Search found 493 matches
- Sat May 27, 2017 10:21 am
- Forum: Editing (Archive)
- Topic: Mapping: how do I do a "bottomless" pit?
- Replies: 8
- Views: 1145
Re: Mapping: how do I do a "bottomless" pit?
I've done it where I use 3-d platforms that have no texture with decreasing brightness settings, layered and darker as they go down. Then I placed one that had an 80 height or so from the bottom with a solid black texture, which things would "disappear" under. You could also opt for using floor glow ...
- Sun Mar 05, 2017 4:46 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30877
- Views: 2143990
Re: The WIP Thread
Interesting... Seems like it'll need to be experimented with on my end. With the feature seeming to run a bit better, is it something we may be able to see added into a stable build one day?Nash wrote:*Interesting things*
- Sun Mar 05, 2017 1:17 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30877
- Views: 2143990
Re: The WIP Thread
Can't wait to get my hands on this!Nash wrote:*Some of the coolest stuff I've seen in Doom*
How's it handle brighter maps? Say, one set outdoors on a sunny day? I know it does dark maps a thing of beauty, but if it does brightly lit rooms or sunny outdoors a disservice, might dispel a lot of my interest.
- Wed Mar 01, 2017 5:32 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894580
Re: The "How do I..." Thread
Is it possible to define kerning on fonts that are defined through FONTDEFS? Or maybe through some goofy workaround? I'm using the (much appreciated addition) of "DONTTRANSLATE" on my font, to make use of the PNG alpha, but if it's possible to apply kerning to it as well, it'd look even better.
- Sun Feb 26, 2017 1:51 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: FONTDEFS "DontTranslate"
- Replies: 6
- Views: 1143
Re: FONTDEFS "DontTranslate"
Thank god I held on to the alpha versions of my fonts.
- Thu Feb 23, 2017 1:22 am
- Forum: General
- Topic: Mods with human enemies
- Replies: 16
- Views: 4241
Re: Mods with human enemies
Enjay's BGPA, and similar mods like Overlord, come to my mind right away. While it didn't actually change their heights, I liked that some were crouched down as they moved, giving the impression of staying low for better cover. I guess now, with A_SetSize, enemies really can hunker down to avoid ...
- Mon Feb 20, 2017 11:50 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894580
Re: The "How do I..." Thread
Ral22: Nope, it's currently not possible. Hope this limitation will be lifted when/if GZDoom implements TrueType fonts (Graf was seen recently mentioning it briefly as a "what if"... can't remember where, maybe it was on the Mantis board). Wow, that'd be a dream. If I'm picturing it right, it would ...
- Mon Feb 20, 2017 11:28 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894580
Re: The "How do I..." Thread
It's likely been assessed before, but I just want to know for sure: Is there a way for fonts to utilize PNG alpha? Perhaps some TEXTURES workaround or the like? I can adjust if there's no other choice, but I've got the font all nice and set with PNG alpha currently.
- Sun Feb 12, 2017 1:40 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30877
- Views: 2143990
Re: The WIP Thread
Woah. Totally radical. That's amazing looking flames! Does it make use of a glow effect of sorts? Or is that just bloom? And how soon do you think this'll see a use in a release?Mikk- wrote:*Amazing fire effects
- Fri Jun 10, 2016 10:22 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [GZDoom] Orient billboard sprites toward camera
- Replies: 9
- Views: 1470
Re: [GZDoom] Orient billboard sprites toward camera
Question: Can this be applied as a flag on an actor, like FORCEXYBILLBOARD? In my opinion, sprites in skyboxes and some larger sprites benefit from always orienting to the camera, but in general gameplay with monsters and such, I prefer the other methods.
- Fri Jun 10, 2016 10:02 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894580
Re: The "How do I..." Thread
I'm new to this whole model thing, so there's something I need clarified before I try a more wasteful workaround. I import some models into my pk3 for experimentation, but while I copied most the aspects (The actor decorate is different) over exactly, it renders differently in my mod than in the ...
- Sat May 21, 2016 12:26 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894580
Re: The "How do I..." Thread
Is it possible, at the moment, to apply brightness to a wall using UDMF? I know that floors and ceilings can be set that way (Which is a huge help). I also know that it can be done with "Transfer_WallLight", but I was hoping that I can do something a little more simple.
- Thu May 19, 2016 7:55 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_WeaponOffset
- Replies: 20
- Views: 1950
Re: A_WeaponOffset
I can see many uses for this, at least for me. Bookmarked for future reference! Thanks!
- Thu Feb 04, 2016 8:30 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894580
Re: The "How do I..." Thread
This is sort of a stretch, but worth a shot: Is it possible for a gameplay mod to remove the intermission screen from other map sets? Is it something done in map definition, or make the intermission instantly skip itself? Additionally, would an automap definition work within a gameplay mod, over ...
- Tue Feb 02, 2016 9:02 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30877
- Views: 2143990
Re: The WIP Thread
sign me upMarisaKirisame wrote:*Horrifying awesomeness*
I hope this becomes a finished thing, even if it is small/one level.