WARDUST Posted October 22, 2017 Hellow! I'm trying to see heretic mummys with this effect like spectres with no luck. I don't know if spectre fuzz effect are working in doom game (need to try) In display menu in Gzdoom there are two options i can see, and they are: activate the effect and select what style of effect. The other thing i toched is the gzdoom.pk3. Inside the pk3 i find the zscripts folder and inside the heretic folder with the definition text file i edited: mummy.txt Inside the file, under the gosht def, i paste the definition spectre has (renderer "opfuzzy" alpha 5) over the original "translucency") but ingame nothing change. The gosht mummys are translucents as always they are. Someome can help me? Regards! 0 Share this post Link to post
Gez Posted October 22, 2017 Directly editing gzdoom.pk3 is not recommended. Anyways, why don't you try "fuzzy" instead of "optfuzzy"? 0 Share this post Link to post
WARDUST Posted October 22, 2017 1 hour ago, Gez said: Directly editing gzdoom.pk3 is not recommended. Anyways, why don't you try "fuzzy" instead of "optfuzzy"? I did it too. But optfuzzy it's the way spectre is. I edit gzdoom.pk3 because i don't know another way to edit this definition. You know some other way? 0 Share this post Link to post
Gez Posted October 22, 2017 "optfuzzy" is "optionally fuzzy" because you can turn off the fuzz effect in your user settings. "fuzzy" is always fuzzy. The proper way is not to edit the core definitions, but to replace them with new actors that can be derived from them. So something like this DECORATE code: Actor MummySpectre : MummyGhost replaces MummyGhost { RenderStyle Fuzzy } Actor MummyLeaderSpectre : MummyLeaderGhost replaces MummyLeaderGhost { RenderStyle Fuzzy } Put these two lines in a file named DECORATE.TXT, and load it alongside Heretic, and you should see that the ghost golems are now fuzzy (regular, solid golems are still opaque as normal). 0 Share this post Link to post
WARDUST Posted October 22, 2017 (edited) 4 hours ago, Gez said: "optfuzzy" is "optionally fuzzy" because you can turn off the fuzz effect in your user settings. "fuzzy" is always fuzzy. The proper way is not to edit the core definitions, but to replace them with new actors that can be derived from them. So something like this DECORATE code: Actor MummySpectre : MummyGhost replaces MummyGhost { RenderStyle Fuzzy } Actor MummyLeaderSpectre : MummyLeaderGhost replaces MummyLeaderGhost { RenderStyle Fuzzy } Put these two lines in a file named DECORATE.TXT, and load it alongside Heretic, and you should see that the ghost golems are now fuzzy (regular, solid golems are still opaque as normal). It work! It's necessary start a new game (not loading one) thanks a lot! Edited October 22, 2017 by WARDUST 0 Share this post Link to post
Gez Posted October 22, 2017 More precisely it's necessary to load a new level. Your savegame for the current level includes all the data about all the actors, which means that it contains references to the golems and their renderstyles as they were when you saved it. To see changes you have to get into a new level. 1 Share this post Link to post