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1.0.29

Posted: Tue Nov 13, 2007 12:36
by Graf Zahl
There's a new version available. The most notable addition are ZDoom's custom skill definitions. There's also some bugfixes from the latest ZDoom SVN version and slight improvements to the model code thanks to Torr Samaho from the Skulltag team.

EDIT: 1.0.29 fixes a crash when using models.

Posted: Tue Nov 13, 2007 13:28
by KeksDose
[spoiler]Image[/spoiler]

^_^ : D

...This is so awesome =D

Posted: Tue Nov 13, 2007 13:38
by StasBFG[iddqd]
Thanks for skill definitions!

Posted: Tue Nov 13, 2007 14:07
by Nash
Thanks Graf, but... still no brightness map example? :(

Posted: Tue Nov 13, 2007 14:33
by Graf Zahl
Sorry, I forgot to include it. Since I have to re-fix it anyway it will be in 1.0.29.

Posted: Tue Nov 13, 2007 21:30
by Nash
No worries. The fact that I can finally do those smooth particles (as demonstrated by Keksdose's screenshot) really excites me already.

Posted: Tue Nov 13, 2007 21:34
by Karate Chris
Sweet. Great work!

Posted: Tue Nov 13, 2007 21:42
by Nash
The brightmaps are awesome. Just one question; what does the iwad keyword do?

Posted: Tue Nov 13, 2007 23:25
by Graf Zahl
It simply means that it only works for sprites in the IWAD. That's in case you load your own sprites that look different. This way you can always load it without having to worry about sprite replacements.

Posted: Wed Nov 14, 2007 22:40
by BlazingPhoenix
Yayz! New GZDoom!

Posted: Thu Nov 15, 2007 0:28
by Enjay
Thanks for the new version Graf.

I like the bright maps very much. Do the brightmap offsets and sizes have to be the same as those of the original sprite?

All the ones I have checked seem to be just 2 colour images (and XWE doesn't like reading them for some reason - so I can't check the offsets) - is that the format required or can there be more colours for more subtle gradation of colours?

Posted: Thu Nov 15, 2007 3:47
by Nash
I assume yes; look at the brightmaps for the cacodemons and the hell nobles. They're not totally white.

I guess it just works like an apha map where you can make smooth fades.

Posted: Thu Nov 15, 2007 9:14
by Graf Zahl
The brightmaps don't need offsets. The offsets are for positioning sprites in the engine but the brightmaps are just overlays for the created textures.

The size can be different although I don't see much use for that.

And you can use any color you want. This is not restricted to grayscale.

Posted: Thu Nov 15, 2007 11:31
by Enjay
Thanks for the information. With any luck I'll get a chance to try some of my own later on when I get home from work. :)

Posted: Thu Nov 15, 2007 12:28
by Tormentor667
What are Brightmaps? How can I define them and where are they used?