#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) Automatic Shotgun

##

- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

 Less More- Posts: 224
-
-
-
-

   9 years 11 months ago - 9 years 11 months ago [\#4468](#4468) by BadMojo  Replied by *BadMojo* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4468 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 https://www.dropbox.com/s/bvo7i5d4d4jc3dw/AUTOSHOTGUNv2%20%282%29.zip?dl=0

Try this link, im on my phone atm so im not sure if this is one of the bad zips, but i try to keep backups of everything. Also gives me a chance to use dropbox ![;)](https://www.realm667.com/wink.gif ";)")

 Last edit: 9 years 11 months ago by BadMojo.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 808
-
-
-
-

   9 years 11 months ago - 9 years 11 months ago [\#4491](#4491) by MagicWazard  Replied by *MagicWazard* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4491 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 Alright, here's the resampled idle and firing/recoil frames. The height is the same as the originals, but the width is different, so you'll have to modify the offsets a bit (probably just the horizontal) to match them up to where they were before.

https://www.dropbox.com/s/jf8d3f10tmv4p8r/resampled%20firing%20frames.zip?dl=0

Note that I didn't get a chance to do the muzzle flash frames I advertised yet, since Photoshop just tanked on me (it won't open ANY files) and I've gotta reboot my PC to get it functional again (I'll do that later).

EDIT: Never mind, I went ahead and rebooted my PC to get Photoshop working again, and got the muzzle flash frames done. They're included in the linked archive.

 Last edit: 9 years 11 months ago by MagicWazard.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

 Less More- Posts: 224
-
-
-
-

   9 years 11 months ago - 9 years 11 months ago [\#4494](#4494) by BadMojo  Replied by *BadMojo* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4494 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 Ok, so I've got version 6 here, but I have a few issues with it.

Firstly, the muzzle flash looks great, I might just chop off his fingers on WAZZB0 though, but easy done and ready for v6, you will be credited accordingly ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Now the problem that lies, is the one I've been having this whole time with the resampling, is the resolution, its too big to fit in the game without the use of HI_START... check v5, the link for that is still in op, the resolution for the idle and firing frames are about the same as the (doom)shotgun, so that when you switch between the two, the proportions of his hands and the rest in general is right.

Unless Im missing something about setting offsets or other settings within slade to have it resize the sprite to fit proportionally correct... then the only way to have these sprites fit correctly is to either resample them down some more at the cost of quality(see v5) or use HI_START and HI_END to have zdoom resize them as "high res" sprites (which works great btw but defeats the purpose of the resampling in the first place.... and is not allowed in a submission I think?).

Anyway the link is here when you get time to review this: https://www.dropbox.com/s/b4b9x3op9no28ho/AUTOSHOTGUNv6.zip?dl=0

 Warning: Spoiler!

 Those firing frames are a bit too choppy for my liking, and theres probably no need for the extra frame.. but I've got the "unsampled" firing frames from v5 which ill have another go at resampling, so Im afraid that's what will be in v6 when I update op, thanks for trying though ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

**Edit:** Heres the easy way out: https://www.dropbox.com/s/m15i86otxvooeio/AUTOSHOTv6HD.zip?dl=0

 Last edit: 9 years 11 months ago by BadMojo.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 808
-
-
-
-

   9 years 11 months ago [\#4495](#4495) by MagicWazard  Replied by *MagicWazard* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4495 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 I don't think all that stuff is necessarily true. I think the main problem is that the gun is somewhat wider than the standard Shotgun, so now that the hand wraps all the way around the weapon to grip it, the width is more noticeable. Height-wise, it's fine. So I think the solutions are a bit simpler:

*Narrow the idle/recoil frames, so that the hand is about the same width. I wouldn't suggest this, since the gun itself is fine.

*Put the hand more "under" the gun rather than "around" it. Since he doesn't have to operate a pump, he doesn't have to have his hand wrapped around the gun; he can just have his hand underneath to cradle it. This would mean going back to your high-res version and modifying the hand, but I think it would be the better of the two options.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

 Less More- Posts: 224
-
-
-
-

   9 years 11 months ago - 9 years 11 months ago [\#4496](#4496) by BadMojo  Replied by *BadMojo* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4496 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 I definitely agree about putting the hand under the gun more, after comparing it to the shotgun, so ill make changes to that.

