[Release] Daim's Assets -:| May22, 2015 |:-

This is the place to discuss all issues relating to the manipulation of graphics/animations, sounds, music and cinematics within Diablo 2.

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Daimoth
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Re: [Release]Daim's Assets -:| November 7, 2015 |:-

Post by Daimoth » Wed Nov 11, 2015 6:31 pm

The weird electricity-themed portal converted alright:

ImageImageImageImage

All in the units palette.

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Re: [Release]Daim's Assets -:| November 11, 2015 |:-

Post by Daimoth » Fri Nov 13, 2015 11:50 pm

11/13/2015 A book and some alternate color schemes.

ImageImageImage
Ready to convert to .dc6, though you may need to fill the background in with black.

Getting animations ready is a bit more involved, so they'll take a bit longer to be conversion-ready. The process is crude and slow: take a single frame, tweak it, test it with the units palette. Jot down what I did to it in case it works well, apply those same tweaks to all the other frames, hope for an inoffensive end result. I'll likely be doing a few more inventory graphics as a result, which are heavy on modelling but easier to convert as there's no animation to contend with. Been itching to do some unique items anyway.
Last edited by Daimoth on Sat Nov 14, 2015 12:18 am, edited 2 times in total.

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Re: [Release]Daim's Assets -:| November 11, 2015 |:-

Post by jetaman » Sat Nov 14, 2015 12:10 am

Cool! Looks nice but why .dcc format? The items are stored in .dc6 format.

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Re: [Release]Daim's Assets -:| November 11, 2015 |:-

Post by Daimoth » Sat Nov 14, 2015 12:18 am

Haha, I should have typed dc6.

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Re: [Release]Daim's Assets -:| November 11, 2015 |:-

Post by weapon-x » Sat Nov 14, 2015 2:07 am

awesome work bro,

do you have animated hp and mp orbs too? i am thinking of replacing mine as the color is a little messed-up mainly because of the colors used, but i could not find any resource on the internet :-|
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Re: [Release]Daim's Assets -:| November 14, 2015 |:-

Post by Daimoth » Sat Nov 14, 2015 6:38 pm

11/14/2015: potion update

Image
  • Alternate colorations added
  • Adapted to the units palette; ready for .dc6 conversion
They're in a single image to keep the image count down. Crop out each at 28x28.
Last edited by Daimoth on Sun Nov 15, 2015 3:41 pm, edited 2 times in total.

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Re: [Release]Daim's Assets -:| November 14, 2015 |:-

Post by Daimoth » Sun Nov 15, 2015 4:03 pm

11/14/2015: A unique axe

Image
  • Adapted to the units palette; ready for .dc6 conversion
Remember to fill the transparency in with solid black before converting!

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Re: [Release]Daim's Assets -:| November 14, 2015 |:-

Post by Daimoth » Wed Nov 18, 2015 5:51 pm

11/18/2015: Unique sword & alternate colorations

Image
  • Each sword is 56 x 112 (2x4 inventory slots)
  • Adapted to the units palette; ready for .dc6 conversion
  • Remember to fill the transparency in with solid black before converting!
Turned out rather like a unique great sword.

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Re: [Release]Daim's Assets -:| November 14, 2015 |:-

Post by Daimoth » Sat Nov 21, 2015 6:23 pm

11/21/2015: Ring with variations

Image
  • 28x 28 each (1x1 inventory slots)
  • Adapted to the units palette; ready for .dc6 conversion
  • Remember to fill the transparency in with solid black before converting!
These were difficult to produce! The first ring was designed to be a ring with a missing jewel. In other words, a ring with an open socket. In my own mod I plan to have ring-specific rune words (or some equivalent if I decide to remove runes).

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Re: [Release] Daim's Assets -:| November 21, 2015 |:-

Post by jetaman » Sat Nov 21, 2015 6:24 pm

Thanks Daimoth for your dedication! The rings look very cool!

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Re: [Release] Daim's Assets -:| November 21, 2015 |:-

Post by Daimoth » Sat Nov 21, 2015 8:41 pm

Thanks, bud.

Some additional colorations on those rings:

Image

All in the correct palette, as usual.

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Re: [Release]Daim's Assets -:| November 14, 2015 |:-

Post by Daimoth » Sun Nov 22, 2015 5:42 pm

11/22/2015: Mace

Image
  • 28x 84 each (1x3 inventory slots)
  • Adapted to the units palette; ready for .dc6 conversion
  • Remember to fill the transparency in with solid black before converting!
Somewhere between a mace and a morning star, could function as a unique for either.

