[AnimDefs] Texture Blending

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Expand view Topic review: [AnimDefs] Texture Blending

by Graf Zahl » Mon Aug 29, 2005 11:17 am

Considering that Randy doesn't even manage to clean out the Bugs forum it does. There are really much more important things to do right now than adding some eye candy.

by Tormentor667 » Mon Aug 29, 2005 9:24 am

Well, yes I do because it doesn't seem to need much work! :(

by Cutmanmike » Sat Aug 27, 2005 3:27 pm

....Like delay the next release some more!

*whistles*

by Graf Zahl » Sat Aug 27, 2005 1:09 pm

Do you really expect something now? Randy hasn't even released a new version yet and this is very low priority. There are much more important things to do first.

by Tormentor667 » Sat Aug 27, 2005 11:20 am

*bump*
Any news on that?

by Tormentor667 » Mon Aug 22, 2005 7:19 pm

Well, I think if it looks good or bad depends on the persons which play around with the possibilities of the feature. ;) It's the same with the warp effect, that one also doesn't look good always :)

by Graf Zahl » Sat Aug 20, 2005 4:31 pm

It can't be harder than the warping stuff. The only problem I see is that something like this may not look as good as expected due to palette limitations.

by Sphagne » Sat Aug 20, 2005 2:59 pm

I think it would be "Wait for GL version."

by Tormentor667 » Fri Aug 19, 2005 11:49 am

A statement from Graf or Randy would be interesting...

by Chris » Mon Aug 15, 2005 3:45 pm

It shouldn't be hard to do. Just draw a wall as normal, then if the texture is blended draw the other texture right on top of it using translucency. Of course the only tricky part would be to have ZDoom consider the blended texture a masked texture if either texture contains transparent areas.

by Hirogen2 » Mon Aug 15, 2005 9:41 am

ZDoomGL has this sort... for BFALL and stuff. You probably seen the mpeg from timmie.squabble.org.

by Nash » Mon Aug 15, 2005 9:38 am

Well, if you don't mind having the space to waste, you can always pre-generate a fade animation in JASC Animation Shop or something, then import the textures...

Would take up a lot of space, though...

by TOGoS » Sun Aug 14, 2005 11:06 pm

I think this falls into the category of 'things that would be easy to implement if zdoom didn't used a color palette but it does so it's tricky'. You'd probably have to precalculate the image for each between-frame frame.

by Nmn » Sun Aug 14, 2005 4:32 pm

I think this is a cool feature ... 8-)

PDP man... :rock:

by Lexus Alyus » Sun Aug 14, 2005 4:05 pm

It shouldn't be too difficult as we have that massive burn effect when the screen changes... man, that blood dripping effect that Doom has always had was one of the best things in Doom IMO... that's the coolest thing ever, and Doom is the only game to do it :D.

:twisted:

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