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A small wad I put together for Abyss Below, so I could have large blood decals that I could place in Doom Builder that actually add to the map's feel (ZDoom's decals are too small to be used as such). It didn't work for the longest time until Nash fixed them. Now they're free for anyone to use.
Me, before Nash fixed them wrote:I never thought I'd be releasing a [fail]ed wad, but here it is:
I've been working on these for Abyss Below and was going to release it as a resource, so mappers could simply place a decal actor to have a large blood splatter on a wall. I extracted the blood decals from the Doom 3 demo, greyscaled them (they were sort of luminescent, before) and put them in a wad. They don't show up properly, though, as the test map shows.
If someone could fix these decals and release them, I think a lot of people (myself included) could really use them. I've lost the will and don't have the know-how to fix them, myself.
Last edited by Ghastly on Sat Aug 02, 2008 12:17 pm, edited 2 times in total.
I had to manually go through all of these files to grayscale and SETPNG them - as a result, I didn't really check them thoroughly in-game but on first glance, it's fixed.
Ah, thank you so much for turning my first [fail] wad into a success!
I revamped the test map (since I opened Doom Builder while XWE was running and the original got ruined), so the decals are easier to see and revised the Decaldefs (the scale was odd). I'll/I've edit(ed) the first post with the new download links.
Numbers 6 and 7 don't show up in-game, though. I think it's because they were too dark. I just removed them, though, since there's still 21 other decals to use.
Crap. I just noticed the "box" around the decals. That is because the background isn't pure 100% black (rgb 0, 0, 0).
It's easily fixable by just flood-filling the empty areas with black, but I don't feel like doing it because doing that would mean having to use SetPNG on all of them all over again. :/
It's times like this I wish it was possible to use scripting for command line tools in WindowsXP... this will be easy if I can setup SetPNG in a for loop.
EDIT: I see in your fixed version that the decals are offset very differently compared to how I set them in the manual converting process... did you temper with them? I assume you used XWE to adjust the offsets, because SLumPed can't retain the alph chunk when you modify the offsets (in other words, SLumPed screws the decals up when you fiddle with their offsets)... ?
Ah, your version had them offset like projectiles, I used SLumpEd to offset them like monster sprites. If I re-download your version, and import the sprites using 'Import Raw Data' in XWE (so they're offset automatically), would it save you a lot of work?
No, not really. To get rid of the boxes as described by DBT, I'd have to manually flood-fill all of the decals and reset their alph and grab chunks (alpha and offset) so in the end it's like doing it all over again.
Do you think the boxes are a big issue? If they are tolerable, I won't fix them.
In GL (more colors), I think it's much less noticable (it's only noticable in the screenshot if you look closely for it). If you teach me how SetPNG works, I could do it myself. I'd prefer to learn it anyway, in case I make more decals.