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Changing the color of solid blood decals

Posted: Fri Dec 15, 2006 10:35 pm
by Yardstick
The request is simple. I'd like Zdoom to extend the functionality of "BloodColor" to SOLID blood decals as well.

Currently BloodColor does only affect non-solid (shaded) blood decals.

Image

Code: Select all

ACTOR Cacodemon2 : Cacodemon replaces Cacodemon
{
      BloodColor blue
}
I *assumed* that ZDoom is perfectly able to swap the RGB values for bludc0 (the blood sprite enemies spurt when hurt, see the picture) so I thought it could be possible to change the color of solid decals using this method.

Implementing a new actor property similar to "decal" would be equally useful for me, although I'd have to paint the decals myself and then create the corresponding entries in decaldef.

Any chance for this?.

Posted: Sat Dec 16, 2006 12:54 am
by HotWax
No. This is precisely what the BloodType parameter was added for.

Posted: Sat Dec 16, 2006 2:17 am
by Yardstick
I can't seem to get it working, not sure if I'm doing something wrong. Would "development version only" have something to do with it?.

Posted: Sat Dec 16, 2006 2:56 am
by Graf Zahl
Blood decals are shaded for a very good reason (i.e. the ability to colorize them.) If you make them have their own color you defeat that mechanism. Sorry, this won't change.

Posted: Sat Dec 16, 2006 11:48 am
by HotWax
Yardstick wrote:I can't seem to get it working, not sure if I'm doing something wrong. Would "development version only" have something to do with it?.
It should be in the 2.1.8 release.

Also, it wasn't clear to me whether you were talking about decals (the graphics that appear on walls) or sprites (the actors spawned in front of the enemy you shot, as indicated in your screenshot). If you just want to colorize the blood decals, I believe bloodcolor does that.

Posted: Sat Dec 16, 2006 6:25 pm
by Yardstick
Graf Zahl wrote:Blood decals are shaded for a very good reason (i.e. the ability to colorize them.) If you make them have their own color you defeat that mechanism. Sorry, this won't change.
Can you explain how Zdoom changes the color for blood sprites (like the blue ones in the image) when BloodColor is used?.

Posted: Sat Dec 16, 2006 6:33 pm
by Graf Zahl
It creates a translation table for each blood color and uses that the same way as a normal DECORATE translation or an ACS translation

Posted: Sat Dec 16, 2006 6:37 pm
by Lemonzest
Yes this is very good, using nash's blood colour wad and love seeing green/blue blood all over the walls :D

Posted: Sun Dec 17, 2006 1:10 am
by Ultraviolet
Where can I get Nash's blood color wad?

Posted: Sun Dec 17, 2006 4:42 am
by Yardstick

Code: Select all

// Enemy-based Blood Color -------------------------------------------------

ACTOR Cacodemon2 : Cacodemon replaces Cacodemon
{
      BloodColor blue
}

ACTOR BaronOfHell2 : BaronOfHell replaces BaronOfHell
{
      BloodColor green
}

ACTOR HellKnight2 : HellKnight replaces HellKnight
{
      BloodColor green
}
I don't know what Nash's blood wad does, but you could try putting the above in zdoom.pk3\actors\doom\doomdecorations.txt if all you want to see is green and blue blood painting the walls.

Posted: Sun Dec 17, 2006 8:10 am
by Zippy
Or... you know... you could just put it in a DECORATE.txt file and load that on the command line, instead of editing zdoom.pk3.

Posted: Sun Dec 17, 2006 8:19 am
by Graf Zahl
Warning: If you change zdoom.pk3 you lose all warranty and any bug report where such a file is used will be discarded on sight.

Posted: Sun Dec 17, 2006 8:33 pm
by Nash

Posted: Tue Jan 02, 2007 9:37 pm
by Yardstick
Now that GZDoom has been updated to the latest Zdoom code, can I expect "bloodtype" to work there or I'll have to wait for a new Zdoom release?. The changelog doesn't tell much about it.

Posted: Tue Jan 02, 2007 11:09 pm
by Nash
Of course it'll work. GZDoom 1.0.22 is based on the unreleased WIP ZDoom code.