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[Implemented] Additive rendering style for sprites

Wed, 03 Oct 2007 10:39:31

Alex-bomber_Man

What is about to make a support for additive translucency rendering style? I mean the system that makes sprite parts as more translucent as their gamma less bright.. (for example absolutely black parts on sprite = absolutely translucent and white parts absolutely visible.. etc..) That will be usefull for creating more optimised hires effects for plasma,explosions and so on.. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 03 Oct 2007 14:55:59

Firebrand

Sounds good, but I think it would be difficult to add to the direct3d and opengl renderer IMO, Janis should know for sure, but I agree in that it would be cool for nice effects on sprites <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 03 Oct 2007 17:17:13

Crimson Wizard

[quote="Firebrand":3tr16jgf]Sounds good, but I think it would be difficult to add to the direct3d and opengl renderer IMO As far as I am concerned those effects could be created as a sequence of rather simple mathematical operations over 2 or more bitmaps.
Wed, 03 Oct 2007 19:22:22

spiderman

Does vavoom support PNG format for sprites? If so, there is no need for this type of thing, as PNG has an alpha channel. You can easily create an alpha mask from a color, for example to get the effect you are talking about Gimp users can use the "Color to alpha" tool and select black. So, does anyone know whether we support PNG sprites?
Wed, 03 Oct 2007 19:41:17

scen

[quote="spiderman":3187ycvf]So, does anyone know whether we support PNG sprites? Vavoom support PNG format in textures, graphics, and 3D model skins. So i think that it could be support PNG sprites without problem. But it's better to wait for an official response from our Vavoom's dad <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Thu, 04 Oct 2007 17:05:59

Janis Legzdinsh

Additive translucency is a planed feature, some of the ZDoom special effects use it and to make them work I'll need it.
Sounds good, but I think it would be difficult to add to the direct3d and opengl renderer IMO
No, it's trivial to do it there, it's software renderer that needs special handling.
Does vavoom support PNG format for sprites?
Yes. To add offsets you'll have to use a special utility that you can find on ZDoom site.
Thu, 04 Oct 2007 17:55:08

Firebrand

[quote="Janis Legzdinsh":ejs865i5]
Does vavoom support PNG format for sprites?
Yes. To add offsets you'll have to use a special utility that you can find on ZDoom site. You can grab the utility from here: <!-- m --><a class="postlink" href="http://grafzahl.drdteam.org/index.php?page=topic&id=230">http://grafzahl.drdteam.org/index.php?page=topic&id=230</a><!-- m -->
Sun, 02 Dec 2007 10:26:56

Alex-bomber_Man

Thank's a lot Janis, i'm just creating high quality sprites for different effects from doom, hexen and heretic, they need this feature =) offtop: i didn't forget about new models and effects for vavoom, i only haven't much time for that now =( But i'm working.. =)
Sun, 02 Dec 2007 19:38:17

Janis Legzdinsh

Implemented.

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