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Feature #1188

Particle Generator - More funtionality

Added by skyjake almost 21 years ago. Updated over 11 years ago.

Status:
Closed
Priority:
Normal
Assignee:
-
Category:
-
Target version:
-
Start date:
2003-06-15
% Done:

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 almost 21 years ago

The good ideas from this RFE have since been implemented.

#2 Updated by skyjake almost 21 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 almost 21 years ago

Logged In: YES
user_id=717323

Only 24/32 bit TGAs are supported. PCX should work ok?

#4 Updated by skyjake almost 21 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 almost 21 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 almost 21 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 almost 21 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 almost 21 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 over 14 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

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