
Rant Alert: Contrary to what many preexisting tutorials and older editing programs may try to tell you, Color 247 is not transparent! Cyan is not transparent! Old editors such as XWE or WinTex will automatically treat the color at palette index #247 as transparency, stripping any pixels of that color from the image. When you reopen the image in any image editor, the hot pink will still show up, but most viewers (and most importantly, Doom) will treat it as if it's invisible. In this case, click on any of the stuff that we colored hot pink earlier. What it wants you to do here is click on any color to set it as the transparent color. The next window that appears is important - it shows an enlarged version of your picture. Turn on the "Save Transparent Color" checkbox, then click Save. If it's not already on, check the "Show options dialog" check box at the bottom of the window, and look at the PNG settings to the right. Hit OK when you're satisfied, then go File -> Save (original folder), name it something you'll remember, and make sure Irfanview is saving the graphic as a PNG. You'll probably want to enable dithering to make it look less dumb, but that's really a matter of taste. Ports like GZDoom do support true-color PNGs as weapon graphics, but such guns will probably look dumb in software-mode ports like ZDoom or Skulltag, so go Image -> Decrease Color Depth. We need to optimize this to be used in Doom. Once you've saved your image (preferably as a PNG!), open it in Irfanview. In GraphicsGale, paint the background of your graphic in a color that will not be used anywhere else on your gun.
#Zdoom sprite shotgun free
GraphicsGale's saving of transparency isn't terribly intuitive so you'll want another free program, Irfanview, to help out here. Now that we've got a picture, we need to save it properly for Doom.
#Zdoom sprite shotgun how to
Since we're not learning how to draw here, though, let's just throw something together. The actual drawing of weapon graphics is also beyond the scope of this tutorial - there are countless great tutorials by the likes of Eriance, Nmn and Scuba Steve about this sort of thing. For this example, I created a 160x160 image. For its size, remember that native Doom graphics are designed for a screen resolution of 320x200 pixels, so unless you want to mess with high res graphics (which are beyond the scope of this tutorial), you'll want something smaller than that. Let's make a simple assault rifle.Ĭreate a new image.
#Zdoom sprite shotgun install
In this tutorial, we're going to add some concepts to the mix that you will probably want if you're going to make anything more elaborate than a quick shotgun, such as creating new sprites in GraphicsGale or your favorite paint program, making new sounds in Audacity or any audio editor, and how to define all these new things for use in your Decorate code.įirst, we'll want graphics, so go ahead and install and run GraphicsGale (the shareware edition should be fine for our purposes the full registered version adds the ability to save in GIF and Windows Icon formats, which probably won't be necessary for us). The previous tutorial explained the absolute basics of working with the SLADE 3.0 editor and the essentials of using Decorate to make weapons. Including the triple barrel shotgun, Y've also made a d64 version of a Quad ShotgunĪnd for the ultimate power something like the Unmaker.PROGRAMS NEEDED: Slade 3.0 or later, GraphicsGale and Irfanview or equivalent graphics program Most of my weapons have reload frame including the original d64 even the bfg. so i mean, it has something different and i took some doom 2 inspiration. i'm really looking forward to see it my project of d64 is also a modification. glad to know that i'm not that bad lolīut yeah, the SSG would be really cool. Question : what are the sprite with alot of red on the skull? their use i mean?Īnd thank for appreciating my little work I was sure that it was really ugly. But i think you can go with the SSG now if ur tired of working on this shotgun Though, the pumping action like doom 2 would be even cooler. Well thank you for this Shotgun i really like it. You could always go the Doom64 route and have the shotgun get pumped without changing it's angle. SoloSpaghetti wrote:I'll se what I can do for SSG, and by the way, that SSSG it non that bad, I like it, and maybe I could use that as a base.
