[decorate]new A_GunFlash parameters?

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DoomKn1ght
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[decorate]new A_GunFlash parameters?

Post by DoomKn1ght »

I was wondering wether this is possible to add three paramaters to
this function:

1)wether the the flash sprite is rendered in front or back of the main
sprite(back would be nice instead of the normal way)

2)renderstyle (normal,translucent,additive transluency,fuzzy,none)

3)alpha(value)

4)scale

maybe this has already been done or it' s not possible but risen3D as
something similar as far as i know.
I see gunflash with additive tranluency in Risen3D so maybe it' s only
possible with open gl.

:)
Last edited by DoomKn1ght on Tue Oct 16, 2007 6:10 am, edited 2 times in total.
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Matt
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Post by Matt »

2) and 3) I understand, but why 1)? Can't you just draw in a transparent area in the flash sprite where you want the gun to be revealed?

Searches for {additive flash} and {flash alpha} on the forums bring up nothing related in the suggestions forums, which surprises me a bit since I could have sworn there'd been mention of this before...
DoomKn1ght
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Post by DoomKn1ght »

Image

As you can see in this screenshot from risen3D alpha for gunflash look really nicer than normal one and that I forgot to mention the # 4 (scale)
I agree that number one is really useful in the case of an hires sprite as it is
in the screenshot It would be nice to let the moder choose because it can really look weird as if the weapon fire toward the player or if the moder want to enlight the weapon with transluency. However I would be pleased if
at least 2 and 3 get added Its just a suggestion for a programmer of
zdoom/gzdoom/skulltag to say me yes or no
since I could have sworn there'd been mention of this before...
That' s why I was suggesting this.
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Csonicgo
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Post by Csonicgo »

Additive blending for the gunflash? Oh yes, I'd love this!

Multiplicative Blending would be great too, for... staining... decals. yeah. Timmie added it in ZDoomGL but I never saw the beta for it. :/
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Virtue
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Post by Virtue »

cant you just add a_changeflag states to the gunflash to achieve additive blending?
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TheDarkArchon
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Post by TheDarkArchon »

No. It would make the player and the entire weapon sprite, flash and all, to be translucent.
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Post by DoomKn1ght »

No. It would make the player and the entire weapon sprite, flash and all, to be translucent.
That I'll say because tranluency is an actor property I wrote about
action function parameter.
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Post by Hellser »

Or use a translucent PNG.. OR.. double check to see if thats REALLY The chaingun firing sprite Also.. from what I remember, you can't use the additive on the chaingun, why? Theres still pieces of the chaingun on the 'firing' sprite.

Image
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Post by Ryan Cordell »

easy solution:

you edit those pieces off. =/
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Enjay
 
 
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Post by Enjay »

The translucent flash will allow you to see through to the normal sprite below - which might actually look quite good.
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Post by DoomKn1ght »

here is a test wad with png transluency for the pistol muzzleflash
that I take it from risen3D core effect addon

http://www.zshare.net/download/419512361417b8/

It look bad compared to what additive blending could look.

Some people misunderstood that the screenshot I posted was a screenshot
of risen3D core effect pack.
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Post by DoomRater »

I've wanted 1 for a while actually. Imagine trying to pull off the Duke Nukem Kick using flash frames- you'd have to make the GUN display with flash frames while the kick was displayed with regular graphics!
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Post by DoomKn1ght »

I hope this is enough simple to code :? :? i dont know if this will be classified in waitfor doomscript thing i just notice. :?
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Post by Graf Zahl »

This isn't too hard to add. The weapon code is isolated enough for this.
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Post by Ghastly »

While 1 is the least helpful in my eyes, it'd still be very useful. I haven't done flash sprites yet, but I can imagine exactly how arduous it is to align those.

The thing I'd REALLY like to see is renderstyle, alpha and scale. High-res transparent flash sprites would be great!
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