The WIP Thread
- Rayman The Hedgehog
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Re: The WIP Thread
I don't know where to put this but i'm on my way to rip most of the graphics of Fears (Amiga 1200) using GGD to get raw image and recoloring using Pixly.
Wish me luck, cuz i will need it
There's some progress:
Wish me luck, cuz i will need it
There's some progress:
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- Map Editor vs Original.png (3.72 KiB) Viewed 1222 times
- Kinsie
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Re: The WIP Thread
Excellent stuff! The lack of editor tools that properly handle ECWolf's new features has been a real bugbear of mine for quite a while now.InsanityBringer wrote: So on a whim, I decided to start working on eced again.
My first thought is colour tinting.InsanityBringer wrote:How do I visualize floor codes? The current version just shows two hex digits, but it's pretty noisy and not super informative at a glance.
I'm not sure how you'd decide what colours to associate with what floor codes, but it would at least be a lot cleaner than the current setup.
[/quote]Not bad! Keep us posted!Rayman The Hedgehog wrote:I don't know where to put this but i'm on my way to rip most of the graphics of Fears (Amiga 1200) using GGD to get raw image and recoloring using Pixly.
Wish me luck, cuz i will need it
There's some progress:
- InsanityBringer
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Re: The WIP Thread
I'm playing around with coloring some, since doing so would be easy (the renderer is already set to display solid color tiles, needed since walls and flats can be solid colors), I got a new UI that can display colors in it, and I'm thinking of a way to pick colors. A dumb idea I'm thinking of doing is generating all colors where the RGB channels are in the range 64-192 in increments of 8 (which should give 4096 color variants) and doing a full shuffle on that list. Hopefully this should give a good enough spread of colors and create variety when laying down numerous color codes.
Also need to give regards for AMD and their shitty drivers, as I tried running this mess on my Linux machine, only to find that some of my shaders were not compiling because AMD wasn't following the specification correctly in the proprietary drivers and allowing features that weren't present in GLSL 3.3 (the target spec) to compile.............................. The FOSS drivers are more strict and would reject them, and I suspect nvidia would do the game. And yet, despite all this, I still don't feel any desire to give nvidia any business...
It's still not quite working on mono, and I'm not sure why, but hopefully it isn't too painful to fix. All my Descent 2 utilities worked fine there
edit: these issues I'm getting are rather confusing, most of my data textures seem to just be vanishing in a black hole for some reason and I'm not sure why. My shaders don't get any of the information present, but there are no OpenGL errors being thrown when trying to access this data. I'm stumped.
Also need to give regards for AMD and their shitty drivers, as I tried running this mess on my Linux machine, only to find that some of my shaders were not compiling because AMD wasn't following the specification correctly in the proprietary drivers and allowing features that weren't present in GLSL 3.3 (the target spec) to compile.............................. The FOSS drivers are more strict and would reject them, and I suspect nvidia would do the game. And yet, despite all this, I still don't feel any desire to give nvidia any business...
It's still not quite working on mono, and I'm not sure why, but hopefully it isn't too painful to fix. All my Descent 2 utilities worked fine there
edit: these issues I'm getting are rather confusing, most of my data textures seem to just be vanishing in a black hole for some reason and I'm not sure why. My shaders don't get any of the information present, but there are no OpenGL errors being thrown when trying to access this data. I'm stumped.
Re: The WIP Thread
Been playing around with the imp sprites for fun. Not sure if I'll use these for anything but I like the way they turned out so far.
Re: The WIP Thread
I like it!Scripten wrote:Been playing around with the imp sprites for fun. Not sure if I'll use these for anything but I like the way they turned out so far.
- InsanityBringer
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Re: The WIP Thread
Hmm, I tried my original idea for picking colors but it's not distinct enough. I might need to consider a better algorithm for picking unique colors. A dumb idea might be to increment the number 0-4095 that's used to create the colors by simply adding a large constant for each iteration, creating a minimum "distance" between two colors. This will take experimentation
ed: wait, this won't work if the user is colorblind. I'm going to offer the old hex code display as an alternate option for those who are indeed colorblind, I think.
Last edited by InsanityBringer on Sat Mar 28, 2020 9:32 am, edited 1 time in total.
Re: The WIP Thread
I've been experimenting with adapting my scary stories into interactive things in Doom.
- Captain J
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Re: The WIP Thread
Very ominous and dynamic sequences and all, but i do hope there will be semi-realistic or noir-esq portrait drawings. Just one facial expression for certain dialogues is not much of harmonizing.
In my perspective, of course! I know i'm asking too much.
In my perspective, of course! I know i'm asking too much.
- Rayman The Hedgehog
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Re: The WIP Thread
Done with some of the Fears enemies, i'll go to the textures for saving time
Spoiler: Fun FactProgress:
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- I don't know if Fears maps are estructured as episodes, but let's say these are the first ones of the Ep2
- tex2.png (10.92 KiB) Viewed 849 times
- The Philosopher
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- NeuralStunner
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Re: The WIP Thread
You could do like RPGMaker and do both at once: A cycle of colors with numbers overlayed.InsanityBringer wrote:wait, this won't work if the user is colorblind. I'm going to offer the old hex code display as an alternate option for those who are indeed colorblind, I think.
(This sample uses 75% translucency over the tile, might want to make it configurable. I'd offer hex and decimal options, and scale the number of digits by how many are needed. (More than 65536/1000 sound zones or sectors are unlikely, but...)
EDIT: It also overlays the whole map in gray underneath, which helps reduce visual noise (and makes it more obvious that you're in region mode).
- Sangelothi
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- Joined: Mon Sep 07, 2009 12:32 am
Re: The WIP Thread
My hdd went bad 3 years back, and I lost a lot of progress along with my motivation to mod, but a few weeks back I figured I could have made up the lost work and some. I've been at it and I'm more than caught up. Hopefully will have more to show soon
Spoiler:The bottom images are the most recent edits I've made to Coldicite's hp bars
- Marisa the Magician
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Re: The WIP Thread
neat
Re: The WIP Thread
Whoa welcome back Sangelothi!