I found set shade function, and after playing a little with it I have a question.
Is it possible to make cacodemon which upon hit slowly change it stencil color to red, and then slowly change it back to default color? And if yes, how to do so?
Slowly changing stencil color
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Re: Slowly changing stencil color
No, it's not possible, zDoom does not support a rendering style like this (only Stencil and AddStencil). If you want a simple hitflash effect without smooth color transitioning, I can provide it.
Re: Slowly changing stencil color
you could make another actor that follows the caco's position, copies it's sprite and frame, and then fades out after spawning
Re: Slowly changing stencil color
If I understand this idea correctly, it would require offsetting the dummy actor by a tiny amount towards the player camera. Possible, but breaks down when viewed from above or below.comet1337 wrote:you could make another actor that follows the caco's position, copies it's sprite and frame, and then fades out after spawning
Re: Slowly changing stencil color
i'm fairly certain that newly spawned actors get priority and are rendered on top if they occupy the exact position of another actorCherno wrote:If I understand this idea correctly, it would require offsetting the dummy actor by a tiny amount towards the player camera. Possible, but breaks down when viewed from above or below.comet1337 wrote:you could make another actor that follows the caco's position, copies it's sprite and frame, and then fades out after spawning
Re: Slowly changing stencil color
Well, the blood pools from the Ketchup mod cause z-fighting when overlapping, so... Not sure bout that.
Re: Slowly changing stencil color
Maybe make the first actor invisible while the second actor runs through its color changes. Then it reappears when the second actor is done.Cherno wrote:If I understand this idea correctly, it would require offsetting the dummy actor by a tiny amount towards the player camera. Possible, but breaks down when viewed from above or below.comet1337 wrote:you could make another actor that follows the caco's position, copies it's sprite and frame, and then fades out after spawning
Re: Slowly changing stencil color
Meh, dont need to. I self can make such hack, just wants to knows is it possible to make using just functions, without actors.Cherno wrote:No, it's not possible, zDoom does not support a rendering style like this (only Stencil and AddStencil). If you want a simple hitflash effect without smooth color transitioning, I can provide it.
Re: Slowly changing stencil color
Is it possible with TRANSLATIONs maybe?
I am looking to replicate a similar visual effect. (timestamp 1:41)
UPD. So far the easiest crutch that was ever recommended to me in this regard is simply dropping a colored dynamic light on the monster. But I'd still appreciate your input, if any.
I am looking to replicate a similar visual effect. (timestamp 1:41)
UPD. So far the easiest crutch that was ever recommended to me in this regard is simply dropping a colored dynamic light on the monster. But I'd still appreciate your input, if any.