Baron of Hell
User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Eternity > Overlays now fully functional
 
Author
All times are GMT. The time now is 08:33. Post New Thread    Post A Reply
Quasar
Moderator


Posts: 6498
Registered: 08-00


Some screenshots:


Old Post Jan 10 2011 04:40 #
Quasar is offline Twitter account Youtube Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Csonicgo


Posts: 4537
Registered: 03-04


Yay!

Old Post Jan 10 2011 06:00 #
Csonicgo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 7032
Registered: 01-02


It's also worth pointing out that the oddly-shaped completely transparent chunk in the first screenshot is intentional in the map, not a rendering bug; I put it there for testing adjacent portals with different overlay properties.

Old Post Jan 10 2011 07:40 #
esselfortium is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
kristus
Megablast!


Posts: 10738
Registered: 07-00


What about textures with "holes" in them? Like the Mid* textures.

Old Post Jan 10 2011 09:52 #
kristus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
printz
CRAZY DUMB ZEALOT


Posts: 9202
Registered: 06-06


1) What's their ExtraData implementation?
2) It has been mentioned in IRC that transparent holes won't be masked as such (yet)
3) Do they work both for basic and linked portals?
4) Any chance that when transparent holes are possible, there'll be linked portals that let traces (e.g. hitscans) and projectiles pass through and other objects not?
5) Can you trigger-model the overlays so as to create breakable glass?

Old Post Jan 10 2011 11:17 #
printz is offline Twitter account Youtube Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Quasar
Moderator


Posts: 6498
Registered: 08-00



kristus said:
What about textures with "holes" in them? Like the Mid* textures.

Not yet. We have to establish some way of specifying masking on linear textures first. ZDoom steals a palette index to do this. I don't know what we should do, frankly.

printz said:
1) What's their ExtraData implementation?
2) It has been mentioned in IRC that transparent holes won't be masked as such (yet)
3) Do they work both for basic and linked portals?
4) Any chance that when transparent holes are possible, there'll be linked portals that let traces (e.g. hitscans) and projectiles pass through and other objects not?
5) Can you trigger-model the overlays so as to create breakable glass?

Overlays can be placed on any portal surface AFAIK, though they only really make sense on linked and anchored portals. The flag properties that control portal behavior are runtime modifiable, so it may end up being possible to toggle them via switches once Aeon is available.

Old Post Jan 10 2011 14:30 #
Quasar is offline Twitter account Youtube Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Mechadon
Senior Member


Posts: 2321
Registered: 12-06


Beautiful!

Old Post Jan 10 2011 20:50 #
Mechadon is offline Twitter account Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 7032
Registered: 01-02


More shots of overlays in action, from Vaporware:

http://sl4.poned.com/screens/vapor/011011/etrn1858.png
http://sl4.poned.com/screens/vapor/011011/etrn1859.png
http://sl4.poned.com/screens/vapor/011011/etrn1860.png
http://sl4.poned.com/screens/vapor/011011/etrn1861.png

Old Post Jan 10 2011 22:29 #
esselfortium is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Xtroose
Junior Member


Posts: 248
Registered: 12-09


This is great news. I have a couple of questions.
  1. Is it possible to use this effect with custom TRANMAPs?
  2. Is there any chance I could get the test map?

Old Post Jan 11 2011 13:37 #
Xtroose is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 7032
Registered: 01-02



Xtroose said:
This is great news. I have a couple of questions.
Is it possible to use this effect with custom TRANMAPs?

No. I imagine a rendering path to do this could be potentially implemented, but I don't think it's in the plans. Some possibilities for handling masked textures (like MIDSPACE) on portal surfaces are being considered, though.

Xtroose said:
Is there any chance I could get the test map?

Here!

Requires a recent SVN build (can get from http://svn.drdteam.org/eternity/) to work properly, due to some overlay behavior fixes made within the past day or two.

Old Post Jan 11 2011 18:25 #
esselfortium is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Xtroose
Junior Member


Posts: 248
Registered: 12-09


Thank you. :)

Old Post Jan 11 2011 18:29 #
Xtroose is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 08:33. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Eternity > Overlays now fully functional

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.