
Screenshot Discussion Thread
Moderator: Graf Zahl
-
- Posts: 18
- Joined: Sat Nov 05, 2005 5:47
- Tormentor667
- Stronghold Team
- Posts: 3555
- Joined: Sun Nov 13, 2005 23:15
- Location: Germany
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
-
- Posts: 18
- Joined: Sat Nov 05, 2005 5:47
Those are exactly what Doom enemies spurt when shot. Realistic or not, ugly or pretty (a matter of tatse anyways) they are part of the Doom's original artwork, which makes them techinically more suitable than any other blood decal.
By the way, is there something I can use in decaldef to make blood splat to the lateral walls instead of just the one behind the enemy?.
By the way, is there something I can use in decaldef to make blood splat to the lateral walls instead of just the one behind the enemy?.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
-
- Posts: 18
- Joined: Sat Nov 05, 2005 5:47
-
- Posts: 18
- Joined: Sat Nov 05, 2005 5:47
-
- Posts: 130
- Joined: Sat Oct 08, 2005 19:22
I shudder to think what the overhead is for GZDoom in order to produce that (although it DOES look nice).3d floors with additive translucency. (pics by solarsnow in screenshot thread)
You could create an effect with much the same results using regular midtextures with an alpha channel though. It would be certainly be much kinder to the engine at least (FPS)

I'm glad to see you like my textures also

- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Tormentor667
- Stronghold Team
- Posts: 3555
- Joined: Sun Nov 13, 2005 23:15
- Location: Germany
- Contact:
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact:
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
It certainly wouldn't look as nice. I have no problem maintaining 165 fps in Quallity rendering mode, so I don't think this is terribly abbusive either. If during play testing I find it excludes too many users, I'll consider redoing them.DaniJ wrote:You could create an effect with much the same results using regular midtextures with an alpha channel though.
If those are your textures, the ones from the retexturing project, thanks, though I've had to modify nearly every one I've used so far.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: