1.0.29

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Graf Zahl
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1.0.29

Post by Graf Zahl »

There's a new version available. The most notable addition are ZDoom's custom skill definitions. There's also some bugfixes from the latest ZDoom SVN version and slight improvements to the model code thanks to Torr Samaho from the Skulltag team.

EDIT: 1.0.29 fixes a crash when using models.
Last edited by Graf Zahl on Tue Nov 13, 2007 18:59, edited 1 time in total.
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KeksDose
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Post by KeksDose »

[spoiler]Image[/spoiler]

^_^ : D

...This is so awesome =D
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StasBFG[iddqd]
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Post by StasBFG[iddqd] »

Thanks for skill definitions!
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Nash
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Post by Nash »

Thanks Graf, but... still no brightness map example? :(
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Post by Graf Zahl »

Sorry, I forgot to include it. Since I have to re-fix it anyway it will be in 1.0.29.
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Nash
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Post by Nash »

No worries. The fact that I can finally do those smooth particles (as demonstrated by Keksdose's screenshot) really excites me already.
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Post by Karate Chris »

Sweet. Great work!
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Nash
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Post by Nash »

The brightmaps are awesome. Just one question; what does the iwad keyword do?
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Post by Graf Zahl »

It simply means that it only works for sprites in the IWAD. That's in case you load your own sprites that look different. This way you can always load it without having to worry about sprite replacements.
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Post by BlazingPhoenix »

Yayz! New GZDoom!
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Post by Enjay »

Thanks for the new version Graf.

I like the bright maps very much. Do the brightmap offsets and sizes have to be the same as those of the original sprite?

All the ones I have checked seem to be just 2 colour images (and XWE doesn't like reading them for some reason - so I can't check the offsets) - is that the format required or can there be more colours for more subtle gradation of colours?
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Post by Nash »

I assume yes; look at the brightmaps for the cacodemons and the hell nobles. They're not totally white.

I guess it just works like an apha map where you can make smooth fades.
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Graf Zahl
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Post by Graf Zahl »

The brightmaps don't need offsets. The offsets are for positioning sprites in the engine but the brightmaps are just overlays for the created textures.

The size can be different although I don't see much use for that.

And you can use any color you want. This is not restricted to grayscale.
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Enjay
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Post by Enjay »

Thanks for the information. With any luck I'll get a chance to try some of my own later on when I get home from work. :)
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Post by Tormentor667 »

What are Brightmaps? How can I define them and where are they used?
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