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The WIP Thread

  • Blue Shadow
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10 years 1 month ago #21 by Blue Shadow
Replied by Blue Shadow on topic The WIP Thread

Infirnex wrote: I assume it's just every texture in the game with WARP attributed to it in ANIMDEFS.

This. But only on the textures and flats of E1M1. I'm wasn't too bored to apply that on all the textures and flats in the whole game. :P

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  • idGamer
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10 years 1 month ago #22 by idGamer
Replied by idGamer on topic The WIP Thread

Blue Shadow wrote: Not exactly something I'm working on, but sometimes boredom hits hard and you find yourself doing silly things:

Warning: Spoiler!

The rest of the album .


Woah, that looks nice. :huh:

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  • Blue Shadow
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10 years 1 month ago #23 by Blue Shadow
Replied by Blue Shadow on topic The WIP Thread
In case someone wants to check it out, download this:

File Attachment:

File Name: warp.zip
File Size:1 KB


Inside, there are two files: warp.pk3 uses warp, and warp2.pk3 uses warp2. Load them in GZDoom with Doom 1 on the first level.

Unless you have a good stomach, I don't recommend checking out warp2.pk3. ;)
Attachments:

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  • MagicWazard
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10 years 1 month ago #24 by MagicWazard
Replied by MagicWazard on topic The WIP Thread

Blue Shadow wrote:

Infirnex wrote: I assume it's just every texture in the game with WARP attributed to it in ANIMDEFS.

This. But only on the textures and flats of E1M1. I'm wasn't too bored to apply that on all the textures and flats in the whole game. :P

Would it be theoretically possible to have a script that automatically does that for you so that you don't have to do it by hand? Or one that dynamically turns that sort of thing on and off?

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  • Gez
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10 years 1 month ago #25 by Gez
Replied by Gez on topic The WIP Thread
Of course it'd be possible. Relatively simple programming. Parse through the TEXTURE1 and TEXTURE2 lumps, print a warp line for each texture name.

For flats, parse through the IWAD's directory, and print a line for each lump name found between F_START and F_END.

But if you take it to programming, you can as well just edit ZDoom a bit so that it'll warp all the textures, all of them.

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  • MagicWazard
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10 years 1 month ago #26 by MagicWazard
Replied by MagicWazard on topic The WIP Thread

Gez wrote: Of course it'd be possible. Relatively simple programming. Parse through the TEXTURE1 and TEXTURE2 lumps, print a warp line for each texture name.

For flats, parse through the IWAD's directory, and print a line for each lump name found between F_START and F_END.

But if you take it to programming, you can as well just edit ZDoom a bit so that it'll warp all the textures, all of them.

Sorry, I probably wasn't clear, but I meant more like an ACS script, not something externally that actually writes to the TEXTURE(X/S) lumps. So the warp on/off could be done dynamically at run-time, so, for example, you could control it with a power-up of some sort.

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  • Blue Shadow
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10 years 1 month ago #27 by Blue Shadow
Replied by Blue Shadow on topic The WIP Thread
Create copies of all textures (and flats), applying the warp effect on them. From ACS you can then replace the original textures with the warped ones using ReplaceTextures function.

Possible? Yes. Is it a good or easy way of doing it? No, not really.

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  • zrrion the insect
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10 years 1 month ago #28 by zrrion the insect
Replied by zrrion the insect on topic The WIP Thread
Some sort of laser gun I suppose. Feel free to use this however you want.


Aside from the hand this is from scratch.

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  • raymoohawk
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10 years 1 month ago #29 by raymoohawk
Replied by raymoohawk on topic The WIP Thread
my first attempt at a status bar face from scratch (well not really, my first attempts were just much too awful) thought id share it here



also an edit of the D64 cyberdemon i did a while ago

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  • Gez
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10 years 1 month ago #30 by Gez
Replied by Gez on topic The WIP Thread
Still say the boobs need to either be much flatter or sag more. (Independently of the question whether they should be there at all.)

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