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>> No.4786818 [View]
File: 182 KB, 640x400, Screenshot_Doom_20180318_152209.png [View same] [iqdb] [saucenao] [google]
4786818

>>4786775
>>4786773
This plasma is the same as the other one its just under a different palette.

The trick to using additive blending is understanding that it Adds the value of any color to the background. Likewise stacking multiple additive sprites together becomes bright very quickly.

You do NOT need Alpha set below 100% to give it a see-through effect, all this will do is potentially make the brighter/white portions of it wash out or get muddy.

> Color Translations
If you dont want to modify the sprite graphics directly you can do a translation.

Consider that fireballs and plasma have darker parts to them, but even the way they're drawn in vanilla the darker parts are still kinda bright. If you remap them to be even darker in those areas they will provide more see-through capability.

But the center parts, the yellow glob in the middle of an imp fireball, the shiny white center of a plasma shot... you can remap these colors to make them brighter and they will remain Opaque. Congratulations the spite appears to have an Alpha Layer now even though its still a standard doom lump sprite.

Pic Related.

In the case of my plasma shots I have 2 effects going besides the sparkles. The main sprite for the shot has light rays coming off of it and it picks one frame from a set of 4 to display per tic. They oscillate on both axes. The other effect is the tail which is produced using the momentum calculations (as part of a_spawnitemex) same way alot of blaster bolts are. Except each one diminishes in size.

Seen from the side at a distance, it mimics the kind of performance you might expect from plasma bolts in modern fps games.

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