Screenshot Modding Thread

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Inertia
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Pinball wrote:I love the new merc look. Also it would be better if they have same item of the "look". Exp: The merc with staff can use staff:D

Yeah that's actually what I liked the most with the new merc graphics. There are a lot of unique things about them like the crossbow merc and the girl second from the right that has 2 attacks in her animation. I'm sure this would require code editing to implement though and I have no idea what plans are for sigma in regards to mercenaries. Also, there's no guarantee anything you see here will be used in sigma at all.
Food
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I have a bit of (hopefully constructive) criticism. Some of the graphics (like the second merc from the right) look too "crowded" and it's not easy to tell what is what, supposedly because they have been downscaled (don't think that's solvable). It's probably just the fact that they're static images while they're supposed to be animated.

Also some of the graphics looks "pixely" (again, second merc from the right is the best example I think). Maybe apply some kind of downscaling / antialiasing "filter", especially around the rougher edges? Or an "additional pass" if you already apply those filters.

Well it depends on how it looks animated / in game I guess, I trust you know what you are doing much better then me; again I was just trying to be constructive so if I just spat out a bunch of bullshit please feel free to ignore me :P
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Quirinus
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@Inertia: Sick! :D maybe post all the models on PK? so other people can use them? :)

@Food: it's probably because they'er from higher resolution games. maybe applying a slight blur over them would make them look like D2 stuff
"but if it's simple it's not that hard" - Quirinus 2017
"small things like this are not a big deal" - Quirinus 2017
Food
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Quirinus wrote:@Food: it's probably because they'er from higher resolution games. maybe applying a slight blur over them would make them look like D2 stuff


That's what I was trying to say, thanks for putting the right words in for me :oops:
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Inertia
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Food wrote:I have a bit of (hopefully constructive) criticism. Some of the graphics (like the second merc from the right) look too "crowded" and it's not easy to tell what is what, supposedly because they have been downscaled (don't think that's solvable). It's probably just the fact that they're static images while they're supposed to be animated.

Also some of the graphics looks "pixely" (again, second merc from the right is the best example I think). Maybe apply some kind of downscaling / antialiasing "filter", especially around the rougher edges? Or an "additional pass" if you already apply those filters.

Well it depends on how it looks animated / in game I guess, I trust you know what you are doing much better then me; again I was just trying to be constructive so if I just spat out a bunch of bullshit please feel free to ignore me :P

Well, afaik anti aliasing will result in problems iirc due to the fact that the images are made into gifs which are very limited. I think the main issue is that the texture is a recolored version of the original. Here is the original monster version of that same enemy in-game:
Don't mind the animation speeds, I didn't bother setting them. They're also using a different run animation to the final version of the monster.
Edited by Inertia 8 years.
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Inertia
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Inertia wrote:
Food wrote:I have a bit of (hopefully constructive) criticism. Some of the graphics (like the second merc from the right) look too "crowded" and it's not easy to tell what is what, supposedly because they have been downscaled (don't think that's solvable). It's probably just the fact that they're static images while they're supposed to be animated.

Also some of the graphics looks "pixely" (again, second merc from the right is the best example I think). Maybe apply some kind of downscaling / antialiasing "filter", especially around the rougher edges? Or an "additional pass" if you already apply those filters.

Well it depends on how it looks animated / in game I guess, I trust you know what you are doing much better then me; again I was just trying to be constructive so if I just spat out a bunch of bullshit please feel free to ignore me :P

Well, afaik anti aliasing will result in problems iirc due to the fact that the images are made into gifs which are very limited. I think the main issue is that the texture is a recolored version of the original. Here is the original monster version of that same enemy in-game:
Don't mind the animation speeds, I didn't bother setting them. They're also using a different run animation to the final version of the monster.


EDIT: fuck me I used the quote post instead of the edit post. :-8 :-8 Why can't I delete this one? :-8 :-8
Food
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Well, disregard everything I said then. They look GREAT in game, awesome job :D
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awesome new models!
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Legend.
This is great work!
I don't mean to dwell...but I can't help myself.
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ori
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time to shine, later on i'll add entry to my modmaking jounrey thread

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