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KeksDose
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Post by KeksDose » Fri Jun 06, 2008 19:31

Added a bit more:
That's what I call "a massacre in a tip-toe white room":
Image

Sorry for the Fraps FPS counter. I recorded something and that stayed. XP And it actually still runs at 60 FPS for me there, it's the screenshot which seemed to have caused a little lagspike on Fraps. :P

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KeksDose
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Post by KeksDose » Fri Jun 06, 2008 22:08

QUATTRO POASTING IZ F.U.N. (Fire Under Nukes) THEREFORE:
OK, I guess this is the last time I updated something Pain Elemental-specific. This took YEARS to upload, because ImageShack isn't liking me anymore because I didn't install IS toolbar yet and uploaded so much. XP
Image
Image
Yep, it's the Pain Elemental, my favorite monster with the caco demon and the arachnotron, exploding.
It's, in my own eyes, actually pretty neat... I just need a bit work on the animation! :D This project is rolling down a street in the direction "update town". :P

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Post by Janitor » Thu Jun 19, 2008 3:29

how do you make the graphics for these effects?

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KeksDose
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Post by KeksDose » Sat Jun 21, 2008 17:04

The graphics are hand-drawn in The GIMP. I also colored them there... in the Decorate file I simply slap in "RenderStyle Add", and I get this glowy effect. If I don't want this glowyness and brightness, I make them alpha-channeled (like the smoke), and those graphics are simply A_CustomMissile'd around. I don't think this needs a tutorial or something... it depends on your imagination how you draw those effects, and my imagination != your imagination. :P

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KeksDose
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Post by KeksDose » Tue Jul 08, 2008 20:39

Adding... demos... *bleep* The explosion thing was dead, so I reuploaded it. :P Almost done... I need to add decals. :P

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KeksDose
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Post by KeksDose » Wed Jul 09, 2008 13:32

See thread title.
All I need to do now is polishing things up a bit, and if I missed anything, add those missing things. Proud 201 graphics, in all their PNGy glory, are in this wad, mostly consisting of fire and flares. :P Either I can give it a release today, or tomorrow, while today sounds really damn neat.

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KeksDose
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It's done! (TM)

Post by KeksDose » Wed Jul 09, 2008 14:58

It's done. See first post.

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Post by Rachael » Wed Jul 09, 2008 16:20

Awesome! I played around with it for a little bit, and it really does look a lot more realistic than Doom's old graphics.

Well done.
Spoiler: Zen Sarcasm

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Post by Enjay » Wed Jul 09, 2008 18:25

Looks very cool. 8-)

A couple of minor problems I spotted:

I don't think the spidermastermind creates decals.

If you gib a monster on a lift, when the lift moves down, the gibs are left hanging in mid air (easy to see on map01 if you gib any of the zombie standing platforms, then lower the platform).

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KeksDose
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Post by KeksDose » Fri Jul 11, 2008 18:11

I fixed the Spider Mastermind thing. Now to the thing with the gibs, this is fixed by adding -NoBlockmap to the blood actor, but then a few drops are able to simply rape the framerate. I should find a way around this... I hate lag in simpler things like the pest.:P

Edit: Well, it seems I found my not-so-laggy-workaround. Update on first post! :P Some other stuff I did:





GRAND UPDATES! *or so*
  • Fixed a bug where the flare could magically appear behind torches, and then appear in front of them again.
  • Red torch fire isn't pinkish anymore, it goes into yellow now.
  • Fixed a few bugs in the blood actor (some graphics not appearing properly, blood spots not appearing).
  • Fixed the Spider Mastermind thing.
  • Cyberdemon death has a bit more radius considering the Radius_Quake. :P
  • This version might be a *bit* bloodier. :P
  • Fixed the Revenant bulletpuff thing... I just wonder if the code I wrote could be considered as near exact to the revenant tracer's homing code.
  • Bloodspots have been workaroundinated.
  • For FILESSIZE'S SAKE, I ogg'd two wav sounds.
De-ell-own-load.

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Post by stx » Sat Jul 12, 2008 1:36

I like this, I like this a lot. In fact I'm putting it in Skins.

...but I can't help but feel a bit disappointed. What happened to THIS fire? It's much better than the one in the current release...
KeksDose wrote:Pic-2-Compare:
Image
This is how the new fire looks like...
Also, this WAD could use some collaboration with dynamic lights. ;)

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Post by Janitor » Sat Jul 12, 2008 8:01

amazing. i think i just wet myself.

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Post by Reinchard » Sat Jul 12, 2008 9:51

This smoke is very realistic

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KeksDose
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Post by KeksDose » Sat Jul 12, 2008 11:08

stx wrote:What happened to THIS fire?
I ate it! :D Actually, it's still in the deeps of page 2. :P I formated my PC about two months ago, so I totally forgot about this one. That actually makes me want to make a better one. :P

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Post by stx » Thu Jul 17, 2008 0:26

Would ZDRP.wad work with the NewGZEP wad? I really want the older fireballs.

Or have you put in the GZEP ones into ZDRP yet?

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