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[RES][G] SkyNET M16

Posted: Sun Sep 18, 2005 5:49
by Bashe
Since the SkyNET HUD is bigger than the Doom HUD, the M16 will look low on the screen. There's not much I can do. Also, there's a kickback in the second frame and I added Doom hands...do what you wish.

Posted: Sun Sep 18, 2005 13:31
by Snarboo
You know, I just remembered that I had some of the weapons from Future Shock/Skynet ripped and I never posted them. I didn't rip all of the weapons, only the ones that I wanted for a project. I'll look around and post what I have if anyone is interested.

Posted: Sun Sep 18, 2005 15:34
by Chronoteeth
I'm interested, but first, don't you think you owe me those rampage grenade and uzi sprites? :D

Posted: Mon Sep 19, 2005 2:08
by Soultaker
It's a sweet ass M16 but it is also useless without it's lower half. It just does not feel like I am firing from the barrel at all cause it is just too damn low.

Posted: Mon Sep 19, 2005 2:22
by Chronoteeth
Graphic edit.

Posted: Mon Sep 19, 2005 23:01
by Bashe
Killmur wrote:It's a sweet ass M16 but it is also useless without it's lower half. It just does not feel like I am firing from the barrel at all cause it is just too damn low.
Well, the HUD is huge, so there's not much gun to rip...I could higher the resolution to 640x480 and then rip it...that would be good enough.

Posted: Mon Sep 19, 2005 23:07
by Soultaker
Yea I think a higher resolution rip would be better. Just so ya know I am a stickler for details when it comes to how a gun should look even when it is firing. If the barrel seems too low like the M16 you ripped then it just does not feel right at all.

Posted: Mon Sep 19, 2005 23:17
by Chronoteeth
Do I have to say it again.

Posted: Tue Sep 20, 2005 3:19
by wildweasel
Chronoteeth wrote:Do I have to say it again.
Say what again? It seems you've reverted back to your old impatient self. Need I remind you that you still have two strikes from the last forum for demanding things out of people so much? One more and I'll see to it that you be placed under moderator queue.

Posted: Tue Sep 20, 2005 3:22
by Chronoteeth
I said graphics edit, sure I didn't say specifically, but look, if you don't like the size or anything, a simple resize can do the job, or you can edit the barrel slightly to suit your needs.

Posted: Tue Sep 20, 2005 3:24
by wildweasel
A "simple resize" in this case would mean lots of nasty artifacts that need to be edited out, and will eventually make a graphic that's not very pleasing to look at. I already spoke with Bashe over Google Talk about it.

Posted: Tue Sep 20, 2005 3:37
by Chronoteeth
Once you've resized, you edit the artifacts out, and then you edit the gun slightly, and then it will work.

Posted: Wed Sep 21, 2005 0:20
by Bashe
Well, I tried to rip it and twice the resolution, and it's far too big, but resizing it would anal it to death, plus no Doom hand without resizing would be big enough to fit.

Bashe sez: if it's hard, it's not worth doing. :?

Posted: Wed Sep 21, 2005 10:57
by Enjay
It's usually easy to get rid of the artifacts for me. I tend to use magenta as the background rather than cyan (magenta is the DeePsea default). If you do a resize, then load in the Doom palette, the PSP colour replace tool (which replaces all colours on the graphic when you double click) makes short work of the artifacts because the various shades of magenta in the original graphic have been reduced to the small handful available in the Doom palette. 4 Double clicks later, all the artifacts are gone and I'm just left with a little tidying up of edges and so on.