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Author Topic: Heh  (Read 3432 times)
DooMBoy
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« on: July 08, 2002, 03:36:00 PM »

Just wondering, how tall is this DooMGuy and how big are the monsters in relation to him?
FIRST POST!!!!
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NiGHTMARE
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« Reply #1 on: July 08, 2002, 03:54:00 PM »

56 pixels high  
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DooMBoy
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« Reply #2 on: July 08, 2002, 04:04:00 PM »


I'd knew someone would say that. What I mean is, how tall would they be if the DooMGuy was real and the enemies were to?
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NiGHTMARE
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« Reply #3 on: July 08, 2002, 04:22:00 PM »

If the graphics guys were keeping to some kind of scale, then 5.6 feet maybe? Just a guess  
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darknation
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« Reply #4 on: July 08, 2002, 05:11:00 PM »

The art in doom is weird... the human characters are totally out fo proportion (way to wide). I got a manaquin and rescaled it to 56 pixels and it was about half as fat as any of the doom humans.

That being said, I still think the characters in doom are 100% superior to anything in any other sprite based FPS. Same goes for the textures, the palette is spot on.
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doomse.cx is coming...
Enjay
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« Reply #5 on: July 08, 2002, 06:27:00 PM »

I noticed the "squat" nature of the doom humans when I put some Dark Forces sprites into Doom a few years ago.  

The DF sprites were too tall (it made you feel like you were playing a dwarf) so I shrunk them down and they looked too small and skinny.  

Eventually I went for an uneven scaling.  I don't remember the numbers, but I know I reduced the height by more than the width.  Once they had proportions similar to the Doomguy, they actually looked fine in the Doom engine.
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Meek
darknation
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« Reply #6 on: July 08, 2002, 07:11:00 PM »

ah, but I think the pixel 'units' are not square in doom. They are more tall than wide, so the characters aren't quite as squat as wintex would suggest.

Can't remember where I read that, but I'm sure it's true.
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Hellbent
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« Reply #7 on: July 08, 2002, 10:47:00 PM »

quote:
Just wondering, how tall is this DooMGuy and how big are the monsters in relation to him?
Umm.. you need to look at that question and see if you can see what's wrong with it. =)

The Imp is the same size as the marine, or could you not tell?  Thus, the shotgun guys and zombiemen are the same size as the imps.  Which, you guessed it, means that they are the same size as the marine.  The Baron of Hell is, umm... a bit bigger than the Marine.... and the cyb is like 4 times bigger.... Need I go on?  Technically, though, the Baron of Hell is only 1.14 times taller than the marine, as far as what he can fit under (he's 64 units tall)

 
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Tygrinn
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« Reply #8 on: July 09, 2002, 01:46:00 AM »

quote:
ah, but I think the pixel 'units' are not square in doom. They are more tall than wide, so the characters aren't quite as squat as wintex would suggest.

Can't remember where I read that, but I'm sure it's true.

They were, many ppl can tell ya, but I'm first   :

the original resolution of DooM was 320x200 which does not obey the 4:3 rule of your monitor (should be 320x240) so the pixel ARE rectangular.

TG
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Dekkion
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« Reply #9 on: July 09, 2002, 05:38:00 AM »

he's shorter than the quake2 guy.
(thanx for info on that opulent!)
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GooberMan
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« Reply #10 on: July 09, 2002, 05:45:00 AM »

A scale I've worked out that seems to work about right is 1.6:1, or for a whole number scale, 8:5. For every 1.6 horizontal units, you have 1 vertical unit. I was experimenting with having broken doors lying flat on the ground, and 16 unit wide doors looked about right if they were 10 units high whilst on the floor. You might notice that the screen resolution, 320x200, also breaks down to the 8:5 scale. Coincidence? I'm thinking not.
As for the Doom guy's height, my guess is that he's about 6ft tall (any shorter and he'd seem like a bit of a wimp IMO).
 
 [ July 09, 2002, 08:46 AM: Message edited by: GooberMan ]
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Ebola
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« Reply #11 on: July 09, 2002, 08:55:00 AM »

well, any graphic designer could tell you this. the humans in doom are so wide, cause it looks retarded otherwise. Anyone looked at TC's such as Hellraiser and or Hacx? In hacx the player is so thin it just looks wrong. In hellraiser they are even thinner.

Same thing as with gameplay applies here. Realism sucks.
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schepe
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« Reply #12 on: July 09, 2002, 11:24:00 AM »

the reason is that doom uses 320x200 graphics mode, and in that mode pixels are not square. they are more tall then they are wide. if you wanted to take a picture of a human and put it into doom, you'd have to scale it down more on the y axis then the x axis. about 120% more on the y axis i think. (it's simple to calculate, but i'm to tired to do it right now). a clue is that for a mode to have square pixels xsize/ysize should be 4/3.
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I want John Romero to make another doom map. Do you?
Enjay
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« Reply #13 on: July 09, 2002, 12:09:00 PM »

Ebola, that's basically what I was trying to say, you just put it better than me.

For info, I think the Heretic Guy is also the same height as the Doom Guy, but the Hexen Guys are taller (64 units?).  

This means if you are converting a Doom map to Hexen, you often have to raise corridors.  Also, if you have been bringing the Hexen monsters into Doom (using Zdoom) the green and brown demons fire over your head unless you increase the player height with dehacked, and then of course you have to check corridor heights in your Doom levels.
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Meek
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« Reply #14 on: July 09, 2002, 12:22:00 PM »

quote:
Same thing as with gameplay applies here. Realism sucks.
Indeed.
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