But, I still think the resolution as a whole is too big. After setting the offsets of the resampled sprites to have the tip of the weapon be around the same spot as the shotgun, with the autoshotgun's sprite being 128x109px, and the doom shotgun at 79x60px, it makes the gun look more elevated and closer to the face, it also cuts off half of the sprite being at those offsets, where as the doom shotgun is further away from the face... v5 is about as much resolution as we can get (being 100x80px), without losing too much detail, but also maintaining most of the proportions to the original shotgun... Ill take a few screenshot to demonstrate this in a minute.

Edit: Heres the comparison shot, as you can see the tip of each weapon is around the same spot, although version 5 is still a bit larger than the doom shotgun, it still manages to fit the sights and part of the butt in view. But because the resampled version is fairly larger than v5 and about 2x the size of the doom shotgun, the proportions just aren't right.

https://www.dropbox.com/s/wag6ev1dr5nyxn5/comparison.png?dl=0

Edit 2: There is also this alternative.... I was only supposed to change the hands on this one but I got engrossed in Photoshop again :roll:

https://www.dropbox.com/s/nd5s1mteauscnhg/alternative.png?dl=0
 Warning: Spoiler!

I used almost the exact proportions of the doom shotgun for this. The perspective is alot better, but it will need to be resampled down alot to fit correctly without HI_START, which will result in a very pixelated weapon due to all the detail.

 Last edit: 9 years 11 months ago by BadMojo.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 808
-
-
-
-

   9 years 11 months ago [\#4498](#4498) by MagicWazard  Replied by *MagicWazard* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4498 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 Oh, did one of your recent updates include new sprite versions? I was resizing the upscaled sprites you gave me based off the sprites in the .zip you provided a few links back (AutoshotgunAssets.zip), which I think were the V1 sprites. If you want me to resample the frames smaller to match your newer sprites, I can do that. Just tell me what the size baseline to aim for is (if possible, post another archive with your "V5" sprites)

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

 Less More- Posts: 224
-
-
-
-

   9 years 11 months ago [\#4501](#4501) by BadMojo  Replied by *BadMojo* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4501 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 Yea, whilst waiting for your resampled ones I did some quick edits for v5, it is about as best quality you can get for the resolution of the sprites... Oh and the animations were done for firing.. That's why I just wanted you to resample the idle as a test to see if you could preserve that detail, and so you could see the restriction I have to work with in terms of the resolution. you didn't really have to go through the trouble of the frames lol ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

I honestly think that there is too much detail to really preserve the amount that's there when resampling... But if you still want to try I'll link you to my latest assets when I get home.

I try to compare them to the shotgun, the shotgun is 79x60px, I want these as close as possible to that, otherwise it won't fit properly when setting the offsets and will look out of place.

But anyway, if you haven't tested v5, do it as soon as you got time. it is the most detail that can be squeezed out of such a low resolution.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 808
-
-
-
-

   9 years 11 months ago [\#4503](#4503) by MagicWazard  Replied by *MagicWazard* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4503 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 Are we talking V5.2.3? Because that does look a lot better than V1. Have you modified the sprites since then to deal with the hands and width?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

 Less More- Posts: 224
-
-
-
-

   9 years 11 months ago [\#4509](#4509) by BadMojo  Replied by *BadMojo* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4509 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

 yea.. that one.. I had edited the op too many times and confused everything that it numbered it weirdly... No i haven't done the hands as of yet, the "alternative" i linked was supposed to only be the edits for the hands, but i found the paintbrush again and got engrossed in detailing.... but ill work on it properly soon and resample them on my end, but ill still send the soon to be new assets to you so we can compare the results and finalize this project.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 808
-
-
-
-

   9 years 11 months ago [\#4510](#4510) by MagicWazard  Replied by *MagicWazard* on topic *[Automatic Shotgun](https://www.realm667.com/forum/closed-submissions/625-automatic-shotgun?start=30#4510 "=============

Information
=============

Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============

Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:

Idle:

:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0")*

> badmojo91 wrote: yea.. that one.. I had edited the op too many times and confused everything that it numbered it weirdly... No i haven't done the hands as of yet, the "alternative" i linked was supposed to only be the edits for the hands, but i found the paintbrush again and got engrossed in detailing.... but ill work on it properly soon and resample them on my end, but ill still send the soon to be new assets to you so we can compare the results and finalize this project.

Ok. Well, judging from the V5 assets, I think you've got a much better handle on it than before; I assume your next revision will be satisfactory. I can try resampling myself, but it's likely to be water under the bridge. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy82MjUtYXV0b21hdGljLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

[Powered by](https://www.realm667.com/forum/credits) [Kunena Forum](https://www.kunena.org)
