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Zdoom clip box
Zdoom clip box










zdoom clip box
  1. #Zdoom clip box skin
  2. #Zdoom clip box full
  3. #Zdoom clip box download

Ctrl + click on the top fill layer so that you get a selection around the visible pixels

#Zdoom clip box full

I like to have at least some pixels full bright red as it coincides with the doom palette. Set the opacity on the duplicate fill layer between 25% to 80%, depending on how bright you want the blood to be on the monster. Set the blend mode on the duplicate fill layer to 'Vivid Light' Set the fill layer blend mode to 'Multiply' Convert the fill layer to a smart object Create a clipping mask for the fill layer so that it masks around the black and white monster layer (alt +click the layer) The dissolve effect will create a random pattern of pixels over the canvas. The blood amount for the monster is dependent on the opacity percentage. Set the opacity of the dissolve layer to 20% or 50% - This is the IMPORTANT step. Set the fill colour layer blend mode to Dissolve R 255 G 0 B 0 (Red) Use full red or a darker colour sampled from the Doom Palette. Convert the duplicate monster sprite layer to black and white (default) Convert the image mode from indexed colour to RGB Name it 'blood effect' for e.g and start recording Open a sprite that is saved somewhere accessible in a folder called 'monster sprites' for example Ok, so here is my process in Photoshop CS6 for anyone who is interested as to how I made these sprites: This is important if you don't want to manually adjust sprite offsets in SLADE every time you import a new sprite. This plugin will allow you to preserve the essential metadata SLADE 3 embeds into a png upon exporting an image Photoshop will intentionally erase this data if you just save as a png normally.

#Zdoom clip box download

I think we can work together and make some kickass sprites if we get this right!īefore I explain what I did, to make your life a thousand times easier when editing importing/exporting sprites, download this plugin for Photoshop: I'm experimenting to see if it is because to get something that looks natural while still having this be automated at a large scale (talking 2K+ sprites), we need to give these macros a ton of guidelines. Now, is it possible through Photoshop macros? Not 100% sure. This may make the blood splatter seem a bit more realistic. If possible, I think we need to group the blood particles instead of it being even.

#Zdoom clip box skin

ATM, it is all around the same opacity and it looks like it spread evenly across the monste'rs skin which looks a bit odd up close

  • I think the blood needs to have opacity differences around the monster.
  • I feel like the amount needs to be reduced by around half or so
  • The amount of blood on the monster is quite high.
  • I did the Arachnotron first (as I like using him as my base) and I had a few comments: I pushed a quick change strictly to the DEV branch to test out these new sprites. Improved the blood on some monsters and made the zombies bloodier: It seems to be working for the most part, but there are two strange things that happen: The shell pickups only give me ONE ammo AFTER I have picked up a shotgun in my playtest, also, the new value I'm trying to give to the clip always seems to cut the value in playtests in half: so if I write Inventory.Amount 12 it instead gives me 6.Neccronixis wrote:Removed the old link and updated the download link.
  • Increase the amount of ammo given by Boxes of Bullets to 60.
  • Increase the amount of ammo given by Clips to 15.
  • Decrease ammo given by Boxes of Shells to 12.
  • Make Shotgun Guys drop Shells instead of Shotguns.
  • Reduce the ammo given by the Shell pickup to 3.
  • So here is what I'm trying to accomplish over all: Inventory.PickupMessage "Picked up 3 shotgun shells."Īctor Shellbox2 : Shellbox replaces ShellboxĪctor ClipBox2 : ClipBox replaces ClipBox Code: Select all actor ShotgunGuy2 : ShotgunGuy replaces ShotgunGuyĪctor Shotgun2 : Shotgun replaces Shotgun












    Zdoom clip box