Projectile that generates translated decal on impact

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Re: Projectile that generates translated decal on impact

by Rachael » Wed Nov 21, 2018 4:36 pm

I'm going to leave the final decision to Graf on that, mostly because I have no idea if he has any plans for this or not and I am not the person who wants to be raining on his parade if he does.

Ultimately, tickets that appear in these development forums are here to serve a purpose for the greater good, not solely for the person who opened them. I really wish people realized that (and there's one person in particular I have in mind when I say this...). Basically that means everything that gets implemented, whether you did the work via PR for it or not, is not a favor for you, it's meant for everyone.

Re: Projectile that generates translated decal on impact

by Nash » Wed Nov 21, 2018 4:32 pm

This may be closed, as I've found a solution to my original use case.

Re: Projectile that generates translated decal on impact

by Graf Zahl » Sun Feb 26, 2017 1:28 pm

SidDoyle wrote:Maybe if this gets bumped enough, it'll happen.
The far more likely result will be that it gets closed. If this was simple it would already be in.

Re: Projectile that generates translated decal on impact

by Josh771 » Sun Nov 20, 2016 2:33 pm

Maybe if this gets bumped enough, it'll happen. As I've begun developing Droplets once again, this has become yet another painful gap in the translation feature set. The ability to pass translation information from projectile to decal would be invaluable for various blood mods, and I imagine it would have its use in monster replacers and weapon mods as well.

EDIT: I hope my tone doesn't come across as exasperated or anything like that. I understand the sorts of hard problems real development runs into and I'd like to express my patience with regards to new features and whatever unique difficulties they represent. Hopefully this is something that can eventually, if not soon, be implemented.

Re: Projectile that generates translated decal on impact

by D2JK » Wed Jan 20, 2016 10:12 am

I'd be interested in this too, though in my case it would just let me clean up some extra code as I've already gone ahead and done this manually (red/green/black blood, droplets and decals). :-)

Re: Projectile that generates translated decal on impact

by StrikerMan780 » Sun Jan 17, 2016 11:45 pm

Nash wrote:Sorry for the bump, but any chance of revisiting this? Would be great so that I can update my newly-released blood mod to support colourized blood...
Yes! This is the final thing that would complete the gibs in my mod as well.

Re: Projectile that generates translated decal on impact

by Nash » Fri Jan 15, 2016 6:22 am

Sorry for the bump, but any chance of revisiting this? Would be great so that I can update my newly-released blood mod to support colourized blood...

Re: Projectile that generates translated decal on impact

by Graf Zahl » Sat Jul 26, 2014 11:09 am

Ok, this is going to be a bit complicated because the translations for blood sprites and decals are not the same thing. So this somehow needs to be able to transfer the blood color to the projectile, not just the translation.

Re: Projectile that generates translated decal on impact

by Nash » Sat Jul 26, 2014 9:48 am

https://dl.dropboxusercontent.com/u/47355875/test.pk3

Here's what I'm trying to do. Obviously in this example, everything is ultra exaggerated (the distance the projectiles fly, the decals that gets generated, etc) but it was done that way to better illustrate the effect. If you comment out the RenderStyle, you can see that the projectiles are already taking the colour of the Caco's blood, so I know that information is being carried by the projectiles.

Re: Projectile that generates translated decal on impact

by Graf Zahl » Sat Jul 26, 2014 12:59 am

Can you post an example of what precisely you want? There should be a way to pass translation information in some way but first I need to evaluate the required use case.

Re: Projectile that generates translated decal on impact

by Nash » Thu Jul 24, 2014 1:38 pm

I planned to use this for blood purposes actually. :) The "projectile" I speak of in my OP is actually spawned from Blood, which is already translated. The problem now, however, if this projectile collides with the wall, it spawns the default-coloured decal (which is red). I was hoping to be able to colourize the decal according to its current translation.

Re: Projectile that generates translated decal on impact

by wildweasel » Wed Jun 25, 2014 1:09 am

Does translation also include blood color, by chance?

Re: Projectile that generates translated decal on impact

by jpalomo » Tue Jun 24, 2014 1:13 pm

Decals already support translations, so I would assume yes. I'll take a look at it when I can. No guarantees though.

Projectile that generates translated decal on impact

by Nash » Tue Jun 24, 2014 3:41 am

I have a projectile that carries translation information, and I want it to generate the translated decal colour upon colliding with a wall. Can this be done?

(same as http://forum.zdoom.org/viewtopic.php?f=15&t=33273)

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