r331 and earlier Translucent weapon flash oddities

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

r331 and earlier Translucent weapon flash oddities

Post by Enjay »

I'll not go as far as to say these are definitely bugs because I have seen people saying that translucency in HUD weapons is not supported but, just in case this isn't meant to be happening or it has implications elsewhere...

These oddities were noticed when trying to change some of my weapon flashes so that they look translucent by using translucent PNG images.

First of all, the translucent graphic has its edges clipped to make it slightly smaller. This cause 2 visual glitches.

1) the graphic looked slightly smaller and, in the following screenshots, you can see some areas of the weapon flash where the graphic appears to be less than 1 pixel wide (the graphic is not scaled). In addition, the anti-aliasing effect of the sprite edges seems to vanish too, making the edges of the sprites much squarer.

For the most part (with the exception of the last shots) the graphic is virtually unaltered between the non-translucent original and the newer version, other than giving it transluceny. The last one was atered a little bit around the edges to try and minimise the effects of the shrinkage.

[spoiler]ImageImage[/spoiler]

[spoiler]ImageImage[/spoiler]

[spoiler]ImageImage[/spoiler]

Download this zip and run my Burghead mod with GFX1.WAD loaded on top to see the effect.

http://www.rowand.myzen.co.uk/graf/testwads.zip

2) In some cases, I couldn't get the flash to match up with the weapon. Because the flash graphic had shrunk slightly, there was a visible gap between where the flash stopped and where the weapon started. Unfortunately, I don't have a screenshot of this because I fixed it by adding a little, 1 pixel wide, non-translucent border to the edge of the flash where it is supposed to meet the edge of the weapon and I didn't screenshot it before I fixed it.


The second oddity is that GZDoom doesn't seem to allow much subtlety in its translucency. If something is set to be translucent in the graphic lump, then GZdoom will draw it as translucent. However, make it a bit more translucent and GZdoom won't show it at all.

[spoiler]ImageImageImage[/spoiler]

If you load GFX2.WAD on top of the other WADs already loaded in the first test and change to the rifle weapon (second weapon on slot 6) you will see that the flash is not visible except for the non-translucent areas.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: r331 and earlier Translucent weapon flash oddities

Post by Graf Zahl »

Should be fixed now. The weapon code never checked the texture translucency and didn't disable alpha testing if needed.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: r331 and earlier Translucent weapon flash oddities

Post by Enjay »

Much better. Thank you. :)
Locked

Return to “Closed Bugs”