Why aren't you using a spotlight for the flashlight? That "spawn multiple spherical lights" way of doing it is not only dated, but looks incorrect physically, and most importantly is not performance-friendly because you are spamming multiple lights to replicate the functionality of 1 light source...ImpieTwo wrote:
Combining different wads with my Fears WIP experiment yielded what I think the Fears mod ought to be like.
For anyone not familiar with Amiga games.
The WIP Thread
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Re: The WIP Thread
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Re: The WIP Thread
Is that so? If i ask you a question, how can you make a functional flashlight without spawning 'n spamming light projectiles? After all these years, i couldn't figure out how!
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Re: The WIP Thread
Captain J wrote:Is that so? If i ask you a question, how can you make a functional flashlight without spawning 'n spamming light projectiles? After all these years, i couldn't figure out how!
Someone hasn't been keeping up with the engine. ;) Spotlights were added into GZDoom almost a year ago...Nash wrote: Why aren't you using a spotlight for the flashlight?
EDIT: for a quick example, check this mod: viewtopic.php?f=43&t=59429
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Re: The WIP Thread
Because the flashlight in this video is part of Harder Event, not my mod.Nash wrote: Why aren't you using a spotlight for the flashlight?
EDIT: Also, darkdoomz and the flashlight thing both fail and abort when I try to run them. Dunno if it's my graphics card again or something else. Seems like one has to do with my gzdoom version, which I can't update til I get a new comp.
Last edited by ImpieTwo on Tue Jan 08, 2019 5:19 am, edited 1 time in total.
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Re: The WIP Thread
Oh!! Silly me. Although i visit the forum often, i wouldn't look up the engine news and such because i'm not a geeky nor maybe HORDCORE modder myself. But hey, thanks for the priceless information! I'm certain that some modders will find this helpful.
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Re: The WIP Thread
I've been wrestling with blender whole afternoon to get this rendered correctly. And it worked! Working in Blender is worse than any other software I ever tried so far, even surpasing CAD.
Hands, reload animation, ironsights and dual wielding comming tommorow.
EDIT: also should be corrected for DooM's weird pixel aspect ratio.
Hands, reload animation, ironsights and dual wielding comming tommorow.
EDIT: also should be corrected for DooM's weird pixel aspect ratio.
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Re: The WIP Thread
You're certainly an Undying Grand Champion of Doom Spriting. Definitely follows retrospective doom palette and it does not look bad at all!! Splendid work!
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Re: The WIP Thread
Out of interest, were you using 2.79 or 2.80? The latter has a lot of quality of life improvements from what I've seen, though i haven't got to deep into it yet.neoworm wrote:I've been wrestling with blender whole afternoon to get this rendered correctly. And it worked! Working in Blender is worse than any other software I ever tried so far, even surpasing CAD.
Also, what did you need to do to fix the aspect ratio?
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Re: The WIP Thread
2.8 for the first time. I still don't know how to make normal maps I got with the model work properly.
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Re: The WIP Thread
Spoiler:i dun did it
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Re: The WIP Thread
That is comically and interestingly clever and yet so tactical. I just love it. And what's next? Mighty Putty?
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Re: The WIP Thread
Working on bringing more faithful Raven colourmaps to OpenGL...
Spoiler:
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Re: The WIP Thread
Pixel Eater wrote:Working on bringing more faithful Raven colourmaps to OpenGL...
Does this use the colormap itself? I know GL started checking it to support the fullbright colors in the Strife palette, and I've often wondered if it could use the entire thing. (Even better, use a 24-bit map for finer control, and allow for 64/128/etc. levels.)
I love designing palettes & colormaps, and I'm sad sometimes that GL & SW32 are making them nigh-obsolete.
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Re: The WIP Thread
Nimrod kicks ass