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Posted: Tue Oct 09, 2007 8:36 am
by Ryan Cordell
Can't wait for THIS one. <3

Posted: Tue Oct 09, 2007 9:01 am
by KeksDose
Awesome :trippy:

Bloody hell :twisted: :chaingun: :chainsaw2: :instagib: :railgun:

Posted: Tue Oct 09, 2007 9:42 am
by Dancso
Yays! Can't wait for some fake, but realistic floor decals! =)

Posted: Tue Oct 09, 2007 6:48 pm
by Unknown_Assassin
Yes! More gore, more violence, and more blood! :twisted:

Posted: Thu Oct 11, 2007 11:56 am
by Nash
HotWax wrote:Have you tried +NOBLOCKMAP? This would prevent any collision checks from occurring.
Now the gibs don't move with platforms, they just float in the air. :( Help!

Posted: Thu Oct 11, 2007 12:09 pm
by Kate
That's the primary problem with NOBLOCKMAP...

Posted: Thu Oct 11, 2007 12:54 pm
by Nash
Oh, nevermind, it's not big deal. A simple call to A_ChangeFlag("NOBLOCKMAP", 0) in the gibs' "OnFloor" state fixed it.

Posted: Thu Oct 11, 2007 2:36 pm
by Risen
Nash wrote:Oh, nevermind, it's not big deal. A simple call to A_ChangeFlag("NOBLOCKMAP", 0) in the gibs' "OnFloor" state fixed it.
Does that run the risk of getting other actors stuck if the flag changes while it's inside one?

Posted: Thu Oct 11, 2007 2:44 pm
by Nash
The gibs are set to -SOLID so I don't think it matters.

Posted: Thu Oct 11, 2007 4:34 pm
by Nash
Originally, I had these bunch of new decals and there was some animation on them. Long thin strips of blood would slowly ooze down from the main decals. However, I was messing around with Photoshop earlier today, and I came up with a bunch of new blood decals that I really liked.

Unfortunately, this style of painting made my old decal animation ugly. So for now... it's not animated (in other words, these are merely a high res version of ZDoom's static decals).

I wouldn't want to post the animation anyway because that'll spoil the surprise!

Image

Coming next... I'm deciding between either the new chainsaw death animations or the new XDEATH frames.

Posted: Thu Oct 11, 2007 4:48 pm
by HotWax
Does that look bad because there's no transparency in the splats, or because it's a picture of high-res splats on a low-res texture? :?

Posted: Thu Oct 11, 2007 4:53 pm
by Nash
Probably both.

But I'll try adding some transparency back to the alpha decals first though (because I like the extra tiny details the high resolution allows).

I hate making decals... so many unecessary steps...

Posted: Thu Oct 11, 2007 4:55 pm
by HotWax
Ah OK, I was thinking they probably didn't have any transparency but couldn't tell for sure. I think that would make the biggest improvement, and it'd be a shame to waste all that work on the high-res versions.

Posted: Thu Oct 11, 2007 7:35 pm
by Unknown_Assassin
Does the blood have a duration, in which it will die off, or will it be permanent?

If it is the latter, I think there is going to be a big issue about lag.

Posted: Thu Oct 11, 2007 7:47 pm
by Kate
The sprite-based blood should have a duration to it for that reason, the wall splats are limited by the cl_maxdecals cvar so they shouldn't be a problem.