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Weapons in GZdoom
Posted: Sun Sep 18, 2005 4:33
by Cyrez
just wondering if there are plans to add scaling to the actual weapon sprits and not just the pickup sprite?
wads nowdays thanks to you graf can have buitfull architecture and plenty of bang but then you load up a weapon and yuck.
just curious

Posted: Sun Sep 18, 2005 4:53
by Soultaker
That may be a redundant thing though. Ever looked at a weapon's graphics in OpenGL? They look 10X better than they did in Software mode. OpenGL makes all sprites pretty much look the same way they do in XWE, Wintex and all paint programs. Software will just make the sprites good look blah and flat and lifeless.
Posted: Sun Sep 18, 2005 8:21
by Graf Zahl
Make it a feature suggestion for ZDoom.

There's no point not to do this for software rendering as well.
Posted: Sun Sep 18, 2005 8:42
by Cyrez
Killmur wrote:Ever looked at a weapon's graphics in OpenGL? They look 10X better than they did in Software mode. OpenGL makes all sprites pretty much look the same way they do in XWE, Wintex and all paint programs. Software will just make the sprites good look blah and flat and lifeless.
not to be rude but i have to disagree
A looks very poor next to B
Posted: Sun Sep 18, 2005 9:33
by Soultaker
Uh I can tell that it looks like crap because the sprite was not ripped right. When you see horrible jagged edges like that it's because the ripper did not care about the final outcome. I assume you ripped the graphics yourself? The weapon will look way better in OpenGL if the edges are nice and straight and jagless. I will admit that some graphics will not look right under OpenGL but that is just dependant on how the graphics were ripped. Also buffer your graphics with at least 10 pixels or more of cyan since OpenGL will cut right into your guns good looks. I have used Edge in OpenGL and believe me I have had to always buffer the damn graphics because of that nasty flaw.
Posted: Sun Sep 25, 2005 1:30
by SeriousSandwich
Hey what wad is that anyway? It seems cool...[/off-topic mode][/bump mode]