The opinions expressed above are my own, but you are granted the right to |
|use and freely distribute them. I accept no responsibility for any injury, |
|harm or damage arising from their use. -- The Management. |
=============================================================================
------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Sun, 18 Dec 1994 13:22:26 EST
Subject: Triad/gore
I must mention that I am not terribly impressed by gore. I think that
the chaingunner falling to pieces looks very silly.
I am more impressed by the stress of the hunt and the visual richness of
the environment.
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End of doom-editing-digest V1 #91
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