[AnimDefs] Texture Blending

Moderator: GZDoom Developers

User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

[AnimDefs] Texture Blending

Post by Tormentor667 »

Just a neat idea I had while playing around with new features for TNT4 and KDiZD: What about an animdef texture blending option? Just imagine the possibilities. We have one texture with 2 frames, and we need 2 additional numbers, one for the delay of each frame and one for the blending time. I think this shouldn't be too hard to add and beyond make ZDoom even more powerful. Here an example:

Code: Select all

blending britex1
pic 1 tics 3 5
pic 2 tics 3 5
pic 3 tics 3 5
This would make a texture animation out of BRITEX1, BRITEX2 and BRITEX3 in which each of the patches stay for 3 tics and then fade/blend to the next patch within 5 tics, you know what I mean?! :) This should be possible for FLATS and TEXTURES, imagine the possibilites ;)

Another example:

Code: Select all

blending britex1
pic britex1 tics 3 5
pic britex2 tics 3 5
pic britex3 tics 3 5
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

That would also allow for smoother xFALL animations. I like it :D
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

I concur.

Fancy ports like jDoom has it, ZDoom should, too!

Not sure if this feature is hardware-dependant, though...
User avatar
HobbsTiger1
Posts: 1235
Joined: Fri Jan 07, 2005 7:29 pm
Location: #DMClub
Contact:

Post by HobbsTiger1 »

Nash wrote:Fancy ports like jDoom has it, ZDoom should, too!
Doesn't mean its good... However, I approve. It's features like this that bring ZDoom up to the editing capabilities of some of the not quite as old FPS games, even if it doesn't match in graphics or sound.
User avatar
Lexus Alyus
Posts: 4220
Joined: Tue Jul 15, 2003 5:07 pm
Location: Nottingham, UK
Contact:

Post by Lexus Alyus »

It shouldn't be too difficult as we have that massive burn effect when the screen changes... man, that blood dripping effect that Doom has always had was one of the best things in Doom IMO... that's the coolest thing ever, and Doom is the only game to do it :D.

:twisted:
User avatar
Nmn
Posts: 4629
Joined: Fri Apr 16, 2004 1:41 pm
Preferred Pronouns: He/Him
Contact:

Post by Nmn »

I think this is a cool feature ... 8-)

PDP man... :rock:
User avatar
TOGoS
Posts: 131
Joined: Sat Nov 22, 2003 12:33 am
Location: Wisconsin
Contact:

Post by TOGoS »

I think this falls into the category of 'things that would be easy to implement if zdoom didn't used a color palette but it does so it's tricky'. You'd probably have to precalculate the image for each between-frame frame.
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Well, if you don't mind having the space to waste, you can always pre-generate a fade animation in JASC Animation Shop or something, then import the textures...

Would take up a lot of space, though...
User avatar
Hirogen2
Posts: 2033
Joined: Sat Jul 19, 2003 6:15 am
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
Contact:

Post by Hirogen2 »

ZDoomGL has this sort... for BFALL and stuff. You probably seen the mpeg from timmie.squabble.org.
User avatar
Chris
Posts: 2942
Joined: Thu Jul 17, 2003 12:07 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Post by Chris »

It shouldn't be hard to do. Just draw a wall as normal, then if the texture is blended draw the other texture right on top of it using translucency. Of course the only tricky part would be to have ZDoom consider the blended texture a masked texture if either texture contains transparent areas.
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Post by Tormentor667 »

A statement from Graf or Randy would be interesting...
User avatar
Sphagne
Posts: 513
Joined: Wed Jul 16, 2003 3:36 am

Post by Sphagne »

I think it would be "Wait for GL version."
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

It can't be harder than the warping stuff. The only problem I see is that something like this may not look as good as expected due to palette limitations.
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Post by Tormentor667 »

Well, I think if it looks good or bad depends on the persons which play around with the possibilities of the feature. ;) It's the same with the warp effect, that one also doesn't look good always :)
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Post by Tormentor667 »

*bump*
Any news on that?
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”