The ZDRP | Been re-revamped! Page 1.
- MartinHowe
- Posts: 154
- Joined: Tue Aug 30, 2005 22:07
- Location: Waveney, United Kingdom
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
Little update and finally continuing working on this (I lost my motivation on this for a while).
Now with a nicer new style I hereby present you how Cacodemons go boomy on gibbing:
Also, fighting Mr. Cyberdemon
More comes later
To do:
Now with a nicer new style I hereby present you how Cacodemons go boomy on gibbing:
Also, fighting Mr. Cyberdemon
More comes later
To do:
- Make nicer blood.
- Redoing the effects.
- Making more particle graphics.
- BlazingPhoenix
- Posts: 488
- Joined: Sun Aug 28, 2005 5:11
- Contact:
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
Update:
Explosion debris:
Spider Mastermind goes boomy:
What a variation of colors I have here (will come very useful for Heretic \ Hexen monsters \ objects):
Plasma effects (will add sparks):
Arch Vile revives a monster:
I'm so close on finishing this...
Also, I just found out what X\Y\Z momentum in A_SpawnItemEx means. It's so generic, I don't need to ACS anything or set any speeds! That cleans it up a lot!
Explosion debris:
Spider Mastermind goes boomy:
What a variation of colors I have here (will come very useful for Heretic \ Hexen monsters \ objects):
Plasma effects (will add sparks):
Arch Vile revives a monster:
I'm so close on finishing this...
Also, I just found out what X\Y\Z momentum in A_SpawnItemEx means. It's so generic, I don't need to ACS anything or set any speeds! That cleans it up a lot!
- Vader
- Stronghold Team
- Posts: 1072
- Joined: Fri May 26, 2006 15:48
- Location: Bielefeld, Germany
Nice stuff there
However, I think most of the effects don't look translucent enough, if you know what I mean.
The sprites you use seem to mix into one big glowing and makes it impossible to see anything beyond it!
I also think the reviving effect of the Arch vile should be something like red fog rahter then the fire you used, since it's hands seem to glow in a red light when reviving a monster.
Still some good work here, so keep it up!
However, I think most of the effects don't look translucent enough, if you know what I mean.
The sprites you use seem to mix into one big glowing and makes it impossible to see anything beyond it!
I also think the reviving effect of the Arch vile should be something like red fog rahter then the fire you used, since it's hands seem to glow in a red light when reviving a monster.
Still some good work here, so keep it up!
- ChupaReaper
- Posts: 202
- Joined: Fri Jun 15, 2007 16:35
- Location: England
- Contact:
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
- .+:icytux:+.
- Stronghold Team
- Posts: 399
- Joined: Mon Nov 05, 2007 21:50
- Location: Finlando
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
...an UPDATE!.+:icytux:+.'s custom title wrote:ZOMFG!
The alpha channel bug is fixed now, and I played with it for circa a hour, so I made a new explosion with neat smoke! I don't need the additive renderstyle now, which made everything bright and so on to get the nice fade-outs on the edges! This is just awesome from the look of it! ^^
Also, using the enhanced amplification visors \ the invulnerability power-ups don't make everything look... weird, inverted and... boxy. So I can just say one thing:
'Alpha channels = 1337'
I shall continue my work only with alpha channeled graphics now.
- Azure Agony
- Posts: 71
- Joined: Fri Aug 24, 2007 6:40
- Location: Somewhere in HANGAR or E4M7
Nice!
Very nice work! I saw screens from your sandstorm too, looks great! I'm going to make smoke and sand effects using 3d models, I want to get effect simillar to Doom 3 smoke effects. Who knows what's it come from it For now I only made 26 frames sprite of rocket trail with standard method
- Tormentor667
- Stronghold Team
- Posts: 3555
- Joined: Sun Nov 13, 2005 23:15
- Location: Germany
- Contact:
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
- Azure Agony
- Posts: 71
- Joined: Fri Aug 24, 2007 6:40
- Location: Somewhere in HANGAR or E4M7
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
An update! But so hella late... boooo!
Added (FINALLY) the new fire effects... looks kinda neat due to my new-new-new technique to draw them... err, or something along those lines.
Left most is a test one... all together make it multi colored. Looks kinda neat
...now I'm playing with the explosions again...
Added (FINALLY) the new fire effects... looks kinda neat due to my new-new-new technique to draw them... err, or something along those lines.
Left most is a test one... all together make it multi colored. Looks kinda neat
...now I'm playing with the explosions again...
- Azure Agony
- Posts: 71
- Joined: Fri Aug 24, 2007 6:40
- Location: Somewhere in HANGAR or E4M7