Feature #1188
Particle Generator - More funtionality
100%
Description
VisSprites would be of great use. Other improvements 
that would be very usefull are:
Particle Size XY - So a particle doesn't have to be 
square.
Local CoOrdinates - So the particle genertor inherits the 
angle from the source mobj, instead of using the world 
coOrds.
SurfaceSubstate - When a projectile or hitscan weapon 
hit's a plane/wall it would call the particle generator with 
a variable describing the texture as a parameter.
There would need to be a ded file (similar to how 
texture enviroments work) that puts textures into 
groups eg. liquid, rock, metal etc.
Then the particle generator would use that substate 
instead of the normal state. So if the bullet puff 
generator was spawned by a bullet hitting a 'liquid' 
texture, then the generator would use the liquid sub-
state (ie water splash).
Dani J666
Labels: Graphics
History
#1
     Updated by danij over 22 years ago
    Updated by danij over 22 years ago
    
    The good ideas from this RFE have since been implemented.
#2
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    (originally posted by anonymous SF.net user)
Logged In: NO
Are greyscale tga's supported?
I just tried recreating some of the particles and noticed that 
they wouldn't work as either 256 color or greyscale.
Seems a bit silly having to triple the file size by saving as RGB 
even though they are greyscale.
Dani J666
#3
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    Logged In: YES 
user_id=717323
Only 24/32 bit TGAs are supported. PCX should work ok?
#4
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    (originally posted by anonymous SF.net user)
Logged In: NO
Yeah pcx works great, I'll use that. Just through using a 256 
color pcx I've been able to double the resolution and reduce 
the file size of the particles.
Dani J666
#5
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    (originally posted by anonymous SF.net user)
Logged In: NO
The ability to rotate a particle would be usefull.
Dani J666
#6
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    (originally posted by anonymous SF.net user)
Logged In: NO
If I use a 256 color pcx image as a particle, it isn't alpha 
blended at all. Do they have to be 24/32bit for alpha blending?
Dani J666
#7
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    Logged In: YES 
user_id=717323
PCXs can't have an alpha channel, but color-keying should work (see 
Readme). I'm under the impression that PNG supports the alpha 
channel, so using that may be preferable.
Now that we have textured particles, rotating them would indeed be 
nice.
#8
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    (originally posted by anonymous SF.net user)
Logged In: NO
PNG works yeah. I'm just getting a lot more slow down with 
png, because you can't save an alpha channel into an image 
with anything less than 32bit bit color, it's making the 
particle's almost 14k in size.
I'll try color-keying the pcx versions. That would allow for 
both 256 color & alpha blending?
Dani J
#9
     Updated by skyjake about 16 years ago
    Updated by skyjake about 16 years ago
    
    (originally posted by anonymous SF.net user)
Logged In: NO
Is there anyway to tell the engine to use the particle image 
itself for the alpha channel? Color keying won't achieve a 
smooth blend.
Since the particle is greyscale anyway, there is no need to 
add another 3 color channels just to get the alpha channel. 
In nearly all cases the alpha channel would be exactly the 
same as the image.
It would greatly improve the speed of tex particles if the 
same pixel data was used for the blending. At the moment it 
requires the particle textures to be saved in 32bit, when 8bit 
could achieve better quality, as the saving could be better 
invested in higher res particle textures.
Dani J