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- If you want to make your own graphics, here are some real helpful tips:
- How to edit frames:
-
- You need a:
- -24 bit video card that runs in at least 640x480 graphics in hi-color.
- -A paint program that can select colors out of 16.7 million color
- palette and can intermesh or smear colors for shading.
- (note- not all colors have to be there, just 256 of the 16.7
- million varying colors is required. If the program cannot
- select the right colors or it creates incompatible files,
- coloring may drastically change. Normally, a few shades
- of colors may change, such as yellows and reds that warp
- into orange in the game.)
- -DMGRAPH or some program that can pull graphics or install graphics
- into the .WAD files.
- -A lot of patience and time. Nothing ever comes out right the first
- time
-
- Methods:
- Pull out the files and note their dimensions just for reference.
- You can make smaller or larger graphics up to a 320x200 limit.
- Sometimes programs like Corel Photo-Paint can extract and guess
- the palette DOOM uses. If your program can do it, then save it as
- a doom palette to paint with, otherwise you may risk
- unwanted color changes in the game. (When I saw unwanted, I mean
- a color radically altered. For example, bright blue turned into
- a dark purple or even a yellow turn into a blue!)
-
- Insertion:
- Before you insert, make sure you take down the original graphics'
- positions and dimensions. Then check and compare your own graphics'
- sizes and dimensions.
- FOR WEAPONS:
- In DMGRAPH, the top of the screen is 32
- and the side of the screen is zero. The dimensions decrease towards
- the bottom right (negative numbers). Each pixel in the game screen
- is one dimensional unit.
- FOR EVERYTHING ELSE:
- Gee, I'm not sure, but look at the original graphics' insertions.
- There are two way to insert graphics:
- 1) One way is to completely ignore the original insertion. This
- only works for weapons and the status bar. DMGRAPH grabs the top
- left pixel of the graphics and uses the above coordinate systm to
- place it in position.
- For example, if I wanted to insert a 30x40 graphics on the bottom
- left screen, flushed with the edge, I put down the insertion point
- as 0,-128. 0 is the X-axis and the -128 is the y dimension. I get
- -128 from taking 32 and subtract 200 from it which yields -168.
- Since the graphic's positioning reference is the top left pixel,
- I add 40 to the -168 giving my final answer -128.
-
- Here are some handy placement equations:
- To insert something at the BOTTOM of the screen
- Y=-168+height of picture
- To insert something at the TOP of the screen
- Y=32
- To insert something in the MIDDLE of the screen
- Y=figure it out yourself.
- note - a good way to do this is to use your
- paint program's coordinate system and try
- placing it on a new file that is 320x200.
- Take note of the position and translate
- it into DOOM coordinates.
- To insert something at the left edge of the screen
- X=0
- To insert something at the right edge of the screen
- X=320-width of graphics
-
- 2) Use the original graphics as reference and calculate the
- difference in sizes which should lead to the difference in
- graphics positioning.
-
- Troubles:
- When I walk around with a new weapon, the graphic cuts off as it waddles
- back and forth on the screen.
- Try squashing the graphic insertion towards the edge of the screen
- or redraw it with additional graphics on it.
- I noticed that ID only used part of the weapon for the firing frame. Is there
- an easy way to insert my firing frames the same way without trial and error?
- Yes there is. Use your paint program's coordinate system. Take a full
- 320x200 picture of your weapon and place the firing frame on the
- weapon. Then cut and paste the firing frame on the weapon. Take note
- of the dimension of your cut and paste and where the rubberband box
- started (the upper right corner of the box). The upper right corner
- of the box shows where you should put the graphic into DOOM unless you
- squashed the graphics to prevent from being cut out as you walk about
- in DOOM. Then create a new file with the exact dimension of the
- rubberband box and paste your firing frame on it. Save it.
- Or, just cut and paste the firing frame onto your 320x200 graphics
- and notice where the upper right hand of your paste ends up.
- When I shoot, the firing frame covers a part of the graphics I want exposed.
- You have to include the objects in front of the firing frame in
- the firing frame itself. You can also paint the light blue color
- ,which is invisible, over the area you want to see.
- When I shoot, part of my weapon is missing or a part appears when it is not
- suppose to.
- Some weapons use two or more basic frames with firing frames
- added on top of a certain portion of the weapon itself. Try erasing
- or adding parts to the basic frames.
- TIPS:
- DESIGN all weapons on a 320x200 area first to get an idea how
- big it should be and it should look. Try using a .PCX from DOOM
- to help you get an idea of proportionality or perspective.
- (F1 camera shot in devparm mode.)
-
- Design the firing frames as small as possible or DOOM will copy
- parts of your graphics and flash them anywhere in the screen.
-
- Plan ahead with the availble frames the program has and
- how long they last on the screen. Don't expect to make a tank gun
- reload a shell in front of the player with the amount of frames
- the pistol graphics have.
-
- Drawing flames or explosions for DOOM is tough. Try cut and paste
- DOOM's existing explosions.
-
- Manage your files carefully! You may need to use an old version to
- fix an error. Try saving files under different series of names
- for each of the following stages:
- 1) WIRE PICTURES- outlining of the basic shapes
- 2) PAINT DESIGN- painting on the outlines
- 3) FIRING FRAMES ADDED or ATTACK FRAMES ADDED
- 4) FINALIZE EVERYTHING in 24-bit mode
- 5) Convert 24-bit into 256 color files for DOOM
-