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Posted: Sat May 12, 2007 9:11
Xaser's screenshots look groundsmashingly awesome.
So do Rex's. Awesome work folks!
Posted: Fri Jun 15, 2007 23:59
Heh, yep, they've got some good screenshots. Rex's and Xaser's now rule page 5.
Heh, InsanityBringer, dynamic lights are fun to abuse, right? =D Welcome to DRD BTW
I should submit some screenies of my better work... *crams out testmaps and particles*
Posted: Sat Jun 16, 2007 3:48
KeksDose wrote:Heh, InsanityBringer, dynamic lights are fun to abuse, right?
I do it all the time
Posted: Thu Jun 28, 2007 16:31
O_o This would kill my framerate o_O This looks great, though-
Posted: Fri Jun 29, 2007 23:55
Why are all the particles of the sandstorm using additive blending? A heavy sandstorm would block out a lot of light, not glow brightly!
Posted: Fri Jun 29, 2007 23:58
Because I actually want them to have "Alpha-Channeled" fade outs, which aren't properly possible yet in GZDoom. If it would support this correctly it would block the sight and would not glow bright. But they're actually taken in "Bright" light mode, in Doom Light mode it looks much better.
Posted: Sat Jun 30, 2007 0:02
Some of these special effects are looking very nice. I look forward to seeing them in action.
Posted: Sat Jun 30, 2007 0:10
I planned to release the next version of my GZRP in the next week, or even earlier. The sandstorm and a few other goodies are in there. In this time I can actually tweak the sandstorm a bit and add a few other things. I have a VERY different technique now, so this might look 10 000 times better than the last one.
Posted: Sat Jun 30, 2007 16:16
You sure love to do these special effects, KeksDose, they look awesome.
Posted: Sat Jun 30, 2007 17:20
I tweaked the things a bit to make the sandstorm completely block the sight, like Shinjanji said. And yeah, I actually like to make them. I just have a few ideas and then there will be some madness: Sandstorm, rain, snowfall, underwater, glitter, explosions etc. I just look at some pictures. Let's say I look at smoke or something alike. Then I try to recognize this picture as good as I can. Then I get the graphics ready and code the particles. Voila, a particle fountain is born
It's so simple and it looks so nice. And if you place them in a map, like the one I'm currently working on, you will get a real Doom 3-ish feeling
DAMN! InsanityBringer, that's Quake quality right there O_o Finally someone who uses dynamic lights properly
Posted: Sun Jul 08, 2007 16:32
KeksDose and InsanityBringer... your screenshots are phenominal. Throw out the Doom pistol, the Doom sprites and the alternate HUD and it won't even look like Doom anymore. :O
1) Are the sandstorm particles animated? Do you use a program to generate them? I'd be interested in the program because I hate hand drawing and animating smoke particles (and they never turn out convincing for me anyway :/).
2) You can make the standstorm block light and have smooth faded out edges by making use of PNG's alpha channel. In case you haven't figured it out, I put this
together real quick for you to check out.
Posted: Sun Jul 08, 2007 20:32
Thanks Nash, you're a real life saver
And this looks very cool, too
I PM you about the graphics.
Hmm, there's something very odd...
Notice the egdyness on the place where the fade-outs should be?
This would make me fall back to my old method
Posted: Mon Jul 09, 2007 4:31
Thanks for your PM.
What I had in mind was if there was a program that lets you use scripting to automatically generate animated frames.
Anyway I use Photoshop so your tutorial is quite handy. I'll definitely use them as a reference. =)
As for the problem... hmmm you're right. I didn't quite notice it when I made the file yesterday because it was done very quickly and I didn't have my glasses on.
Looks like some of the alpha information is ignored and it loses precision. Let me ask Graf about it in the Bugs forum...
Posted: Mon Jul 09, 2007 18:24
Posted: Mon Jul 09, 2007 18:33
Can be fixed, but not that easy.
Graf Zahl wrote:...it's not that easy to fix
So it is possible, but just difficult.