DECALDEF 4 FLOOR/CEILING ???

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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dax13
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DECALDEF 4 FLOOR/CEILING ???

Post by dax13 »

Hey hoU !

I'm making a mod with a lot of blood and gibs and stuff like that... and as far as I know there is a definition lump that creates sprites/images on the wall(DECALDEF).. now my question:

..Does Gzdoom or zdoom has a lump that creates the same stuff on the floor and ceiling.. or do I have to do some crazy stuff to obtain my aim? If its possible.. HOW IN THE HELL CAN I DO THAT???!!!

I hope you understand my bad english ( :) )
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Enjay
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Post by Enjay »

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Post by dax13 »

do you know where i can get a 3d splat model? that would be the thing
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Post by Enjay »

I know that Nash was working on using 3D models to make floor splats. Actually, just a flat, single plane model with a splat picture for a skin would do it. It wouldn't need to be anything complicated at all. I think the only difficulty might come from the skin not taking the colour of the blood if the monsters had been set up to bleed colours other than red.
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Post by Enjay »

OK, I just knocked this up very quickly so it will need improving. However, it does work and it even works with different coloured blood. I didn't realise Graf had allowed that.

The blood splats are set to fade out after 10 seconds but, obviously you can change that it you like.

Just load the whole zip without unpacking it.
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Post by Enjay »

Updated with (I think) slightly better decorate using a crash state so that the blood doesn't splat until it hits the ground.
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bloody.zip
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Post by Nash »

The texture does colourize, provided that it's a Doom-palette PNG.

NashGore v2.0 uses 3-d blood splats and they are all colourized accordingly.
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Post by Enjay »

Nash wrote:The texture does colourize, provided that it's a Doom-palette PNG.
The one in the example above is not a Doom palette png but it still colourises. Perhaps blood colour is dealt with a bit more like the colouring of decals and text messages? ie (as I understand it) the image is used for how light/dark the colour is (almost like it is a greyscale image) and the game engine applies the colour to it by some computer magic of some kind:?:

[edit]and by way of a test, I just tried recolouring my blood splats to a variety of colours most definitely not in the Doom palette. Normal actors (ie ones using default red blood) showed the various new colours of splats when their blood hit the floor. However, enemies with colour altered blood showed splats to match the colour of their blood as it was set in decorate. [/edit]
Last edited by Enjay on Tue Feb 05, 2008 23:17, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

Blood coloring does not use translation tables. Instead it creates a grayscaled version of the texture and uses the blood color as light. Therefore it works for everything you throw at it - even model skins.
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Post by Enjay »

My edit cross-posted with Graf but, yay!, it looks like my guess was pretty much right. :)
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Post by dax13 »

thx
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