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Re: [Release]Daim's Assets -:| November 14, 2015 |:-

Post by Daimoth » Mon Nov 23, 2015 9:55 pm

11/23/2015: A massive overlay

Image
  • 250 x 250
  • Adapted to the units palette; ready for .dc6 conversion

This one's heartbreaking. Like all greyscale sprites, it converts to the units palette flawlessly. But it was the result of a glitched out particle simulation, which I did not think to bake before tweaking something and breaking whatever caused the particles to behave like that. As such, there's no real way for me to separate it from front to back. It's also as big as a sprite can be in this game without being split, but that's not really an issue as far as I'm aware. A bigger problem is that it's 52 frames long. Not sure if there's a limit, tbh

Now, certain Sorceress overlays get around this by placing a dark, Sorceress-sized dark spot over where the Sorceress stands. If you look closely, you can actually see the back side of Chill Armor and such overtop your Sorceress. That's how I'd have to get around it if we ever hope to see it ingame. But it would have to be done frame-by-frame, for all 52 frames.

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Re: [Release]Daim's Assets -:| November 14, 2015 |:-

Post by Daimoth » Sun Dec 06, 2015 8:46 pm

12/6/2015: Armor

Image
  • 54x 84 each (2x3 inventory slots)
  • Adapted to the units palette; ready for .dc6 conversion
  • Remember to fill the transparency in with solid black before converting!
Fairly Necromancer-esque.

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by Xibalba » Mon Dec 07, 2015 5:24 pm

Voted for GUI! :) Would love to see some new ready-to-use gui

EDIT: Instead of posting a new reply everytime, you can just update your topic :)
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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by Nephretes » Tue Dec 08, 2015 12:16 am

Nice to see another 3D artist here. I love your works! Especially animations with an effects.

If you could explain me an advice how to convert render to dc6 I would be very thankfull.

Greets.

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by Daimoth » Tue Dec 08, 2015 9:25 pm

No way man, giving finished pieces their own little post is an integral part of my "sprite's finished!" ritual. :idea:

To convert a render to .dc6, you must adapt it to the appropriate palette. In most cases, you'll be using the units palette. D2's palettes can be found here. Reds and browns will generally convert quite well. Greyscale sprites will convert perfectly. With any other colors, things get messy and difficult. Greens are especially problematic. After you've got that down, export your render to gif. Convert that gif to .dc6 using either DC6 Creator or SixDice.

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by Nephretes » Wed Dec 09, 2015 12:38 pm

Sorry for those noob questions, but can you advice me which program should I use to open this .pal file? Also, when I do so how do you actually adapt it to the palette? Do you have any nodes in compositor inside blender which is limiting colors, or changing them..or you are doing it somehow by yourself? I feel like I shouldn't spam your thread with more unrelated questions, so I will be grateful if you would like to help me start by private messages.

Greets.

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by Daimoth » Thu Dec 10, 2015 3:33 pm

I don't mind. I'm actually working on a start-to-finish tutorial so other people can give this stuff a try. I use only free software, after all.

I spent a few days looking into the Blender/render palette thing, and there's no way in that program to do what we need currently. So I use GIMP for touch-ups and palette stuff.

In GIMP:
  • Create a new empty palette. This will be our dummy palette.
  • Right click on the new palette --> import palette
  • Click the third radio button down, Palette File.
  • Browse to the d2 .pal files, select.
This will create a new palette with the same name as the palette file you selected. Delete the dummy palette.

To force an image into this palette: Image --> Mode --> Indexed --> Use custom palette. Uncheck the "Remove unused colors from Colormap" box.

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by Nephretes » Wed Dec 16, 2015 10:40 am

Thanks a lot, it is working for me now. I am looking forward for your tutorial.

Btw. while adjusting single image is easy work to do, maybe you know some kind of script allowing to save multiple images by one click? I have already about 2400 frames for my character, and doing it separately is going to be a hell.

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by DreamSavior » Tue Dec 22, 2015 3:45 am

Аwesome work man keep it up. Looking forward for your GUI.

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by kingpin » Sun Jan 10, 2016 8:46 pm

Really nice work here,

may I do a request? I would like to spell spell effects (both cast anims and missile anims).

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by Daimoth » Wed Jan 13, 2016 5:48 am

Sorry about the delay in sprites, folks. Put briefly, mental illness makes prolonged productivity tough sometimes.

I'll see what I can do, boss. You'll probably need an "on hit" plume as well.

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Re: [Release] Daim's Assets -:| December 6, 2015 |:-

Post by Daimoth » Sun May 22, 2016 5:21 pm

5/22/2016: Logo attempt

Image
  • 29 frames, 260 x 180, approximately the same as the vanilla logo anim.
  • Grayscale, so it adapted to the units palette just fine. Not sure at all if that's the palette the logo even uses, but hey. Baby steps.
Far and away the most tedious thing I've attempted to do. Loops perfectly except for the places in which it doesn't. I have a sneaking suspicion Bnorth animated each letter separately. I wonder how many people that drove mad.

Also my kerning is horrible.

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Re: [Release] Daim's Assets -:| May22, 2015 |:-

Post by jetaman » Sun May 22, 2016 7:48 pm

Good job and long time no see :) About the palette - I think there is a separate palette that is used for Logo. I forgot the name.

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