Question about ZDoom's Particle Fountains

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

User avatar
Hexereticdoom
Posts: 654
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain
Contact:

Question about ZDoom's Particle Fountains

Post by Hexereticdoom »

Hello, I would like to know if there is actually a possible way for a ParticleFountain actor derived class for making the spawned particles to be shown at full-bright? Because I tried to make a variation with the +BRIGHT flag, but the fountain particles keep appearing without any bright applied:

Code: Select all

ACTOR ShinyRedParticleFountain : RedParticleFountain
{
  Health 1
  -NOBLOCKMAP
  -NOGRAVITY
  +BRIGHT
}
Not sure if I'm doing something wrong, or currently it is not a possible feature... :?:
User avatar
Cherno
Posts: 1311
Joined: Tue Dec 06, 2016 11:25 am

Re: Question about ZDoom's Particle Fountains

Post by Cherno »

Not the answer you are looking for, but with ZScript, you could easily create your own particle fountain functionality, including bright particles, and add it to any actor.
User avatar
Hexereticdoom
Posts: 654
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain
Contact:

Re: Question about ZDoom's Particle Fountains

Post by Hexereticdoom »

Cherno wrote:Not the answer you are looking for, but with ZScript, you could easily create your own particle fountain functionality, including bright particles, and add it to any actor.
Yep, after thinking about it finally I have chosen to replicate, or better said, make an improved Particle Fountain with the help of A_SpawnParticle function, which allows full-bright mode and more customizations in generated particles.

Thanks for the tip Cherno! :thumb:
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: Question about ZDoom's Particle Fountains

Post by Gez »

Yeah, putting the bright flag on particle fountain will merely make the particle generator itself bright -- which is useless since it's invisible anyway! To get the generated particles to be bright, a different approach is required. Good thing that [wiki]A_SpawnParticle[/wiki] was added!
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Question about ZDoom's Particle Fountains

Post by Nash »

To be fair, it sounds trivial to check for the bright flag on the stock particle generator actors and simply spawn lit particles if the flag is detected.

Like everything in GZDoom though, not sure if changing this would make everyone happy with regards to compatibility.

Alternatively, a new set of particle generator actors (labeled "bright") could be added.

At any rate, faster results can be gotten by just DIY'ing it in ZScript. :P
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: Question about ZDoom's Particle Fountains

Post by Gez »

Nash wrote:Like everything in GZDoom though, not sure if changing this would make everyone happy with regards to compatibility.
I don't really have a way of checking, but I doubt there are many maps out there with custom particle fountains that were given the bright flag despite it not doing anything, and where the particles actually appearing bright would cause a real issue.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49073
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Question about ZDoom's Particle Fountains

Post by Graf Zahl »

It might make more sense to use one of the thing bits in the level data to trigger this. Obviously only one of the extended ones because we all know how many people set the 'deaf' bit on non-monsters, for example.
User avatar
Rachael
Posts: 13575
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Question about ZDoom's Particle Fountains

Post by Rachael »

Graf Zahl wrote: Obviously only one of the extended ones because we all know how many people set the 'deaf' bit on non-monsters, for example.
I think editors are to blame more than level designers for this.
Post Reply

Return to “Feature Suggestions [GZDoom]”