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Author Topic: Pixel art  (Read 16778 times)
Sausage
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Ilaa


« on: July 31, 2007, 02:27:59 PM »

Not exactly the type of graphics you'd want to use in Quake or Open arena, But, do we have any pixel artists about in this community...?
<My collection of Graphics that the Pixeljoint community accepted.  http://pixeljoint.com/p/8823.htm?pg=1&sec=icons>

If you bother to look, enjoy browsing. Cheesy
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« Reply #1 on: July 31, 2007, 02:48:44 PM »

 :cool:NICE
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fromhell
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« Reply #2 on: July 31, 2007, 08:04:13 PM »

I used to pixel stuff in 1994 because there was nothing else to do

I lost my skills Sad
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You are Pablo Picasso.


« Reply #3 on: July 31, 2007, 08:23:38 PM »

Your tomato stuff is very pretty.
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w1zrd
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« Reply #4 on: August 01, 2007, 01:52:11 AM »

And how cool would it be to make a map with this pixel art? Could bring us back to the days of DOOM without a doubt Smiley
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Sausage
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Ilaa


« Reply #5 on: August 01, 2007, 07:16:08 AM »

Wow, I'm suprised of the Positive feedback. Cheesy
Well, I think we should make an E1M1 Re-make. Maybe have all new Pixel-Textures.
keeping the colour count down and whatnot. Cheesy

What size do texture have to be for usability in Q3A/OA?
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« Reply #6 on: August 01, 2007, 08:55:22 AM »

oa usually uses 512x512 and 1024x1024 textures, so yeah that would probably be too much pixel density.



Another project of mine (OQPlus, fork of OpenQuartz that does not have zombie trees) could probably benefit from pixel pushing though
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Sausage
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Ilaa


« Reply #7 on: August 01, 2007, 12:35:25 PM »

Well, we could just tile the pixels i make to a 512x512 Square.

Either that, or just re-make some doom maps with Q3A or OA Textures.

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« Reply #8 on: August 01, 2007, 09:39:31 PM »

or just resize up, no resampling, so we can have pixelness

a '1995' level was thought of many times months ago featuring 256 color palette textures, original OPL2/3 synth'd music and sprites as decorations
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asking when OA3 will be done won't get OA3 done.
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« Reply #9 on: August 02, 2007, 12:08:14 AM »


inkscape's tracer works good. not really Tongue
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Sausage
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Ilaa


« Reply #10 on: August 02, 2007, 01:13:22 AM »

LOL - Fork, thats cool Cheesy But you can't read the word 'Food' in the background... Sad

@fromhell - So stretch a texture and make it all pixellated? that could work Smiley
Also, what happened to the 1995 map idea? Im sure i could make the map, you only need to be able to do the basics (Like me...) to make square-box styled maps Tongue, except, I cant do Sky and whatnot yet. Sad
« Last Edit: August 02, 2007, 01:19:17 AM by Sausage » Logged

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kit89
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Shoot him..


« Reply #11 on: August 02, 2007, 03:07:12 AM »

As long as the textures are of the ^2 there resolution shouldn't matter. Heck you could have it at 32x32 and OA should still use them. Smiley
Then you would just scale it to size in GtkRadiant.
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« Reply #12 on: August 02, 2007, 09:20:57 AM »


http://scale2x.sourceforge.net/ + inkscape Cheesy
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Sausage
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Ilaa


« Reply #13 on: August 02, 2007, 11:20:28 AM »

Or just have 64x64 tile-ing like doom does (or stretch to 128x128...)
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« Reply #14 on: August 02, 2007, 08:49:43 PM »

Also, what happened to the 1995 map idea?

I was waiting for Ajapted / mewse to make a .map exporter from the glBSP (doom node builder for GL ports) sources but nothing came out of that.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Sausage
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Ilaa


« Reply #15 on: August 19, 2007, 05:58:55 AM »

Oops, i forgot about this thread.


Also, what happened to the 1995 map idea?

I was waiting for Ajapted / mewse to make a .map exporter from the glBSP (doom node builder for GL ports) sources but nothing came out of that.
That's a shame.
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