The WIP Thread

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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

Pixel Eater wrote:Mythbusters inspired:
I know it's not quite heatmapping, but it would be pretty amazing to have heatmapping. Imagine hunting invisible beasties with that. :D
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Pixel Eater
 
 
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Re: The WIP Thread

Post by Pixel Eater »

Actually I think it might count. I've only altered the front sprite so the left Imp is still 'unmapped'.
Here's a dark area:
Darkness.jpg
Edit: All Imp frames done now...
Impdun.jpg
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abbuw
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Re: The WIP Thread

Post by abbuw »

I took a whole bunch of black gradient flat sprites and did this little hack. Subtractive dynamic lights would have bled out and looked really ugly.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Holy moly, those are some impressive and amazing things i never seen on any other doom mods/map packs. Especially that night vision effect looks tacticool as shiet!
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Pixel Eater
 
 
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Re: The WIP Thread

Post by Pixel Eater »

Thanks Captain. Problem is, I haven't been able to figure out how to switch between the default and custom sprites in time with the main effect. Which means you're stuck with it on the whole game :?

Anybody know of an example of how to do that which I can dissect?
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Re: The WIP Thread

Post by Gez »

A solution might be to use the "####" sprite name throughout the imp definition. Can you set a sprite name through ZScript? If not, that sounds like a fine feature suggestion.
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Re: The WIP Thread

Post by Pixel Eater »

Like such?
Spoiler:
And then the #### can be redefined like a variable somewhere else?

Edit: It looks like everything's been bleepin' censored :lol:
Last edited by Pixel Eater on Mon May 21, 2018 5:54 pm, edited 1 time in total.
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Re: The WIP Thread

Post by Gez »

Yeah, you'd want to rename the Spawn state label to Idle, and have for actual Spawn state something like Spawn: TROO A 0 Goto Idle just so as to set the correct sprite at the beginning.
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HAL9000
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Re: The WIP Thread

Post by HAL9000 »

I was bored so I started to port Chasm The Rift Monsters, Items, Weapons and assets to Gzdoom

Here is the Chasm Skeleton Warrior:

Converted from Chasm to to Md2, tweaked, frames were edited for use in Gzdoom to best fit the Actor
I will probably create several skin variations.
Spoiler:
I'm still trying to figure out how to do Gibbing (head, Legs, Arms, weapon) similar to Chasm's Gib system
Last edited by HAL9000 on Wed May 23, 2018 8:57 am, edited 1 time in total.
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Pixel Eater
 
 
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Re: The WIP Thread

Post by Pixel Eater »

Gez wrote:Yeah, you'd want to rename the Spawn state label to Idle, and have for actual Spawn state something like Spawn: TROO A 0 Goto Idle just so as to set the correct sprite at the beginning.
Cheers Gez! I've done that and added the following code:
Spoiler:
And here is the result!
Switching.gif
But now the Imp is frozen :bang: :lol:
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amv2k9
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Re: The WIP Thread

Post by amv2k9 »

Already shown this off, but now it's animated! The ball of light in the center will be swapped out for something more appropriate to Ancient Aliens; I'm just not going to spoil it here.
https://drive.google.com/open?id=1gATpD ... VCUX3Iqk2d
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Re: The WIP Thread

Post by Pixel Eater »

You Ghostbuster'd them! Nice animation too :)
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Arctangent
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Re: The WIP Thread

Post by Arctangent »

Pixel Eater wrote:But now the Imp is frozen :bang: :lol:
That's because you're not calling Super.Tick(), so everything that handles momentum, state updates, etc. ... well, it's not happening unless you put it in yourself. Or call Super.Tick().
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Pixel Eater
 
 
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Re: The WIP Thread

Post by Pixel Eater »

Oh right I had...

Code: Select all

if (!player || !player.mo || player.mo != self)
{
	return Super.Tick();
}
...commented out because I get this error:

Script error, "ThermoCam.pk3:zscript.zc" line 53:
Incompatible operands for != comparison

Edit: So I removed the if() statement and placed the Super.Tick() at the end of the function and it works! Thank you it seems to be working perfectly :3:
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Re: The WIP Thread

Post by TrebbyTrebuchet »

Working on Half Life monster models

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