last one for the night, better quality used a couple tutorial images to make that one |
In response to Ishuri
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Looking good
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In response to DarkCampainger
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DarkCampainger wrote:
Updated my lighting system with 510's PLANE_MASTER, now it supports multiple dynamic lights! Here's a gif, though it looks much, much better live. |
In response to Flick
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I rate it sexy out of sexy.
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Yut Put wrote:
i have no idea how this stuff works. i'm trying to make a fog of war system but i have no idea what i'm doing Fog of war is an interesting use of this. I have some ideas there. It seems like if you want more of a specific fog color, some kind of more advanced setup (and maybe a new feature like alpha masking) might be needed, but I can think of a way to do this with what we've got. First, define your fog plane. #define FOG_PLANE 5 There are ways to simulate alpha masking if you work with multple planes. #define CLOUD_PLANE 6 |
Worked on Particons a little bit since I guess it had been broken for a while. Added another var that helps add some ability to structure effects.
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In response to Lummox JR
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Lummox JR wrote:
Try that flame one with a little BLEND_ADD magic. Please fucking add blend modes to particons. PLEASE. |
In response to Rushnut
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Rushnut wrote:
Lummox JR wrote: There's already Icon.Blend(). idk what you're jizzing over. Flick just needs to add a dropdown menu option for what blending operation to use when saving the icon. |
In response to D4RK3 54B3R
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D4RK3 54B3R wrote:
Rushnut wrote: I think he's referring to the actual lib itself, but yea I'm not seeing what the overhype is about. |
In response to Lummox JR
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Lummox JR wrote:
Try that flame one with a little BLEND_ADD magic. Hmmm. Well, there are no actual atoms involved, it's just an icon, so the 'BLEND_[mode]' stuff doesn't really do anything. I'll see what I can do with the 'ICON_[mode]' stuff, but I'm overlaying icons over mostly transparent icons which only really works with UNDERLAY, OVERLAY, and OR. I could give the icon an underlying base color which would work, but would then be impossible to get rid of if you wanted to use the effect in a game. I'll see what I can do. As for the 'overhype' etc: I don't think its anything all that spectacular, I just think they look pretty. I like shiny things ;) And they eliminate the cpu hit I was taking trying to generate effects with animate. |
In response to Flick
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Flick wrote:
Lummox JR wrote: I didn't mean it as anything negative really, I'm actually enjoying Particons frequent updates, and yea they certainly do look pretty. |
In response to Flick
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Well, for example: for particles that are supposed to use a blend_mode, like BLEND_ADD for a fire, I think it would be ok to use Blend() with ICON_ADD it all on top of an opaque black canvas.
For particle effects with mixed blend modes... I have no idea. |
In response to D4RK3 54B3R
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D4RK3 54B3R wrote:
Well, for example: for particles that are supposed to use a blend_mode, like BLEND_ADD for a fire, I think it would be ok to use Blend() with ICON_ADD it all on top of an opaque black canvas. I'll have to play around with it, but the background needs to be transparent when I'm done so the effects can be used in game. I don't see a good way to get rid of the black canvas, at least with partially transparent particles. There would be a black border left over. |
In response to Flick
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Flick wrote:
I'll have to play around with it, but the background needs to be transparent when I'm done so the effects can be used in game. I don't see a good way to get rid of the black canvas, at least with partially transparent particles. There would be a black border left over. That's not what I meant. If the final icon has a black canvas, but the icon is used with an atom that is using BLEND_ADD, none of the black will appear. The atom should appear as if all of the particles that were used in generating the icon were on BLEND_ADD, if ICON_ADD was used for all of them on top of an opaque black canvas. The same is true for BLEND_MULTIPLY and a white canvas. |
In response to Lummox JR
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Lummox JR wrote:
On a transparent canvas, ICON_OR would work. Yeah, that works. I could probably use icon.MapColors() with ICON_OR to fake some other modes. |
In response to Flick
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In english?
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I can only breath so fucking hard PLEASE make a library or tutorial I am LITERALLY begging you.